Unfortunately I can't do a full 3D earth model on the interior to match, because lighting it would break the lighting for the rest of the map. I'm stuck with what we have. I will try to update the texture a little, but no promises, we are rapidly running out of time to work on this.
Obviously I don't know how your engine works, but the current Earth outside the window is just a 2D cutout from what I've seen in Demo viewer, couldn't you make a 2D texture using a screenshot/render of the new Earth in space and just make large? Or would that look like TRIBBLE?
Last night I was seeing black squares on the floor in the new "lower decks" section, while another person was seeing textures there. Could be another DirectX related thing.
Correct. If you run DX11 you'll see a few stray black triangles. (in the lower levels, and the lights over the changing rooms). These are being looked at by our graphics guys, because our previous method for fixing them doesn't seem to be working anymore.
Don't you just love having to develop for such a wide variety of systems . Something to be said for consoles I suppose, but all things considered I do still prefer PC gaming.
Anyway. Would be remiss if this weren't somewhere in this thread.
Thanks man, I appreciate it. I also noticed that post processing being on makes it very hard to read the 'signage' on the glass entry ways to commodity brokers' shop and the vendors' shop etc.
Really do love the changes that are being made at this stage though, the little damage control lockers and medical assist areas are awesome, they add a feeling of realism to the station.
I'm barely testing anything else on Tribble right now because I just want to stay on the station haha.
Join date is wrong, I've actually been around since STO Beta.
True alters don't have a "main". Account wide unlocks for all unique event rewards!!
Seeing as some of the things I noticed have already been brought up I can make this a short post
First of all the new ESD is looking ever more fraking awesome and can't wait for it to go live. I have noticed two other things since the last update, one of which I am not sure if it just me or something others are noticing which I I'll list first:
1> when swapping between maps ESD to ship, ESD to academy, or one base level to another via lifts my skills/status window (the one usually opened by pressing 'U') would be open upon map loading.
2> When in the exchange if you have your back to the window the ambient audio cuts out as if the 'camera' following you around is in another room although the viewing angle seems to zoom in as though you are looking through the eyes of your toon.
Apart from that the only other thing I have noticed that for a club, Club 47 doesn't seem to have a dance floor even though you still have the DJ there, will this be added later?
Once again thanks Taco and the gang for the new ESD it looks great.
I'd probably choose a crisper and less full star field for Earth space personally, though that's likely not the popular option. So perhaps toning down the brightness of the sky file might help?
This is a sound issue, but the carpet area down in ship requisitions sounds like you're walking on a metal floor, not carpet like on the ramp that leads to it.
This is a sound issue, but the carpet area down in ship requisitions sounds like you're walking on a metal floor, not carpet like on the ramp that leads to it.
Already fixed. . . I think. I'll double check later.
Okay, wow, the new ESD is looking insanely awesome. Well done, Tacofangs.
If I had to make a complaint (and by Internet Law I must always have a complaint), it's that I can't drag my Fleet's starbase over and leave it there while I run off with the new ESD to use as a fleet starbase instead. And likewise, that there isn't a remastered ship interior for this. As a roleplayer, stuff like starbase and ship interiors get a lot of use.
I just want to say how utterly impressed I am with the ESD internal revamp (it's visually stunning and a hell of a good job); and the external SOL system Skyfile revamp (although I do agree with the comments that elements of the NASA starfield look blurry in areas; and it you turn towards the moon or the Earth there's nothing in frame to give any illusion of you moving through the space map - and I don't think the mechanics employed in other maps to address this would work well to address it here); and think Tumerboy (Taco Fangs) and the other Environmental artists and developers who put it all together deserve major kudos for it.
I was also sorry to read that the view from the 'picture window' outside Admiral Quinn's office has to use the old setup (and understand why); but if a way every becomes available in the Cryptic Engine to do what they did to the Sol system map that our player ships warp into for the view from Quinn's office that doesn't hose the rest of the lighting for the interior of ESD; I hope the Environmental team would be allowed some time to retrofit it.
The now truly planet sized Earth view in the exterior Sol system map and the new Sol star are just wonderful.
Formerly known as Armsman from June 2008 to June 20, 2012
PWE ARC Drone says: "Your STO forum community as you have known it is ended...Display names are irrelevant...Any further sense of community is irrelevant...Resistance is futile...You will be assimilated..."
