aka Paul le magnifique

  • I live in France
  • I was born on November 24
  • My occupation is logic, soooooo much systemic logic.
  • I am a monster without a name
Fontaine Making Rapture Better

Bonjour à tous/Welcome to all.

N'hésitez pas à me contacter en commençant une nouvelle section, si vous avez besoin d'aide/Do not hesitate to contact me by writing a new section, if you need help.

N'oubliez pas de signer vos messages/Do not forget to sign your messages.

RE: Some assistance, would you kindly? Edit

Yeah, its been quite some time to have a familiar User here. Although some older users left, including BlueisSupreme, we do have some new users, but they're still basic on some their edits and other things (I.E. not leaving source links for us to find their info). Still, at least they're doing some great progress for the Wiki. I think some images did get removed or replaced overtime.

As for the IR page, I think Willbachbakal (who became the new admin last year) has most of the articles, and MegaScience had also did the same. I completed the IR game, but unfortunately, I didn't pay enough attention on the article dates or its info (which was briefly summed up). However, I did a 2nd preorder to get a code, so I do hope to try this again. I'll also try watching those videos to refresh on the info. So far, this was what I had from it on MegaScience's talk page a while ago:

  • Jefferson Poole- Police Chief Officer, assassinated by a sniper, which witnesses claim was "wearing a policeman's uniform".
  • Harrison Thacker- Decorative officer, appointed to lead up the new Sniper Unite. The Vox hate him because of being "dangeous as he is ambitious" with knotches on the butt of his gun, giving him the nickname "Thug" Thacker. Thacker becomes Poole's successor, and on March,13,1912, Thacker vows a "Final Strike" against the Vox.
  • John Goldman- Legal Expert and desgraced former organizer to the Vox, who betrayed Fitzroy to the authorities. During Fitzroy's arrest, Goldman dissapeared.
  • Treasurer Billings- His building was destroyed (forgot by how, sorry).
  • November,7,1910- Vox Populi plants a bomb in Comstock Plaza, which Fitzroy escapes.
  • Bucking Bronco was originally meant for commercial usage.
  • Devil's Kiss was also used commercially, such as heating up baby bottles.

That's most of what I could recall, but at least you managed to get some info written for their newspaper articles. Hopefully, I'll see if later on, I can recall this for the articles when going through this again. --Evans0305 (talk) 01:44, February 2, 2013 (UTC)

So far, I wrote down the tasks on the IR talk page from the Youtube video you showed me (except for the beginning, which I forgot about), but since the channel only had two videos because the guy gave up early, I only wrote as far as what's on there. For now, its good, and I'm just trying to figure the format for it, but hopefully, I'll either try playing through the game for the rest, or just look for a playthrough with the articles. Also, I need to update the Bird's Eye title, since it doesn't end with the "s". Hope it helps for now. Evans0305 (talk) 09:06, February 2, 2013 (UTC)

I'll see what I can do tomorrow. I'm already exausted from a couple of hours of writing the transcripts (which that format also looks no better). Evans0305 (talk) 09:29, February 2, 2013 (UTC)

Re: Texts from Industrial Revolution Edit

Well, I did send him a link to them on Steam, but he didn't reply. I'd rather not put the file out in public, so yes adding on Steam would be preferable. You can guess my Steam name. --~ɠą§ɔîéɳčę { talk } 20:34, February 8, 2013 (UTC)

Re: Soundtracks pages Edit

Personally I like having the BioShock 2 orchestral score on it's own page, since it makes the soundtrack article seem slightly neater. As far as I know, that orchestral score was the only one to get its own page because it was the only one with an official CD compilation. The released score for BioShock was just a download, so it didn't have any additional information that would be enough to make a separate article.

However, I don't have any strong opinions on the matter, so if you would like to merge the pages, go ahead. ~Gardimuer 15px-Genetonic.png ʈalk } 19:54, March 7, 2013 (UTC)

The table you made looks very good. If you want to vertically align the text in a table, you have to change a style on each row, which unfortunately is kind of a hassle. If you look at the code for the table, you will see lines like this:
This currently ensures that each row has its text aligned to the top. If you want the text to be center-aligned you would just remove all of the valign=top parts. ~Gardimuer 15px-Genetonic.png ʈalk } 22:04, March 8, 2013 (UTC)

Re: Audio Files Edit

I've extracted all the audio files myself thanks to this tutorial. When I uploaded the files they sounded fine. But when I play them now they are all gibberish. I will look into the problem with them not playing correctly. Probably a fault from Wikia though.

I myself think that Organizing the page of the file itself isn't needed. Since the actual page already contains all the information the user wants.

Sgt frankieboy (talk) 18:32, April 2, 2013 (UTC)

I've noticed that there are still 20 Voxophones are missing from the list. I can upload the files when they are added because I myself restarted the game completely and only have the first 5.

Sgt frankieboy (talk) 18:35, April 2, 2013 (UTC)

Just reuploaded all of the files and if you look at the old version you can see the length is 0.0s. Going to add the Licenses now.

Sgt frankieboy (talk) 19:17, April 2, 2013 (UTC)

Voxophones are already using a different template than Audio Diaries so adding an extra parameter shouldn't be too much of a work. Also do you know where I can find a complete list of all the Voxophones? Because there are 17 voxophones missing. (If IGN was correct with their 80 Voxophones)

Sgt frankieboy (talk) 19:32, April 2, 2013 (UTC)

I've been googeling and someone has figured out how to extract the models + textures from BioShock Infinite. Maybe you should talk to one of them so they can provided the images for characters, weapons, vigors, etc.,1768.0.html

Sgt frankieboy (talk) 20:01, April 2, 2013 (UTC)

Voxophones Edit

Can you help me edit all the Voxophone pages to have the correct location and date? I've put the transcripts on pastebin

Sgt frankieboy (talk) 21:03, April 2, 2013 (UTC)

I'm currently adding the missing Voxophones to the wiki. Sgt frankieboy (talk) 22:14, April 2, 2013 (UTC)
I don't think there is a Audio File for that one. I could have missed it though. Sgt frankieboy (talk) 22:25, April 2, 2013 (UTC)
No Problem. I will be on the look out for ways to extract textures, models so images can be updated. I think all the Voxophones are done, except for one I miss the Audio File. Spell checking should be done used the Transcript so they are correct with the In-Game Transcript. And some have the Category "Unknown Voxophones" Because I don't know in which level they are. And this file should be renamed to "Rosalind Lutece - An Ultimatum.ogg". I don't know how I can do that. --Sgt frankieboy (talk) 22:56, April 2, 2013 (UTC)

Ben Lo Concept Art Edit

I found these on the artist's site:

I think they are also used in the artbook. He has more here: --~ɠą§ɔîéɳčę { talk } 12:11, April 5, 2013 (UTC)

added new message. Edit

Nice Images you have here.Edit

Thanks! I got them from Irrational Game's official facebook page.

─D.Ryan─ (talk) 18:17, April 10, 2013 (UTC)

I'm glad I can be here to help :)

─D.Ryan─ (talk) 18:33, April 10, 2013 (UTC)

Re: Categories Edit

I think he stopped adding categories now. Nevertheless, I'll make sure and message him on his talk page.

