Viscera Cleanup Detail

Viscera Cleanup Detail

The Main Menu Journey
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Update: 10 Dec, 2018 @ 11:10am

updated with new tool

Update: 3 Dec, 2017 @ 4:38pm

ok
Many thanks to LeeSuss yt videos for finding a few bugs:)

bullet holes behind robot boardroom screen have been deleted
1 blood splat behind screen deleted
improved lighting in evil science area=can now see the bin machine
unearthly excavation area=fixed uncleanable mess inside sarlack pit/sand monster
changes settings for sentry gun at the start to detect and shoot buckets from 1 side of bucket machine
bucket machine at start now spawns sentry guns incase ya destroy the spare gun
rebuilt lighting in highestquality settings=production lighting

thats it for now as there is no longer any game breaking bugs in this map
enjoy:)

Update: 18 Sep, 2017 @ 1:41pm

k another patch=
added failsafe to cage door at start
if door is open it has no collision when door reaches closed position it re-enable collision and ignore encroachers so ya not get stuck inside the door

i may do this for all the cage doors in this map if they become a problem/get stuck in wrong position etc

Update: 17 Sep, 2017 @ 1:07pm

ok patch is out
fixed missing textures on start portal
if any of the teleporters malfunction or if you get stuck in a certain area start a new game and overwrite old save for this map

Update: 12 Aug, 2017 @ 7:54pm

ok where do i start xd:)
1. The sand pit in Unearthly, when filled, is darker than everything around it. =fixed is same color/colour when is full is still darker during filling
2. (Minor) What-a-loads from Unearthly seem to like coming out tilted. =improved safe to ignore
3. (Majour) There's several invisible spikes extruding from the rails all along the tunnel for Unearthly. Note: You can actually get blood on these "spikes", but the Janitor cannot collide with them. =fixed
4. There's a gib ontop of the barrel in the Office area that makes metallic noises and no blood.=fixed=deleted metal gib
5.The final teleporting button in the Office is slightly tilted. 6. Another odd bit of lighting when going to where the furnace-bucket is in the Science area.=fixed
6.Some of the Stone and Dirt textures in the Minecraft area now have blue rectangles on the top left of them. =pain in the a$$ to fix that=fixed
7.One of the pids in the Cryogenesis area isn't enlarged. =save game issue restart map and overwrite old save
8. There's 2 pids for Dr. Ray Cyst, one of them being the nen-enlarged one... This may have something to do with the fact that my save is now updated. =restart map and overwrite existing save=fixed
9. The big pids keep getting sluck in the floor, similarly to how the stuff wouldn't burn in furnaces. =fixed
10. When going from Rust to Robotics, there's a strange lighting thing that happens where the RS screen is. Also, it seems a little dark in Robotics.=fixed
11.The stair's still getting caught on. =fixed
12. If you look to the left of the lantern while going to the furnace in Rust, you can see the outside of Unearthly. =hopefully fixed

other stuff that been fixed=
1=fixed borked lighting in all areas
2=disabled unwanted shadows on various objects
3=fixed gaps in meshes in all areas
4=fixed all flickering textures on affected meshes
5=added new lighting to all areas
6=added sound to teleporters=can now hear players exit teleporters
7=added killnearestmess console command to the K key on your keyboard=cheating made easy without using the ~ key just press K to delete stuff incase something bugs out esp if use TNT and it put mess on top of another unreachable area
8=deleted post process volume=jungle area a different color/colour
9=deleted the sun=was causing artifacts on various surfaces in all areas
10=disabled gibs from all dispensing machines
11=bucket dispenser in rust area if it jams will give you a broom
12=bucket dispencer where the exploding incinerator is if it jams will give live sentry gun bullet cartridge=helps if ya run out of bullets for the sentry gun
13=added pid to missing body
14=deleted duplicate small pid in digsite area
15 fixed various other things=minor tweaking
many thanks to Nulled Moon for reporting another huge list of bugs that have now been fixed=thankyou:)
it took about 5 hours to fix all of that=grrrr
bugs in this map have proved to be illusive and a challenge to fix=i like a challenge=things end up better in the long run:)

Update: 12 Aug, 2017 @ 6:37pm

failed upload

Update: 11 Aug, 2017 @ 7:37pm

fixed flickering textures in science area
fixed flickering textures in minecraft cave
replaced a floor mesh in science area
tweaked death report info to fully match the info in all of the usb sticks settings
paperwork is optional 100% and above is still possible if leave the usb sticks on the floor as usb sticks are for extra bonus points if ya get the answers right
fixed a lighting bug in science area

thats all for now map is fully playable and employee of the month works fine

Update: 11 Aug, 2017 @ 6:15pm


23. There's 2 brooms in the Rust area.=deleted 2nd broom
24. The button in the cage of Rust is slanted, and goes into the ground when pressed.=fixed
25. The cage in Rust also doesn't like IDs. =fixed
26. There's no IDs for the bodies: Next to the Sand Trap in the Excavation area, infront of the What-A-Load dispencer, the stabbed guy next to the Barrel/crate area, and the first body of the area.=fixed
15. There's tex clipping at the hexagon floor of the Frostbite area. =fixed
16. Buckets can press the Cage button of the Frostbite area =fixed (place a small dig light on the red pad to open cage door)
if you burn the small diglight it will spawn another light that lands on the red pad opening cage door!