Had another tour of the facility, this time with decent graphics settings. Space map first:
When flying towards Earth at Full Impulse, you don't appear to get closer to it, and you have to look at the map to confirm you're actually moving when there are no other reference points. ie. Start at the warp-in point, head a few degrees left of ESD, and hit Full Impulse. ESD disappears behind you in a couple of seconds, then the drydocks whizz by, then you keep going for at least 45 seconds, with ESD becoming an ever-smaller shape behind you, yet Earth does not change size.
I cannot fit my Armitage (a relatively small ship, especially compared to a Sovereign) into the drydocks. These drydocks are the same style as the Enterprise-B, an Excelsior-class, was launched from. This is particularly annoying when you look out of the Ops window and see an Akira/Armitage docked at one of them.
On board:
Ensign Gol's boots are floating at knee-height
The damage control locker graphics sometimes disappear when turning, especially when the camera has just been looking through glass
Isn't that Sovereign flying a bit close to ESD?
The external Ops windows reflect plants, and there aren't any in Ops
Is that a Shadow Battlecrab on the map in the Admiral's office (just above and to the left of the Atrox)?
The glass ramps still don't look there, even with max graphics settings. It is better going down than going up, though. Maybe add some bolts to the inside edges of the opaque parts, so it gives a sense that they're supporting something between them?
Does the shuttlebay doorway need to be so tall? It strikes me that it wouldn't be very practical to engineer a hole in a wall twice as high as the ones either side of it, especially when it's leading to an area that would be open to space in the event of a power failure
Will the "take a shuttle to SFA" interact give you a cutscene of the journey as the SFA map loads?
Can we have a new NPC for the interact? At the moment it uses the Transporter Chief
Class 8 shuttle engine glows still don't match up to the tailpipes. Might want to prod the FX guys
The seating areas on the upper walkway would be good places to put a 3D chessboard or a telescope (to get a better view of the ships in dock)
The big wall signs ("Requisitions", "Sickbay", etc) might be better slightly lower. This would make them a bit easier for shorter characters to eyeline.
About the new Medical/Damage control "lockers" dispersed over ESD:
However, they look like stickers on a wall, not like actual objects or lockers and kinda out of place. Consider the following:
and
Furthermore, those sticker-textures blink in and out of existence as one approaches them, seems to be some clipping issue.
They do need a slight LOD pass (they only get crisp after standing in front of them for a few seconds). I think as far as the textures go, yea, they do seem a bit stuck on. Easy solution: add some inside shadows to the texture so they seem a bit sunken in to the wall. Its a quick solution too, any one with photoshop could do it in 10 seconds. Problem solved.
I haven't seen the new space dock, but I'm looking forward to it. I do have a suggestion for Club 47 though.
There are holographic Leeta's at various ports of call. There is even a holographic Morn. How about a holographic Guinan at Club 47 (and maybe even Club 602 at the Academy). I would rather talk to her than some random Ferengi.
I'm not being racist, some of my best friends are Ferengi.
Also, if you wanted to add a few more things to do at Club 47. Maybe add a 24th century jukebox or interactive DJ who for a few ECs will take a request, and have a song selection.
Some random suggested musical titles...
Algolian ceremonial rhythms (Disco 24C remix)... TNG: Menage a Troi
Alba Ra, Talarian music (Human Ears mix)... TNG: Suddenly Human
Whale Song (Electronic Comm dance version)... Star Trek IV: The Voyage Home
Aktuh and Maylota (Klingon Opera DJ Amarie style)... TNG: Unification II
There needs to be mini games/ puzzles to at ESD. Give us poker games and some other fun stuff. Provide meeting rooms/lounges for fleets. Allow us to tour new ships at ESD.
AKA Primus01, Lifetime member since January 16, 2010
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RAM 32 GB
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Why an engineer at the nurse's desk at the sickbay?
Will the auditorium where the promotion ceremonies are held be returning?
I still believe that a 'directory signs' like on DS9 could be placed on the second and third levels so the areas like infront of the sickbay don't seem plain.
Voth Medic's button still says 'Open Door'.
The Romulan Ambassador character label says and the button still says 'Talk to Commander'
The Market Speculator should really be facing the Exchange and not the Bank, also a Ferengi business man could e added next to her with the two of them having a 'conversation'
When a character is up close to the invisible wall in the shuttle bay, their shadow moves up the wall.