P.S.: I had actually deleted the category, but you readded it on my talk page. I'm now officially marked as a villain. :P --Willbachbakal (talk) 12:40, April 13, 2013 (UTC)

Re: Weapons/Gears Icons Edit

I've just emerged from a long week of work, so I'm actually going to have tons of spare time. I'll try to organize everything as soon as possible. Fortunately, there aren't as many Gear items as there are Gene Tonics, so that should be a breeze. --Willbachbakal (talk) 13:02, April 13, 2013 (UTC)


All right. Registered Contributor •talk• 04:45, April 17, 2013 (UTC)

Bioshock 2 HUD FilesEdit

I was hoping that you could help me to find the HUD files in Bioshock 2. I followed your instructions in the "How to extract Game Textures" section, but I only ended up with the texture files for the models.

I also can't seem to find several other files such as the Audio Diary portraits. Would you know where there are? UpgradeTech (talk) 05:41, April 17, 2013 (UTC)

Would You Kindly Become an Admin? Edit

Hello there, Pauolo! I was wondering if you'd like to become an admin for the wiki. Your record is spotless, you regularly visit here, and you've repeatedly shown that you're more than willing to take the initiative and organize things in the wiki. If you were to present your candidature on the admin application page, I'd happily endorse you.--Willbachbakal (talk) 19:06, April 18, 2013 (UTC)

Re: Tarot Deck Edit

Hey, thanks a lot I'll upload that to the page. Don't know how y'all extract those files, but they're really cool. Wish I knew how to.

Unownshipper (talk) 23:55, June 14, 2013 (UTC)

Re: The Siren/Lady Comstock Merging Edit

Thanks a lot for the news! This is actually great, as I was a little disappointed at seeing the Siren as only a one-time (well, three-time technically) enemy. That was also the reason I merged the pages, as until now she was a story-centric boss much in the same way as Frank Fontaine. I'll de-merge the pages myself. --Willbachbakal (talk) 22:12, July 30, 2013 (UTC)

Re:Talk Pages Edit

From history, its really from Testxyz, but prefers to leave a alternate signature, and they've been writing a lot of Talk Pages like this for a while (both logged and unlogged accounts). All their Talk pages should be already listed from them. Hopefully, they'll add their signature as you suggested next time. 21:18, August 6, 2013 (UTC) 

First Lady Edit


The First Lady.

That's just it, the airship is called "The First Lady" not "First Lady." Look at the image.

Unownshipper (talk) 01:44, August 8, 2013 (UTC)

reedit? Edit

Why did you delete what I wrote about booker dewitt? I said that it was in a voxophone that he was criticzed his entire life for beibng native american. I didn't in the text say he was native american though. Thanks Rez83 (talk) 01:24, September 10, 2013 (UTC)

he said the whole native american thing had followed him his whole life. in the voxophone. I didn't write that he WAS a native american. And I asked you on this talk page this very question and you never responded. "Your family tree shelters a teepee or two, doesn't it, son?' This lie, this calumny, had followed me all my life" This makes it sounds as if he has been charged his whole life with being accused of being native american. If you don;t mind, I'd like to take this to another admin. As I feel that it's important to deal with this. It's and imporant part of who booker is in my view. Thanks Rez83 (talk) 22:45, September 12, 2013 (UTC)Rez83 (talk)

Re: Extra voxophones Edit

It was a while ago when I extracted the audio files so I don't know how to do it anymore. But you will need to extract the files from CombinedStreaming_English(US).pck inside "XGame\Content\Audio\Packed\Windows\Packs\English(US)". I do have a feeling that the DLC stores its audio files in a different file so if there are any related audio packs for the DLC you would need to extract that. You will be given tons of audio files and the only way to pick out the Voxophones is by sorting there size from large to small and listen through them till you find them.

Sgt frankieboy (talk) 11:51, September 14, 2013 (UTC)

Re: Out of the sunken ship Edit

Hey, thanks for those. I did read other sources that already spoiled more about the DLC, so I already have a gist of what it'll be like. Even though its short, it still looks impressive. I love the clean look of the areas, since it sems like anywhere you look resembles an old painting, or at least the earliest concepts for Rapture environments. The destroyed areas feel more like Rapture than BS2 did (don't get me wrong, BS2 was good, but something about BaS environments look like what I was hoping BS2 would have looked like). I know we'll have to hold off on further info, but I also know a lot of contributors will add it here anyways, especially the new weapon and Vigor. Hopefully, we'll see more of it when it gets released.

Glad to hear BS2 is on Steam. It'll make it much easier for other contributors with the PC version to play the DLC (especially getting more screenshots of MD). Evans0305 (talk) 16:49, October 5, 2013 (UTC)

Thanks. I doubt the MP will improve, or it would have done so years ago. I did hear some people are back to enjoing it (I still need to finish a couple Metro-related achievements on the Xbox to get those out of the way, since the Metro pack is almost impossible to generate a match through). I did like the new art, and although I think some like the vent are going to be a possible prototype of the current ones, The buildings definitely feel more like BS1's, especially the more 40's style of Art Deco. I do agree that BS2 does have some areas that break from the luxurious look of BioShock 1's areas, but for some reason, I can't get into them as much as the first game's areas, besides Ryan's Amusements for its ride attraction. Although pre-flooded Dionysus Park would look neat as a full level in par to BS1's, at least the multiplayer version is the closest to that version. Evans0305 (talk) 18:53, October 9, 2013 (UTC)

"Should we keep listed vending machines or keep only the main businesses? Also Sinclair Solutions did not sell plasmids"

Sinclair Solutions Edit

He had the Sinclair Solutions Pack, which did have Plasmids in it.  SO would he sell someone else's Plasmids, or want to  'Cut out the Middleman'  and be vending his own ?   His Surface businesses had included Pharmaceuticals... Remember others (bootleggers if you can use that phrase in an unrestricted environment) also sold Plasmids/Tonics they produced in Rapture. Testxyz (talk) 02:11, October 13, 2013 (UTC)

Sinclair - pharmaceuticals ...

I remember seeing it somewhere.  Possibly its from the Novel  (but in the game we do get this The Vita Chamber ) showing Sinclair is not a lightweight in the technical stuff)

Testxyz (talk) 14:26, October 13, 2013 (UTC)

