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Correcting Mistakes: March 14th, 2009...
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Maxout
007
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Joined: 04 Apr 2006
Posts: 710
Location: Washington State

 PostPosted: Wed Jun 14, 2006 7:31 pm    Post subject: Reply with quote Back to top

There are errors in a game that big at the time?

Perhaps they had to do away with some of the scenery to give the actors and producers cars and houses?

Oh wait, that's the truth.
 
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zerojett
00 Agent
00 Agent


Joined: 01 Feb 2006
Posts: 434
Location: Saskatchewan, Canada.

 PostPosted: Wed Jun 14, 2006 8:57 pm    Post subject: Reply with quote Back to top

wow. havent heard that much sarcasm since i said the current president aint a child minded fool just now.
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kcghost
Hacker
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Joined: 18 Jan 2006
Posts: 551

 PostPosted: Mon Jun 19, 2006 11:30 am    Post subject: Reply with quote Back to top

This mistake likely cant be corrected without alot of work, so its not worth it, but Im just documenting. From the start of Bunker 2: Go forward past the two doors and take the hallway on your left, then take another left up the small staircase. Look down. Graphical glitch in the floor, as well as a small pole of invisible clipping in the middle of the staircase that can slow you down. I noticed this when fixing some objects for my map, running around, I hit something there that I was pretty sure wasnt the wall. This is a sort of "Wtf?" glitch.
 
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Wreck
Administrator
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Joined: 14 Dec 2005
Posts: 7254
Location: Ontario, Canada

 PostPosted: Mon Jun 19, 2006 11:45 am    Post subject: Reply with quote Back to top

I found that exact same thing earlier today while testing a condensed version of the Bunker ii multiplayer setup file! Laughing It probably happened the way you noticed it. I was heading up the stairwell and brushed into something, only there wasn't anything to bump into. At first I thought it might be an issue with the Uploader, but it turned out to be a clipping issue, or so I would assume. I'm thinking the room models didn't connect perfectly, so that's why the flooring is a bit off. Remember that there are two different versions of the Severnaya satellite control bunker, which means they most likely used the same models in both for certain areas. It definitely was one of those "WTF?!" moments. Razz
 
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technoPP7
Secret Agent
Secret Agent


Joined: 07 May 2006
Posts: 266
Location: Boston

 PostPosted: Wed Jun 21, 2006 4:05 pm    Post subject: Reply with quote Back to top

yeah time to fix what rare left!!
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Dragonsbrethren
Hacker
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Joined: 23 Mar 2007
Posts: 3058

 PostPosted: Mon Feb 11, 2008 12:28 pm    Post subject: Reply with quote Back to top

Some things I've noticed:

Bunker I and II: Clouds are "painted" on the top of the ventilation shaft for some reason. Bunker I doesn't have real clouds, which could be a partial explanation, but it still doesn't make any sense to do this instead of giving the level its own sky with clouds, especially since you see the cloudless sky in the level's ending cutscene. I don't think I'd call this a mistake though since it's obviously intentional.

Frigate: Bond's boat and the staircase leading to it are nonexistent in the mission photo.

Bunker II: Issues with the tiled floor texture in one hallway, it's larger in a few places and clashes with the smaller tiles in the rooms connected to it really bad. Not an issue with Bunker I, even though the hallway is there (Partially under construction, but the floor tiles are in place).

Archives: Debatable if this is a mistake or not, the window in the room where you start is a real window that looks out to a brick wall. The window in the hallway directly outside this room is a fake window with a solid white texture behind the frame. The offices upstairs on one side of the building look out to a brick wall, but the ones on the other side are fake. It could be that they wanted them to look like frosted glass but it's strange that they'd make half the building one style and the other half another. The interrogation room window was "frosted" in the beta version so it could be they just forgot about the one in the hallway.

Archives: Another one here, the mission photo is from the beta version before a number of walls were added to the "big" room with the escape windows.

Control: Mission photo shows a beta control room with clear (beta? I can't tell) glass, missing glass, a different layout for the monitors and keyboards, guards, and an ammo box. Already well known, I think Detstar even has a page about it.
 
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