"I will make the Orion Syndicate face the light of justice or burn them with it." - Captainl Kyle Nathaniel Locke, U.S.S. Excalibur NCC-98105-C
I haven't seen the new space dock, but I'm looking forward to it. I do have a suggestion for Club 47 though.
There are holographic Leeta's at various ports of call. There is even a holographic Morn. How about a holographic Guinan at Club 47 (and maybe even Club 602 at the Academy). I would rather talk to her than some random Ferengi.
I'm not being racist, some of my best friends are Ferengi.
Also, if you wanted to add a few more things to do at Club 47. Maybe add a 24th century jukebox or interactive DJ who for a few ECs will take a request, and have a song selection.
Some random suggested musical titles...
Algolian ceremonial rhythms (Disco 24C remix)... TNG: Menage a Troi
Alba Ra, Talarian music (Human Ears mix)... TNG: Suddenly Human
Whale Song (Electronic Comm dance version)... Star Trek IV: The Voyage Home
Aktuh and Maylota (Klingon Opera DJ Amarie style)... TNG: Unification II
Thanks for all your hard work on STO. -Jeff
Club 47 is not coming at launch of this new ESD. Its behind the door halfway up the room with the Spiral Ramp. They just do not have the time right now to get it all done, but it is one schedule for release after Season 9.
Why an engineer at the nurse's desk at the sickbay?
Will the auditorium where the promotion ceremonies are held be returning?
I still believe that a 'directory signs' like on DS9 could be placed on the second and third levels so the areas like infront of the sickbay don't seem plain.
Voth representative button still says 'Open Door' and the Romulan Ambassador button still says 'Talk to Commander'
The Market Speculator should really be facing the Exchange and not the Bank, also a Ferengi business man could e added next to her with the two of them having a 'conversation'
Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
I will miss flying over my hometown... Does the new Earth model rotate? Or is it fixed?
I think the idea is that ESD is in geosynchronous orbit over San Fransisco, and since we would have to match in order to dock, the Earth would not appear to rotate for it or us. The stars would move, I think (I'm no astrophysicist), but that might be too disorienting for players and I would understand why Taco wouldn't implement that.
I think the idea is that ESD is in geosynchronous orbit over San Fransisco, and since we would have to match in order to dock, the Earth would not appear to rotate for it or us. The stars would move, I think (I'm no astrophysicist), but that might be too disorienting for players and I would understand why Taco wouldn't implement that.
The ESD in the new map is over the Atlantic ocean.
Originally Posted by darlexa View Post
I hope there will be some more variety in the mannequins. also, they should be the contemporary choices. the ones on display are all older styles, which would be fine in the museum display setup of the fleet base.
Not sure I understand. Something stating what?
*changing room. it was an idle thought. it took me several passes to figure out what that room was for. for quite a while I thought it was still unallocated, but then I noticed it was off of the tailor with not external access, then the button.
Originally Posted by darlexa View Post
I noticed you changed the way the space around the station is setup. earth is now the background and such. its nice, but earth orbit is too boring now. needs more stuff. lots more. the previous setup was light on infrastructure, but not this light.
Play S9.
*rest assured I plan too. was merely commenting on all the infrastructure (stations, outposts, box docks, etc.) were not present.
Originally Posted by darlexa View Post
thank you for paying attention to the frame numbers being correct.
HA HA! Glad you noticed. But Correct to what? We made it all up. . . ?
*I was in the navy, and that's how you find your way around a navy ship. the deck number, the frame number, then the compartment number from the centerline (odd numbers starboard, even port, and 0 is for the centerline), then a letter denoting the basic function of the space.
*it makes perfect sense to me that everything within frame 151 is marked as frame 151. and that the frames at that level are circular in nature.
We specifically left the conference room empty so players could use it if they wanted to.
Unfortunately, if they were dynamic, when you ran into them, they'd go flying through the wall. All of the ones on the joint command are on stands that have special collision set up on them.
Originally Posted by darlexa View Post
curses, you fixed it so I cant walk up the framing members.
Blame Geko.
*curses -- darlexa
Originally Posted by darlexa View Post
You cannot turbolift directly from deck 83 to deck 47 upper walkway and vice-versa.
I figured that would be a rare occurrence, but I can try to hook that up if it bothers people that much.