Sinclair was already rich when he came to Rapture and Pharmaceuticals was a real world way of making that happen (and at that time plant-based chemicals were a large source - something you really didnt have premade sources for in Rapture -- but Sinclair could using his previous experience/know-how with plants bring them to be cultivated - and useful modern drugs would be something Ryan would want for 'self-contained' Rapture).   His having Pre-ADAM labs Tenenbaum worked in meant Sinclair probably was already was working in the medical (drugs? anti-biotics?) field....
Ryan actually had regard for proper competition ( Offer a Better Product  ) so Sinclair also being in the ADAM product business probably would not make him Ryan's enemy (even better if Sinclair could figure out how to make the ADAM stuff safer)  Ryan had all the rest of Rapture and his businesses to worry about.  Sinclair might develop/market something different on his own (via his 'Think Tank' - Selling Ryan Short)  or if it was too big, sell it to Ryan who had 'deeper-pockets' and who wanted to outdo Fontaine.
Remember the ADAM industry was big with alot of different people/companies working on many different projects/products. So it would be highly likely Sinclair would not know all of what Tenenbaum was working on (particularly if it was something Fontaine wanted kept secret).  Ditto for Suchong.
BTW - the The Vita Chamber is a different technology, and remember Ryan himself was a technical genius  (power systems, etc...), so his know-how tied in with Alexander's/Suchong's/Sinclair's might have produced an exclusive product seperate from ADAM which could  compete with it and Fontaine  (and maybe was planned as a way to alleviate ADAM side-effects).   We saw them deployed all over the place, so they must have worked and been in demand by consumers.
I will have to go back and read the Novel again.  Those pages (p119) paint Sinclair in a better light than is portrayed in many parts of the game - he is more mindful of 'civilized' conventions - lines that he wouldnt cross, and that people would (in Rapture) be held responsible for their actions - which is a major balancing component of the philosophy Ryan had.
Testxyz (talk) 01:15, October 14, 2013 (UTC)
Remember that Anti-biotics were the latest things in world medicine around the time Rapture started  and alot of the advertised ADAM products were medical related (I hadnt heard of Phossy Jaw before seeing one for curing that). So there probably were very many different/specialized  products of just that kind (we never got the name of the one(s) Steinman used for his surgery).   
Also the industrialists/technologists/scientists/engineers also had skilled staff which many may have brought with them to Rapture (So Sinclair didnt do it all himself, but it sounded like he could understand all the very technical stuff).  No doubt like Silicon Valley as the industry expanded many would form their own companies off good ideas they got while working for others.   So I dont think Sinclair would have 'double-crossed' Ryan, but would keep any additional business of his own seperate and might take opportunities in niches which Ryan ignored.   Count how many Plasmids/Tonics were in the Gatherers Garden and think how many more there likely were (and how many may still have been being developed/researched).  One just to get rid of migraines or hangovers might have outsold all the rest.
Vita Chambers were everywhere even in very poor/strange places (Save & Load mechanism, but still there so its Canon).    Smuggler Hideout also had a Pneumo Kiosk -- Fontaine was alot like Capone and probably had all kinds of people bribed or 'looking the other way'. He could probably get anything he wanted for the place (and the fact that they were there means they probably worked in a useful way for 'revitalization').   Also that simpler function was already there (deployed)  but Suchong/Alexander/Sinclair might have later been brought in and were expanding on its abilities (to do the more difficult 'back from death'  function).
BD = 'monsters' or just misunderstood ?   Possibly like the Handymen, the Big Daddy thing may have been sought by some of the disabled people (they (BD) also predated "Protectors" as maintenance workers -- probably replacing 'human' divers in what in RL is very dangerous work - diving to extreme depths).   Think of someone criminally insane (and more of these later after ADAM comes to Rapture) or even being a mindless vegetable.   Under Ryans Objectivist (variant) philosophy there is no death penalty, so do you warehouse them at public expense for the rest of their lives? (if violent you burn their brains out with lobotomies/electroshock like they did in those days in the Real World).  So making them into BD and having them do useful work for the City doesnt sound so horrible.  We really dont know how much personality/will/consciousness  the BD may have retained (we have hints that they did).   The story goes they needed more of them to guard Little Sisters and that cause more questionable 'volunteers' to be used.
Personally I would have instead brought all the corpses to well-guarded  Little Sister Fortresses (heh, recycling reward for turning in corpses -- double bonus is keeping the streets clean).
Testxyz (talk) 08:29, October 14, 2013 (UTC)

Re: Chariot? Edit

I was understandably confused when you said "chariot," but, after going back and checking it out, I totally get why you described it like that. I saw them at Medical Pavilion (BioShock 2 Multiplayer) and Mercury Suites (BioShock 2 Multiplayer), but, oddly, the one in Fighting McDonagh's (BioShock 2 Multiplayer) doesn't have the poster or the box of items set up on it. If you want to put that extra description back in maybe try Consumer Rewards Program "mobile stand" or "kiosk," if that helps.

Unownshipper (talk) 04:12, October 14, 2013 (UTC)

RE: Messy Edits Edit

Glad to hear. I hate it when people do that, especially when they rediredt pages.

Unownshipper (talk) 23:43, November 13, 2013 (UTC)

Burial at Sea Part 1 Soundtrack Edit

Regarding the Patsy Cline song, it's very strange. It should be anachronsitic, but it was confirmed by Ken Levine in his reddit AMA and well as in the video The music behind Bioshock Infinite. You can hear it playing.

I extracted the audio files from the game and added more songs. I should be able to replay it this weekend to confirm the locations. I corrected "The Lady is a Tramp" to Mel Tormé which is also mentioned in the video.

However, I'm having trouble identifying some songs:

I know there was a song that plays in Rapture Records prior to "La Mer" playing during the Cohen mask mission.

There's also another accordian song that plays in Cohen's Club in addition to "Waltz of the Flowers". I'm not sure if this is an original composition or a snippet from an established song.

I'm fairly sure that Garry Schyman composed new music, but I'm unsure whether to add these. They are not titled.

There's also more incidental background music such as Cohen's background music in his Need To Know machine film reels and the product advertisements for Incinerate, Bucking Bronco, Possession. Lastly, there's the cheery Little Sister propoganda song. Should these be added? I can send the files if needed.

UpgradeTech (talk) 03:55, November 14, 2013 (UTC)

Sorry, if I wasn't clear. "Waltz of the Flowers" plays in Cohen's Club as well.
Part 1
Part 2
Great catch with the Scherzo. I was wondering why it sounded so hauntingly familiar. Maybe because it's really slow.
It's a pity that the Rapture Records (I think it plays there) song couldn't be identified. Shazam and Soundhound both have failed to provide an answer.
I also have the extracted songs that we have titles for
Good King Wenceslas
It Had to be You
The Lady is a Tramp:
Bridal Chorus
Tonight for Sure!
Wonderful, Wonderful
She's Got You
Midnight, the Stars and You
La Mer
However, some sound clipped or filtered. The Lady is a Tramp plays on a loop and cuts off the first verse. I think the current videos should suffice.
Here are the Plasmid songs
Bucking Bronco
Little Sister propoganda
If you think we should wait until the official credits come out, is it still appropriate to add the lyrics to the plasmid/vigor pages?

There's also the loading screen music, but it's identical to Infinite, and I don't really think it should be included.
Lastly, I believe that there should be credits at the end of Part II, so here's hoping.
UpgradeTech (talk) 22:41, November 14, 2013 (UTC)

Got your message. Just wanted to know where he was going to post the photo. ZanyDragon (talk) 18:40, November 15, 2013 (UTC)

Some anonymous user on the Bioshock Infinite page added then removed something about "Stranger in Paradise" being in the soundtrack. Remember the song that I had trouble identifying in Rapture Records:
It turns out that it is an instrumental version of "Stranger in Paradise". It's a little odd that they didn't go for the popular 1953 Tony Bennett version, but at least the song has been identified. UpgradeTech (talk) 19:55, December 1, 2013 (UTC)
Actually, upon further research, the song was written for a musical called Kismet that added words to previously existing melodies. In this case, Robert Wright and George Forrest added words to Alexander's Borodin's "The Gliding Dance of the Maidens". Since the instrumental version is used, I'm not sure which title the song should be classified under. Listening to the Tony Bennett's "Stranger", the main melody is identical, but the subsequent structure is more in line with "The Gliding Dance" UpgradeTech (talk) 20:11, December 1, 2013 (UTC)

Drat. I was mistaken in believing that the same song played in both the store and at Fontaine's. I'll keep on looking for the Rapture Records song.