17. The Frostbite area's cage doesn't like teleporting the ID from Science.=fixed
18. Touching the light behind the fan in the Robotics/Rust area causes it to freak out. =fixed
19. The only bodies with IDs in the Robotics/Rust area is the one infront of the aformentioned fan, and the one ontop of the city model. =fixed bodies now have ids
20. An edge of the stairs leading from Rust can stop the Janitor, and must be jumped over instead of walked over.=fixed made pillar wider to stop that happening
21. More furnace problems in the Rust furnace.=fixed added always track to disposal volume
fixed wrong size of disposal volume
22. There's no Welder in the Robotics area. (welder is in attached rust area added new welder)
7. More tex clipping to the left of the cage in the Overgrowth area. =fixed
8. Hole in the wall to the right of the Creeper in the Og area. =fixed
9. When heading toward the What-A-Load from the Minecraft tunnel, there's a bit of ground that can stop the Janitor. =fixed
10. Funky shadows in the Minecraft tunnel. =fixed
11. There's an odd bit of light coming from the left corner of the Furnace in the Minecraft area.=hopefully fixed
12. Things can get stuck in some spots of the ground before the Dirt Pile of the Og area. =99.99% fixed (bug on devs rock mesh collision bounds=devs should really fix the rocks youl notice pids bullets and intestines do get stuck inside rocks in unearthly excavation)
13. If you look above the console in the Cryogenesis area, you can see the walls of the Janitor's office area. =fixed
14. There's no ID for the body in the Frostbite area.=fixed
1. Some things don't like to burn when you put them in the furnace (mostly bullets). =fixed added always track to disposal volume
fixed wrong size of disposal volume
2. That same pillar in Science that had the bullet holes seems to have a texture-clippy quality to it now, less so on the side where the holes were, and more so where the stairs from where you tele in are. (There's also another one to the left of the stairs to the J-HARM button door) =fixed
3. There's no ID for the first body you come across in the Science area.=fixed
4. There's clippy floor textures infront of the door that leads to the J-HARM button in science. =fixed
5. There's minor clipping textures with the sides to the left and right of the 4th stair leading to the furnace in Science.=fixed
6. The shovel in the Overgrowth area is not stuck in the dirt, and is instead floating in the air infront of it, though it is positioned correctly, not upright like a broom. =fixed

fixed missing buRn sound on 2 incineratorss
fixed all bodgy teleporters (trigger wont detect bullet shells) teleporters now teleport pids properly + all other objects
fixed missing teleport sound on 3 teleporters
deleted old pids made custom bigger pids to fix collision bug (pids are less likely to clip inside things like devs rock meshes)
fixed hole in wall behind cage in minecraft area
fixed 3 holes in floor in jungle outdoor area
fixed 99.99% of collision bugs on the leafy floor in jungle area (devs rock mesh collision bug)
fixed digsite intestines stuck inside minecart tracks)
fixed all death report settings on pids
added more pids to bodies that did not have id's
fixed
fixed several kismet errors (visual scripting/level programming/massive spiderweb of confusion)
fixed lighting bug in og area
fixed dicy shadows in office area

hopefully thats 99.99% of all the bugs in this map finally fixed:)
many thanks to = Soul of Arcana for reporting the above huge bug list

kinda funny some of those bugs are still in some of the vanilla maps
50% of this map is copy pasted from vanilla maps to link each area together:)

Update: 7 Aug, 2017 @ 2:59pm

ok changelog=
fixed broken stacking areas all stacking areas now correctly accepts the items that go in them
stacking areas not colour coded if see barrels in that area all barrels for that part of map go in that area
added crates stacking area to office area
put a wall up behind start area so cant see other parts of map
replaced fake trunk with real trunk
changed speedrun to 2 hours

Update: 7 Aug, 2017 @ 1:17am

patch is out:)
fixed unweldable bullet holes
fixed wrong decal for crates area at the 1st area
added medkit to science area
added j-harm to minecraft cave
added a welder to science area
added fire sound to fireplace in minecraft cave area
can throw objects into teleporters (put the usb sticks in teleporters if usb stick not teleport
just step inside and it teleport usb stick with you)
teleporters can be used over n over again in a loop=can go to end and back to the start)
thanks Soul for telling me about those minor bugs:)