*I figured it would come up in scripted missions as forcing players to make the intervening stop.
Originally Posted by darlexa View Post
deck 47 upper walkway should really be labeled with the proper corresponding deck number. maybe as high as a case could be made for the main multi level area taking up as many as 3 decks.
To my mind, when you carve out a chunk that spans multiple decks on a station, and that's all one thing, it would all be labeled as a single deck number. (Likely the lowest deck number).
*it would be related to why everything is noted as being within a frame. its both to help locate yourself inside the station, but also to locate that specific point within the station. further, theoretically, its connected to other areas of the station. someone going to that deck to a point near there would be likely brought to that turbolift location its a silly item of course, but then you guys all on your own made sure that the frame numbers had proper continuity.
Originally Posted by darlexa View Post
the waterfall at the admiralty office/operations entrance should either have the water effects of you walking into it added, or more properly, a piece of transparent aluminum placed infront of it to render it purely decorative
All of our water splash FX are for bodies of water, not falling water. Not sure we could do the FX. I don't want to put glass in front of it, but I might put fake collision in front so you just can't quite get that far back.
*ostensibly the glass could be to prevent possible spray from the water feature getting on people passing by. its a very large water fall after all.
Originally Posted by darlexa View Post
when I walk through the water features, I don't have the dripping water effect.
The dripping water effect covers you head to toe. Those fountains aren't even knee deep. Seemed silly that you'd get soaked from that.
*true, though that also holds true when you only walk through the edge of the water at places like the academy or new romulus.
Originally Posted by darlexa View Post
sickbay is much better, thank you.. but the waiting area's lighting is still mediocre.
It's darker in the waiting area to help draw you further into the infirmary.
*true, though its only a single spot at one end of the couch.
You can thank Thomas the Cat for those.
Originally Posted by darlexa View Post
who ever redid the stairwell did a wonderfull job.
Stairwell?
*my apologies, I was referring to the winding walkway between the transporter pad and sickbay. its very nice, reminiscent of the lounge areas in lower areas of 47 and the upper walkway.
Comments
Obviously I don't know how your engine works, but the current Earth outside the window is just a 2D cutout from what I've seen in Demo viewer, couldn't you make a 2D texture using a screenshot/render of the new Earth in space and just make large? Or would that look like TRIBBLE?
Yep just saw the floor ones too. A lot all over the new lower level for me. walls, floor, etc.
Screenshot of some of the wall ones on DX11
Sucks that these are creeping back into the game. The updated look down there looks great though.
[SIGPIC][/SIGPIC]
One of many reminders that i'm not a REAL Romulan. >_<
Don't you just love having to develop for such a wide variety of systems . Something to be said for consoles I suppose, but all things considered I do still prefer PC gaming.
Anyway. Would be remiss if this weren't somewhere in this thread.
Put it in the Foundry. Seriously.
Thanks man, I appreciate it. I also noticed that post processing being on makes it very hard to read the 'signage' on the glass entry ways to commodity brokers' shop and the vendors' shop etc.
Really do love the changes that are being made at this stage though, the little damage control lockers and medical assist areas are awesome, they add a feeling of realism to the station.
I'm barely testing anything else on Tribble right now because I just want to stay on the station haha.
First of all the new ESD is looking ever more fraking awesome and can't wait for it to go live. I have noticed two other things since the last update, one of which I am not sure if it just me or something others are noticing which I I'll list first:
1> when swapping between maps ESD to ship, ESD to academy, or one base level to another via lifts my skills/status window (the one usually opened by pressing 'U') would be open upon map loading.
2> When in the exchange if you have your back to the window the ambient audio cuts out as if the 'camera' following you around is in another room although the viewing angle seems to zoom in as though you are looking through the eyes of your toon.
Apart from that the only other thing I have noticed that for a club, Club 47 doesn't seem to have a dance floor even though you still have the DJ there, will this be added later?
Once again thanks Taco and the gang for the new ESD it looks great.
Get the Forums Enhancement Extension!
However, they look like stickers on a wall, not like actual objects or lockers and kinda out of place. Consider the following:
and
Furthermore, those sticker-textures blink in and out of existence as one approaches them, seems to be some clipping issue.
STOWiki admin.
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Dedication Plaque: "Nil Intentatum Reliquit"
Already fixed. . . I think. I'll double check later.