As for the Johnny Mathis reference, I've noticed a small conspiracy about him since he also released an album called "Rapture" and he has a sister named Elizabeth. I would be thrilled if there's another reference to him. UpgradeTech (talk) 04:59, December 3, 2013 (UTC)

BaS names Edit

I'm asking you and some of the other experienced Users that I know of to help out look up the game's files so there could at least have something to write for a Splicer article for BaS.I think some users want to know what the names of the Splicers from Burial at Sea would be called. I'm wondering if instead of making up a name (much like the "Slate Soldiers" or whatever), that if you can look up the name on the game files. If at all, thanks. --Evans0305 (talk) 03:07, November 22, 2013 (UTC)

Okay. Asides from Frosty, I think those other Splicers were ones I was wondering about, considering that only one looks like an updated Waders, but uses a different voice and dialog. I was also aware that a couple people mentioned they found some model files for Episode 2 in there, but due to policy, we can't write about them until that DLC is out. Still, I appreciate that you're doing what you can to find any name that could tie to those current Splicers. Evans0305 (talk) 17:45, November 22, 2013 (UTC)

Hi, sorry for the delay. That's a bit tough, though I could see why. considering that if Pt 2 showed otherwise, I'd rather go into a caption for some weapons, or even go into some general templates for Rapture and Columbia. Of all of these, the Tommy Gun is one that seems a bit conflicting; it may be a reskin of the Machine Gun from Columbia, but then, some weapons in BS1 & 2 are somewhat similar but different as well (i.e. Drills, Rivet Guns), and that because it is called a "Tommy Gun", it would still be something of a Rapture-based weapon, despite it being a reskin. Speaking of conflicting, I do notice that the Wiki has been split on wether BaS is canon to the other games or not, especially on some that believe we would segregate all of it into their own articles, even its Rapture history and timeline (which seems like a waste of articles to do in my opinion). Obviously, the DLC isn't as refined, both in its narrative, and its developement (considering IG remade new Rapture assets right after BS:I was done early this year, which would be more difficult to finish in time than just making Columbia stories with reused Columbia assets). Unless Part 2 is otherwise, I do feel that it is canon, with some small explanations on it being like that, both in a story standpoint, and in a game development standpoint. Not to mention, it just doesn't make any sense for the creators of BioShock to make a alternate non-canon Rapture, especially when we really don't know from their perspective on how some of those events would have been like. Even if Tears were involved, those seem like if it related to Elizabeth being their source, they would dissipate when she leaves, and that most of these invented from what was observed would be lost or destroyed during Rapture's War, just like everything else. That's just what I think about it, though.--Evans0305 (talk) 21:48, December 11, 2013 (UTC)

Weapon imagesEdit

I have all of the DLC you're taking about. I can get first person images of them, but it would require me to restart and hope I can find some locations that have good lighting (not Finkton and maybe not the start of the game) without going through the entire game and having to juggle my inventory so that I have the right weapons when needed. Third person images of the DLC and Burial at Sea skins are a problem because the game's files don't have separate models for them. The engine swaps them when it is told to do so. Getting the skins working would require me to fuck around with each model's material setting so that the gold/Rapture skins appear as the default skins. Without an editor, that's basically impossible. Darkman 4 (talk) 10:45, November 24, 2013 (UTC)

I use Umodel. Haven't tried the BS2 models yet, but apparently they're packed in a weird way. Seems that the models for a level are spread between the packages for the levels resources and the actual level files. I can get them; it'll just take some dicking around to get them properly extracted and all. Darkman 4 (talk) 11:18, November 24, 2013 (UTC)


Personally, I agree with you. Unless there's something that blatantly contradicts what happens in the timeline in Episode 2, like Elizabeth beating Ryan to death with a golf club before Jack reaches him to save the Little Sisters or Elizabeth starting the New Years Eve riot with a Motorized Patriot, then I'd consider BaS a part of the same timeline that BS1 and BS2 are in. It's just easier to consider them all a part of a single timeline that making an exception for BaS, but not BS2 or for some of the inconsistencies in BS1. Darkman 4 (talk)

Old UI imagesEdit

Found something pretty interesting on Tubmlr. A user there is friends with an artist that worked on BioShock Infinite. The artist shared some old GUI designs that were removed from the final game. One of them is an old HUD design, another a menu for the unused Gear shop, and the last one is a loadout screen for what looks like some sort of removed multiplayer mode. There's also clean versions of the Brucking Bronco, SMG, and robot horse poster. I'm positive these are legitimate, as there are unused Vigor icon images in the final game's files that match the style seen in these images.

I've uploaded the pics, but thought you'd be interested in taking a closer look. Darkman 4 (talk) 09:51, December 4, 2013 (UTC)

Test Template Edit

Good idea regarding the other media template (forgot what a money-making machine this franchise is) but what about BioShock: Rapture (Novel)? Where does that fit?

Unownshipper (talk) 06:37, December 20, 2013 (UTC)

Me and My Shadow artist Edit

You may have read my post on the 2K forums about finding the artist that played "Me and My Shadow". The current attribution of Al Jolson, Billy Rose, and Dave Dreyer on the soundtrack page is incorrect as they were the writers of the song.

I tried contacting Irrational about releasing an official soundtrack list (or at least updating the site, but I still haven't heard back from them. After quite a bit of research, I revisited the original assumption made by the uploader of this video:

The title says that Sam Lanin recorded this version used in-game, but I still couldn't find evidence that he made a recording of it. It turns out that he recorded under different pseudonyms, up to 170 different names on various record labels. I had previously explored a tangent on how the orchestra of a recording by Al Lynn's Music Masters seems similar to the song. It turns out it was another pseudonym for Sam Lanin, but a different take.

According to the following website, he made another recording of "Me and My Shadow" under the name of The Rangers in 1927.

The sung portion of the song sample on the website seems to correspond to 0:07 and 0:16 of the previous youtube video Both singers elongate "avenue" and put a trill on "shadow" in an identical fashion.

After some more searching, I found another sample from Amazon.

It seems to correspond with 0:35 - 0:59 of this video with sound extracted from the game.

The use of bells on the high notes seems to correspond to both.

The record seems to exist on the Lincoln label, but I have been unable to find a video of the entire recording.

I suppose that it is probably more feasible to purchase the song on amazon to make a complete comparison, but I would like a 3rd party confirmation.

In summary, I believe that Sam Lanin is the correct artist for "Me and My Shadow" as heard in-game. Unfortunately, he never released it under his name, but under "The Rangers" so I'm unsure what the correct attribution should be.

I haven't had this much trouble with pseudonyms since I found out that Annette Hanshaw recorded "Daddy Won't You Please Come Home" under the name of Gay Ellis and that she frequently used pseudonyms for her work.

UpgradeTech (talk) 05:02, January 22, 2014 (UTC)

Never mind, I found a complete recording of The Rangers (Sam Lanin) performing "Me and My Shadow".
It is a definite match to the one in-game.
Still not sure about what the attribution should be though.
UpgradeTech (talk) 05:14, January 22, 2014 (UTC)

Re: Links Edit

I see, sorry to have undone yor edits. I genuinely thought it looked better to have the info under the "Burial at Sea" heading with the links in the heading, but if that's not the style I'll make a note of it.

Unownshipper (talk) 21:31, February 3, 2014 (UTC)

Saw that you removed the "BioShock Location" category and thought I'd ask why before doing something.

Unownshipper (talk) 21:22, February 4, 2014 (UTC)

Bioshock Infinite Audio Extraction Edit

That's the same method that I used to extract the audio. Unfortunately, unlike other methods for  Bioshock 1 and 2, this method doesn't preserve the original filenames or file structure, giving generic names. I managed to separate them into background music and dialogue. The music only had 150 files so it was fairly systematic.

Since there are 6000 dialogue files, the only way I found what I was looking for was mostly luck. Since the PSAs are longer in length, I could sort them by file size to roughly sift them out (they were also mixed in with audio diaries and voxophones from the main game). 

I can send them in a zip file if you'd like.

What seems to be the problem with getting the program to work? I have a PC so I'm not sure if this works the same for a Mac.

You should have the first folder "tools". It should have the extracted files from the programs you downloaded (ww2ogg, Riveal, .bnk extractor, wavnamer). Only the files mentioned in the instructions should be there.

To make the .bat files, make a .txt file in Notepad and copy the code to make Runner_Start.txt and Runner.txt in the "tools" folder. Then change the file extension from .txt to .bat

I've only extracted the Pack files as opposed to the Bank files. I don't know what the difference is, but I believe that Bank files have the sound effects.

The rest should be fairly straightforward depending on if you want the Pack or Bank files. Each has different instructions though. They involve extracting the files to the desktop and then unpacking them and converting them to .ogg files.

.ogg files can be read by VLC Media Player.

Let me know at which point you are having problems.

UpgradeTech (talk) 18:45, February 10, 2014 (UTC)

This link should work
This first level contains the music files. English(US) has the dialogue lines.
Again, the names are generic. I'm still trying to find a method that will preserve the original file structure and names.
Since there are 6000 lines of dialogue, I can only suggest to sort them by file size. The larger ones will definitely contain the PSAs and audio diaries. I have noticed that that there appears to be some unused files. Some of them admittedly sound like Andrew Ryan, but here's to finding out more in Episode 2.
As for the extraction problem, I can only think of checking that it's referencing the correct file or looking for a typo somewhere.
UpgradeTech (talk) 23:39, February 10, 2014 (UTC)


Do you know of any environmental hazards in the BioShock universe? (Not just in Columbia, but also in Rapture as well.) If you catch any, please notify me.

ZanyDragon (talk) 21:15, February 17, 2014 (UTC)

Do you know if there are any hazards in the BioShock games taking place in Rapture? ZanyDragon (talk) 21:28, February 17, 2014 (UTC)

It's finally up, apologies if you've already known this! I've been trying to find what's missing either on that page or on the wikia page. So far, these songs are new to me.

Black Gal

Indian Love Call

Little Pal

What's odd is that "After You've Gone" is listed as being performed by Bessie Smith. I don't recall hearing this version in-game. It may be that this was the version that they listened to as the original by Marion Harris has slightly different lyrics.

And yet BaS is still "Coming Soon!"

UpgradeTech (talk) 08:59, February 24, 2014 (UTC)

Doing a bit of research I think that pesky song from Rapture Records is identified.
The versions of "Indian Love Call" and "Little Pal" mentioned are played on the organ and I believe play in the background of various kinectoscopes.
Black Gal appears to be an old prison song recorded in 1948.
I believe it's the song you hear being sung by the prisoners when entering Finkton after Elizabeth knocks you out.
I'm guessing that all the songs are "technically" anachronistic, but "period-sounding". UpgradeTech (talk) 09:18, February 24, 2014 (UTC)

Re: The list of BioShock Infinite's licensed soundtrack Edit

MegaScience showed me that earlier today. Right now I'm trying to work it into the soundtrack song list as reference links.

Great work on that template! It looks awesome, and it would solve the problem we've had of not having adequate navigation to the music, toy, book and credits pages. However, I notice you left out the phone game versions of BioShock - those should be included as well.

Speaking of credits, I hope to finish transcribing the BioShock Infinite credits onto a wiki page today. That will make it easier to keep track of which songs were listed in the credits, and then we can link to the credits article from the soundtrack article. ~Gardimuer 15px-Genetonic.png ʈalk } 22:27, February 24, 2014 (UTC)

Burial at Sea Audio Files ExtractionEdit

Hey, Pauolo. I have questions for you.

1) What program do you use for extraction? Riveal?!

2)When you extracts BaS DLC audio files, do you notice that main game audio files and DLC audio files are mixed as hell just like me?

Pawn of Atlas (talk) 15:19, March 13, 2014 (UTC)

Splicer Template Changes Edit

Regarding the Splicer Template changes made to include Burial at Sea Splicers, if you check out this video you'll note that the Splicer encountered is actually a Waders (or the BAS equivalent), he's just wearing Toasty's clothes and using his dialogue. The designers probably didn't want to have to make an individual model for this one Easter Egg, so they reused the head.

I'm not sure how to correct this so I wanted to bring it to your attention.

Unownshipper (talk) 07:26, March 15, 2014 (UTC)

I wish to report a vandal by the name of JIGSAW 4. Have you seen what he's doing to this wiki? Maybe you should block or ban him. --ZanyDragon (talk) 21:14, March 15, 2014 (UTC)

Archangel ColumbiaEdit

I added my conclusion about Archangel Columbia. I want to share my idea with you.

I really worry that lots of people believe every word of Zachary Comstock's voxophone, and insist to believe Archangel Columbia is real. It's a bullshit! I would rather believe J.S. Steinman's Aphrodite is real.

Pawn of Atlas (talk) 03:37, March 25, 2014 (UTC)

Jack's ModelEdit

I don't remember seeing Jacks Character model in episode 2 like it is shown in the gallery. His id card shows him having brown hair and brown eyes, which is a contradiction to the character models put up (who has green eyes). How do we know if that model for Jack isn't fan made? MegaMan02 (talk) 14:23, March 30, 2014 (UTC)

Thanks for replying. I just find it to be contradictory to the model he has for the original Bioshock game and find this new model also to be contradictory with the features of Jack listed in his passport. I just feel like if it isn't in-game or put in an official guide or art book by irrational games or not an image released by Irrational then it shouldn't go in the gallery. Thanks again for replying. MegaMan02 (talk) 15:02, March 30, 2014 (UTC)

Yes, but was the model ripped in-game? I just have never seen Jack look anything like that in previous shots of him, and his features contradict his passport. Is this  fan-made model or something Irrational Games created? If it's not the latter why would we add it? MegaMan02 (talk) 16:14, March 30, 2014 (UTC)

SPOILER: Wait what? didnt you see the ending of BaSE2? you see Jacks model several times in the end: when atlas wants to know what it said on the ace in the hole paper, you see jack taking over the air plane and in the end he is standing on the light house stairs and then he takes sallys hand. didnt you play the episode or didnt you just notice? we never acctually see jack besides hes arms and hes pasport image.