If I had to make a complaint (and by Internet Law I must always have a complaint), it's that I can't drag my Fleet's starbase over and leave it there while I run off with the new ESD to use as a fleet starbase instead. And likewise, that there isn't a remastered ship interior for this. As a roleplayer, stuff like starbase and ship interiors get a lot of use.
I was also sorry to read that the view from the 'picture window' outside Admiral Quinn's office has to use the old setup (and understand why); but if a way every becomes available in the Cryptic Engine to do what they did to the Sol system map that our player ships warp into for the view from Quinn's office that doesn't hose the rest of the lighting for the interior of ESD; I hope the Environmental team would be allowed some time to retrofit it.
The now truly planet sized Earth view in the exterior Sol system map and the new Sol star are just wonderful.
PWE ARC Drone says: "Your STO forum community as you have known it is ended...Display names are irrelevant...Any further sense of community is irrelevant...Resistance is futile...You will be assimilated..."
On board:
It is all looking very shiny
They do need a slight LOD pass (they only get crisp after standing in front of them for a few seconds). I think as far as the textures go, yea, they do seem a bit stuck on. Easy solution: add some inside shadows to the texture so they seem a bit sunken in to the wall. Its a quick solution too, any one with photoshop could do it in 10 seconds. Problem solved.
TRIBBLE Hydra! Hail Janeway!
There are holographic Leeta's at various ports of call. There is even a holographic Morn. How about a holographic Guinan at Club 47 (and maybe even Club 602 at the Academy). I would rather talk to her than some random Ferengi.
I'm not being racist, some of my best friends are Ferengi.
Also, if you wanted to add a few more things to do at Club 47. Maybe add a 24th century jukebox or interactive DJ who for a few ECs will take a request, and have a song selection.
Some random suggested musical titles...
Algolian ceremonial rhythms (Disco 24C remix)... TNG: Menage a Troi
Alba Ra, Talarian music (Human Ears mix)... TNG: Suddenly Human
Whale Song (Electronic Comm dance version)... Star Trek IV: The Voyage Home
Aktuh and Maylota (Klingon Opera DJ Amarie style)... TNG: Unification II
Thanks for all your hard work on STO. -Jeff
***********************************************************
Windows 10 Pro
Intel Core i7-5700
RAM 32 GB
2 Titan GTX 980M GDDR5 8 GB
***********************************************************
Uh, no they're not, you're thinking of this one
http://img4.wikia.nocookie.net/__cb20100516214954/memoryalpha/en/images/e/e7/USS_Enterprise-B_in_drydock.jpg
The Drydocks in the new map are these
http://img2.wikia.nocookie.net/__cb20100225104224/memoryalpha/en/images/3/3f/USS_Enterprise-E_in_drydock_2.jpg
Will the auditorium where the promotion ceremonies are held be returning?
I still believe that a 'directory signs' like on DS9 could be placed on the second and third levels so the areas like infront of the sickbay don't seem plain.
Voth Medic's button still says 'Open Door'.
The Romulan Ambassador character label says and the button still says 'Talk to Commander'
The Market Speculator should really be facing the Exchange and not the Bank, also a Ferengi business man could e added next to her with the two of them having a 'conversation'
When a character is up close to the invisible wall in the shuttle bay, their shadow moves up the wall.
It is not returning.
Club 47 is not coming at launch of this new ESD. Its behind the door halfway up the room with the Spiral Ramp. They just do not have the time right now to get it all done, but it is one schedule for release after Season 9.
The Auditorium is going away.
TRIBBLE Hydra! Hail Janeway!
FYI: www.ex-astris-scientia.org does not allow hot-linking. You'll need to grab the pics, upload them somewhere, and fix your links.
The Armada
Original join date: Feb 5, 2010
Twitter: @davejl_99, & @STO_BBArmada
N.C.C. 171867
Sovereign Class
Saint John Fleet Yard
"A Mari Usque Ad Mare"
They do when you spoof your HTTP referrer.
Joined January 2009
I think the idea is that ESD is in geosynchronous orbit over San Fransisco, and since we would have to match in order to dock, the Earth would not appear to rotate for it or us. The stars would move, I think (I'm no astrophysicist), but that might be too disorienting for players and I would understand why Taco wouldn't implement that.