Shacob (talk) 16:20, March 30, 2014 (UTC) 

Ok, but I never seen Jack ever look like that. Not in Bioshock 2007 nor Episode 2. Should we just add images due to so and so said it was? Jack has never looked like that in game or any official image that Irrational has posted. That's why I questioned it. If its not in-game or Irrational never posted it, why would it go in the gallery? MegaMan02 (talk) 16:30, March 30, 2014 (UTC)

Burial at Sea Part 2 soundtrack Edit

I think I've identified most of the new batch of songs.  Of course, hasn't been updated yet

Of course what's Bioshock Infinite without an anachronism? However, it seems the Patsy Cline song was released just a few months after her death in a plane crash.

The only one that seems to be unidentified is the only that plays in the Cupid's Arrow.

UpgradeTech (talk) 16:09, April 1, 2014 (UTC)

As far as I can tell, the other songs on his channel are bits of the instrumental score, so they would go under the Original Soundtrack for Burial at Sea. Irrational still hasn't confirmed an official Burial at Sea score so I wasn't sure whether to add the songs. I think the titles were lifted from the file names, but I'm unable to confirm since my extraction method outputs generic names.
However, I can add the other videos if they exist UpgradeTech (talk) 21:50, April 1, 2014 (UTC)
I did another playthrough and I noticed one more unidentified song. There's a "Valse Immorale" written, performed, and produced by Duncan Watt. Due to the name, it seems to fit the bill for the Cupid's Arrow song. Also, the beat seems to be 3/4 time, the same as a traditional waltz. The name seems probable so I'll add it to the list as such and hopefully the /music website and prove it right or wrong in the future. UpgradeTech (talk) 08:58, April 2, 2014 (UTC)

Re: The Rapture Storyline Edit

Thanks for contacting me! I've played BioShock Infinite, and after looking at the storyline for the Burial at Sea DLC I think the theory that would produce the least contradictions is that the DLC takes place in a parallel Rapture very close to the one in BioShock: the storyline/events/ending remain largely similar, but the universe also has elements unseen in the original game, namely Vigor-like Plasmids, Tears, and Elizabeth/the Luteces dimension-hopping to engineer the events of both main games. I'm actually not even sure the Elizabeth the character plays is the same from BioShock Infinite: even though she remembers the events that unfold in Columbia in the same way as the player, considering the ending's opening to infinite parallel universes she could be from anywhere. I'll have to play more to confirm this, but for now I think Suchong's death should be listed as before the bombing in the main storyline, and after the bombing in Burial at Sea. --Willbachbakal (talk) 17:35, April 5, 2014 (UTC)

I messaged Shacob for confirmation on whether Ken Levine tweeted about the DLC's story being part of the BioShock storyline. I'm starting to lean on the idea that you're right, that this is the Elizabeth from BioShock Infinite in the Rapture of BioShock, and if Ken confirms this it'll resolve a lot of plot points. If there's no confirmation, though, even if the plotlines confirm each other I don't know if it would be correct to write the DLC as a prequel to BioShock, as the infinite-universe model means that there can be two identical universes and still have BioShock be in one and Burial at Sea in another.

One big issue, though, is that if Suchong died after the bombing, it would invalidate the story of BioShock 2, unless Subject Delta and Eleanor somehow pair-bonded in a different way. In either case, the canon's already fairly messed up as it is. --Willbachbakal (talk) 22:36, April 5, 2014 (UTC)

So protector and pair bonds are different? In that case, that solves it. With official confirmation from Ken Levine, this makes Burial at Sea part of the BioShock 1 canon. --Willbachbakal (talk) 03:18, April 6, 2014 (UTC)

Rationalizing Irrationality Edit

Dear Pauolo,

I've been trying to keep up with the line of reasoning on the Important Discussion for Rapture Storyline page, though it's certainly devolved into some unproductive tangents. Now, I myself have certainly made my dissatisfaction with the Burial at Sea DLC clear (The Best & Worst Things about Burial at Sea), but, more than anything else, the DLC has simply left me sad. Sad that Ken Levine can't get over the fact that he didn't work on BioShock 2, and just retconned the most crucial part of the game out the window.

However, from what I've gleaned from the discussions, it seems that you've found a way to rationalize this situation. It would make me very happy to know how exactly, so if you have the time to explain it to me, I'd greatly appreciate it.

Here are my issues:

I think we're familiar with the big contradiction:

  1. In Improving on Suchong's Work, we learn that Gilbert Alexander took over the Protector Program after Yi Suchong was killed.
  2. Later, in The Pair Bond Mechanism, we learn that Subject Delta was the first Big Daddy to be Pair Bonded (as distinct from Protection Bonded).
  3. On December 31st (we know it's New Years Eve b/c we see Andrew Ryan give his "toast to Rapture" on a monitor) of 1958, Eleanor Lamb was taken back and Delta was killed.

This indicates that Suchong was dead (for some period) before New Year's eve, yet is not what we see in Burial at Sea - Episode 2

Now I tried to make sense of Schro's argument on the Irrational thread, but I don't see how the whole of Bio2 can be canon except for Alexander's Audio Diaries. Also, he brought up the point:

(though of course, this quote does create some issues with BAS2, as this audiodiary seems to imply that the idea of daddies protecting sisters was not even thought of till after the war started.....which contradicts him working with fink for a long time before the war on the bonding process........Ken....why don't you read your own audiologs)

But, we'll just stick to the Suchong's Death/Delta & Eleanor's Seperation issue for now. You've mentioned that Bio2 also had some major contradictions with Bio1, but for the life of me I haven't noticed any that can't be explained easily.

So, if you please, how does this all work out?

Unownshipper (talk) 02:16, April 7, 2014 (UTC)

Thank you for bringing Desperate Times to my attention, I had forgotten about that diary (it looks like the maker's of BioShock 2 did as well).
However, I'm not convinced that Protecting Little Ones takes place during the Rapture Civil War. When Suchong says "This war," couldn't he be speaking about the unrest caused after Ryan Security's confrontation with Frank Fontaine and the conman's fake death? By all accounts, that was a fiery battle that ended with many, many deaths.
So Suchong and Alexander were working as equals on different projects under the Protector Progrma. Okay, I'll buy that. I fully accept your recitation of the Rapture history up until the line "That explains the harshly bonded Bouncer at Fontaine's" Could you explain that a little more?
Something that you should be aware of is the fact that the New Year's Eve Rapture Radio internet broadcast is a confirmed fan-made project. It is no more canon than my How Does Rapture Celebrate Saint Patrick's Day? picture is. How can we take the BioShock: Rapture (Novel) as canon when it has SO many contradictions from the first and second games?
I suppose we can interpret The Pair Bond Mechanism to be recorded at some point before Suhcong's death as the wording, "It is unfortunate that poor Dr. Suchong will not be here to raise a glass," is a little vague (maybe he was busy working on his own projects, sick with the flu, trapped in a malfunctioning elevator, etc.) However, Improving on Suchong's Work isn't as vague. Doesn't the line "We need something more, something stronger: an unbreakable physiological bond" seem to indicate that the "Pair Bond" hasn't been developed yet? How can we rationalize that since Subject Delta and Eleanor Lamb were definitely "Pair Bonded" before New Year's Eve?
Unownshipper (talk) 19:31, April 7, 2014 (UTC)

Ok, that thing about the Bouncer in ToysBathyspheres DeLuxe, and the Dr. Suchong's Free Clinic being the same and being imperfectly bonded makes sense.
I've heard two stories regarding the New Year's Brodcast. One that it was supposed to be heard in the Prelude level for BioShock 2 but was ultimately cut. The other is that it was a fan made video. Either one would make it not canon.
I don't see a single sentence on that manual that says that 2K made that specific broadcast. All it says is that they made "a" radio station that played early 20th Century music. No where does it say they made or broadcasted the New Years Eve special. I think they may be two seperate things: an offical radio station and a fan made video pretending to be the station. The only connection between the two is that they were called "Rapture Radio."
So the novel still represents problems, especially with Levine directly saying it's not canon. Whether we think 2K Marin maade a huge blunder or whether Alexander was smart enough to carry out the project on his own is entiely beyond the point. It happened that way. So how do we rectify it? By picking and choosing which audio diaries we want to count as canon?
I'm sorry, but I haven't heard a compelling piece of evidence on how we can have Subject D & Eleanor bonded before Suchong died. The rest of the stuff you've mentioned has been very enlightening, but I'm still caught by this crucial detail.
Unownshipper (talk) 03:47, April 8, 2014 (UTC)

Ok, so the broadcast was made by 2K. That's actually more confusing. The date of broadcast and the release date for BioShock 2 are the same, they should've known better that they were having a supposedly dead character show up at the party. Regardless, do you think that this broadcast was meant to be taken seriously or just a fun diversion and a moment to name drop ("Sander Cohen and Anna Culpepper chatting up Silas Cobb", like the two of them would actually have a kind word to say to eachother)?
I heard that it would have been in the Prelude from Shacob. I'm not sure where he heard it from.
Alright, you have a point. I concede, Suchong died after the Civil War began (Still don't believe he was at the Kashmir).
If anything, we should stick to BioShock being canon. It's the landmark game. Players fell in love with it, critics praised it, and it was only later that others dragged it down with inconsistencies. If we can't have everything fit nicely (thanks Ken) then we'll settle with just one diary be non-canon.
Thank you for your patience,

Unownshipper (talk) 01:46, April 10, 2014 (UTC)


The Wiki may have to present 2 'theories' about which paths the plot looks to take on this issue, each with blow by blow supporting (pro) evidence and then contradicting (con) evidence, and

Marking the Wiki pages with a pointer to that 'debate'.   Im not sure also that there could be some indicator of at what point the contradictions were largely added-to (like BaS backstitches whole piles of events with Suchong shown alive a very specific time).

Instead of trying to decide which is 'canon' it may just have to be declared that the writers of the later games simply did not create it with consistant details.

Usually I would have been inclined to agree, however and as opposed to the treatment we had for the novel, here it would just make articles messier than they already are. Still I agree that if a canon has to be chosen an explanation needs to be added to the concerned articles. Pauolo (talk) 06:43, April 10, 2014 (UTC)


The 2K Forums posted 'answer' points to the Novel as supporting proof one way or the other?  Hasnt the Novel been repeatedly labeled 'non-canon'  here over and over ?

Wont you have to discount that 'proof' or  revise that 'non-canon' status here ?

The novel was used on the forums as a reference because its author first sticked to the canon of the original BioShock before implementing characters and events from BioShock 2, thus explaining why it depicts Suchong alive while still having Delta bonded before New Year's Eve, and the latter dieing during the event like in the sequel's prologue. And so if the novel can fix that contradiction without breaking the second game's storyline, we should be able to do the same here. Pauolo (talk) 06:43, April 10, 2014 (UTC)

Will need to go watch the BS2 opening again and see how the Novel handles it and the surrounding circumstances.  I hadnt noticed how the Novel actually covered the Suchong issue so much.


No offense, but I don't enjoy being cussed at for discussing a subject matter on here. If you ever act that way again I'll call up the owner of the website myself on telephone and have him please rethink having you be a mod here SethEwing (talk) 16:58, April 7, 2014 (UTC)

Interactive MapEdit

How does one make an interactive map? Because the first five stages on BioShock 2 are missing the whereabouts of the Power to the People machines, Plasmids, Tonics, Audio Diaries and that. ZanyDragon (talk) 19:50, April 14, 2014 (UTC)

Figured much. That's why I sent a message to Gardimuer first. ZanyDragon (talk) 19:58, April 14, 2014 (UTC)

Martin Finnegan Edit

I just listened to the Nerdist Podcast, but I didn't hear him say he voiced Martin Finnegan. I heard him say the thing about the Circus of Values clown at around 1:26:30, but not about Finnegan. Maybe I zoned out and missed it or something, but could you tell me the time he mentions it?

Unownshipper (talk) 23:56, April 14, 2014 (UTC)

I'm afraid I wouldn't know where to find that information. It'd really be best if we could find something nailing him to that or else people will just think it's an assumption and should be removed.

Unownshipper (talk) 20:27, April 15, 2014 (UTC)

Rapture Radio Edit

A while you mentioned something about Rapture Radio and I seem to recall an actual Rapture Radio created for the promotion for Bioshock 2.

The Rapture Radio page just seems to list all the licensed songs from Bioshock 1.

Wikipedia mentions a Rapture Radio, but it's uncited. (And it also has a song list I've seen nowhere else)

The Rapture Archives page seems to have documentation on this.

According to this page under the User Manual

2K launched a Rapture Radio from February to April 2010. I'm unsure if this was part of the There's Something in the Sea project.

Unfortunately, I can't find any other documentation on it except this tracklist from the same website.

I also seem to be confusing this with the fan-made playlist hosted on the same website.

It's also saying that some members summitted songs to be included as shown here.

So I'm not sure if the graphics used here were part of 2K original campaign.

So I'm asking, was there an official Rapture Radio sponsered by 2K?

This seems to be a news article documenting it as well as a special broadcast that featured the bombing of the Kashmir.

So, was this the official tracklist?

And was this the offical media player at least graphics-wise? It looks incredibly professional.

UpgradeTech (talk) 05:56, April 18, 2014 (UTC)

A screenshot of Wahl's officeEdit

Do you think you can make a screenshot of the bookcase in Reed wahl's office? ZanyDragon (talk) 01:53, May 5, 2014 (UTC)

Okay. Sorry about that. But take your time. ZanyDragon (talk) 11:35, May 5, 2014 (UTC)

Fontaine's Edit

So currently we have "Fontaine's", Fontaine's Department Store, and Housewares. I understand that you'd like to delete the "Fontaine's" page.  Instead, I'd like to recommend the page be renamed to "Fontaine's Department Store (Business)" for the following reasons:

1. You and I both know that an article can be put in the "delete" category, but it might be quite a while before the page is actually deleted. The page was previously the incorrectly named "Fontaine Department Store." Months had gone by and nothing happened, so I went ahead and renamed it to "Fontaine's" to focus just on the business and history of the place rather than the level.

2. Similar to the Fontaine Futuristics (Level) and Fontaine Futuristics (Business), I think it's necessary to seperate the Fontaine's Department Store location from the business because it's so large and so important to the Burial at Sea narrative. Putting both information on one page makes a rediculously long article. There's the walkthrough for the major level in Burial at Sea - Episode 1, a directory of all the stores in the business (including the Housewares building and Burial at Sea - Episode 2), and the history section of the place being converted. If we break it up, then we can go into more detail and have it be more useful to users.

I think it'd be more productive to just rename the page. I attempted to change the page already, but was unable to do so (maybe because I edited the name before?). I wanted to get your opinion on this, let me know what you think.