Fixed
http://img4.wikia.nocookie.net/__cb20100516214954/memoryalpha/en/images/e/e7/USS_Enterprise-B_in_drydock.jpg
http://img2.wikia.nocookie.net/__cb20100225104224/memoryalpha/en/images/3/3f/USS_Enterprise-E_in_drydock_2.jpg
The ESD in the new map is over the Atlantic ocean.
NOOO!! Meh...I found it odd that it was on ESD in the first place when there are two unused buildings at Starfleet Academy.
I hope there will be some more variety in the mannequins. also, they should be the contemporary choices. the ones on display are all older styles, which would be fine in the museum display setup of the fleet base.
Not sure I understand. Something stating what?
*changing room. it was an idle thought. it took me several passes to figure out what that room was for. for quite a while I thought it was still unallocated, but then I noticed it was off of the tailor with not external access, then the button.
Originally Posted by darlexa View Post
I noticed you changed the way the space around the station is setup. earth is now the background and such. its nice, but earth orbit is too boring now. needs more stuff. lots more. the previous setup was light on infrastructure, but not this light.
Play S9.
*rest assured I plan too. was merely commenting on all the infrastructure (stations, outposts, box docks, etc.) were not present.
Originally Posted by darlexa View Post
thank you for paying attention to the frame numbers being correct.
HA HA! Glad you noticed. But Correct to what? We made it all up. . . ?
*I was in the navy, and that's how you find your way around a navy ship. the deck number, the frame number, then the compartment number from the centerline (odd numbers starboard, even port, and 0 is for the centerline), then a letter denoting the basic function of the space.
*it makes perfect sense to me that everything within frame 151 is marked as frame 151. and that the frames at that level are circular in nature.
We specifically left the conference room empty so players could use it if they wanted to.
Unfortunately, if they were dynamic, when you ran into them, they'd go flying through the wall. All of the ones on the joint command are on stands that have special collision set up on them.
Originally Posted by darlexa View Post
curses, you fixed it so I cant walk up the framing members.
Blame Geko.
*curses -- darlexa
Originally Posted by darlexa View Post
You cannot turbolift directly from deck 83 to deck 47 upper walkway and vice-versa.
I figured that would be a rare occurrence, but I can try to hook that up if it bothers people that much.
*I figured it would come up in scripted missions as forcing players to make the intervening stop.
Originally Posted by darlexa View Post
deck 47 upper walkway should really be labeled with the proper corresponding deck number. maybe as high as a case could be made for the main multi level area taking up as many as 3 decks.
To my mind, when you carve out a chunk that spans multiple decks on a station, and that's all one thing, it would all be labeled as a single deck number. (Likely the lowest deck number).
*it would be related to why everything is noted as being within a frame. its both to help locate yourself inside the station, but also to locate that specific point within the station. further, theoretically, its connected to other areas of the station. someone going to that deck to a point near there would be likely brought to that turbolift location its a silly item of course, but then you guys all on your own made sure that the frame numbers had proper continuity.
Originally Posted by darlexa View Post
the waterfall at the admiralty office/operations entrance should either have the water effects of you walking into it added, or more properly, a piece of transparent aluminum placed infront of it to render it purely decorative
All of our water splash FX are for bodies of water, not falling water. Not sure we could do the FX. I don't want to put glass in front of it, but I might put fake collision in front so you just can't quite get that far back.
*ostensibly the glass could be to prevent possible spray from the water feature getting on people passing by. its a very large water fall after all.
Originally Posted by darlexa View Post
when I walk through the water features, I don't have the dripping water effect.
The dripping water effect covers you head to toe. Those fountains aren't even knee deep. Seemed silly that you'd get soaked from that.
*true, though that also holds true when you only walk through the edge of the water at places like the academy or new romulus.
Originally Posted by darlexa View Post
sickbay is much better, thank you.. but the waiting area's lighting is still mediocre.
It's darker in the waiting area to help draw you further into the infirmary.
*true, though its only a single spot at one end of the couch.
You can thank Thomas the Cat for those.
Originally Posted by darlexa View Post
who ever redid the stairwell did a wonderfull job.
Stairwell?
*my apologies, I was referring to the winding walkway between the transporter pad and sickbay. its very nice, reminiscent of the lounge areas in lower areas of 47 and the upper walkway.
I believe he means, 'Play S9 to find out why they're gone'