Unownshipper (talk) 07:54, May 10, 2014 (UTC)

I'm glad you find the proposal agreeable. I'd like to avoid relabeling the current Fontaine's Department Store to "Fontaine's Department Store (Building)" or "Fontaine's Department Store (Level)" since it was the original article, but I'd be willing to reconsider if you think it's necessary.

Unownshipper (talk) 06:31, May 11, 2014 (UTC)

I see your point. I figured out what I was doing wrong and went ahead and renamed Fontaine's to Fontaine's Department Store (Business). Thanks for your input.
On the subject of Emporia, you're absolutely right that the way the developers named and seperated the levels is annoying (especially after the clearly distinct BioShock levels and BioShock 2 levels). Looking back, let me commend you for the effort you put into the task of seperating and defining the different levels.
With the current 16 "locations" in BioShock Infinite, I'm wary of adding another just for the Bank of the Prophet. I'm also wary of creating an "Emporia (District)" page. For the sake of continuity throughout the Wiki, I'd hate for there to be only one "(District)" page (it'd stand out from all the other articles). I think all we really need is more detail in the Emporia and Downtown Emporia articles. I went and expanded the Finkton locations a while back and I've been meaning to do the same with Emporia, I've jsut been putting it off. Would you mind revisiting the issue in a little bit?

Unownshipper (talk) 21:29, May 12, 2014 (UTC)

Indeed. Mindfuck is definitely the right word for it.

Unownshipper (talk) 23:22, May 12, 2014 (UTC)

Re: RTE Editor Edit

From experience, most (if not all) the errors that tripped the abuse filter have had to do with users editing in the RTE (Rich Text Editor) layout, which is now the default editing layout. The problem with RTE is that it adds code to the page that is not visible to the editor unless they're in source mode, and sometimes this code is extremely ugly, redundant and/or prone to causing errors, especially when it interacts with other modifications on the article. When this causes a particularly serious problem (i.e. potentially messing up a page) it trips the abuse log, which is why it's got so many visibility problems: to the RTE editor, they've done nothing wrong (and they haven't), but in the eyes of the bot script checking for errors and anyone editing in source mode it becomes very apparent that there's an issue with the code. --Willbachbakal (talk) 00:08, May 13, 2014 (UTC)

RE: PA MessagesEdit

Well, Sofia Lamb takes control of whole Rapture. If Rapture Radio broadcasts, especially Andrew Ryan's propaganda is still on the air, it will be more awkward. But, I know there's lots of informations in those unused PA messages. Okay, I will make video about those PA.

Pawn of Atlas (talk) 18:15, May 22, 2014 (UTC)

To begin with, I uploaded video of Minerva's den ads. I will upload unused PA video later. Please finish Minerva's den PA page.
Pawn of Atlas (talk) 13:24, May 26, 2014 (UTC)

Her taking control of 'all' Rapture might be an assumption, and her  'declaring it so'  might just be her delusion/propaganda for her followers.  Simple post-BS2 evidence to the contrary is that she didnt control Minervas Den ...

We only go thru a small part of Rapture in BS2,  and it is pretty meager places at that, so we really dont have solid evidences for the rest of the City.

Testxyz (talk) 01:17, May 23, 2014 (UTC)

Re: Forgotten Music Edit

Unfortunately, instrumentals are not my strong point. I was only able to identify the "Stranger in Paradise" tune playing on the piano at Fontaine's by looking at the history logs for the page and finding that someone had commented that it was the song, but didn't understand the Wikia interface. In addition, the organ pieces "Little Pal" and "Indian Love Call" would not have been ID'd as actual songs if it were not for

That being said, I did some detective work using the comments from the site. According to them, the original was from I had forgotten that "Pop-Blocks" as the comments in the video are called are a trademark of GT.

Here's the original higher resolution version:

So, reading the comments there indicate that it's Santo's & Johnny's "Sleepwalk". The artist is also confusingly attributed to Ritchie Valens, another singer of the era, because of the song's use in a biographical film featuring him, La Bamba

So here's Santo & Johnny, "Sleepwalk"

Admittedly, it is tantalizingly similar, both songs seem to use steel guitars.

Then I found this video:

The only credit is that it's Barker/Lomax - "LoverBoy"

Here's a forum topic where it came to a dead end.

There's some references in the Youtube comments of it also being featured in Community and Big Bad Wolves. I haven't seen either, but there's references that it appears in the Community episode "Herstory of Dance" from Season 4.

I have yet to watch to episode to see if it's referenced in the end credits, but still, it sounds amazingly close to the instrumental version.

UpgradeTech (talk) 15:52, May 24, 2014 (UTC)

Like I said, instrumentals are not my strong suit. Unfortunately, it does sound like a score from a film which is almost next to impossible to identify.
I actually saw the E3 trailer for XCOM years ago and I was fascinated by the aesthetic. I normally don't like RTS, but the game seems to combine both elements of the original XCOM RTS with some FPS/ third-person shooter. I'll probably get a copy on the summer Steam Sale.
It's quite probable that Garry Schyman did compose the trailer music for BioShock PS3 and XCOM the Bureau as he's listed as composer for both games. He even credits it in his website, but there's not much followup information on it. Other possible composers listed for XCOM are Dražen Bošnjak (who's listed for doing the music for the live action trailers: The Burn Room, Orbit the Clown, The Chase, The Interrogation and The Aftermath) and Jonathan Timpe (for Technical Score Assistant). Peter Bateman apparently collaborated with Schyman on the XCOM score.
Here's a quote from the Amazon page.
5. Will the music in the new game be created by the same composer as Enemy Unknown?
No, but from the beginning, I wanted the music of The Bureau to match the era and vibe we were trying to establish with the art and narrative. I wanted it to have that 60’s FBI gangbusters feel since that is essentially the kind of people that you are playing, interacting with, and leading into battle. But I also wanted the score to be akin to the sci-fi films of the 50s and 60s. The two movie scores that really fit what I was looking for were both by the great film composer Jerry Goldsmith. The first was for the 1950’s based L.A. Confidential and the other was the original 1968 version of Planet of the Apes. Given the style of these two scores, I knew what I wanted was right in the wheel-house of Garry Schyman who had done such an excellent job on the Bioshock games. Garry and I worked out the main themes for the score and then Garry delivered an incredible score for us. He produced almost 80 minutes of music for The Bureau which was recorded at the Clint Eastwood stage on the Warner Brothers lot in Hollywood. I feel the score really gives The Bureau a unique identity and I feel it really sets the tone of the world that we are trying to have the player experience. – Michael Kamper, Audio Director.
I think there might be more information in the end credits for XCOM The Bureau. Additionally, the PS3 version of BioShock seems to have more content (and possibly music) on its disc, but that would require cracking and reading the actual game files from the disc.
P.S. Could you post the original English transcripts? My French is passable, but I'm having a lot of trouble reading the words l i k e t h i s orlikethis. Also, how did you find/extract them?
UpgradeTech (talk) 08:10, May 28, 2014 (UTC)
I am very pleased to tell you that I've found the music credits for "Lover Boy". Simply head over to and type "lover boy". It'll give both the instrumental version and the vocal version. Unfortunately, as a production music company, it doesn't give the vocalists, only the writers. It apparently comes from a digital album called "Rock 'n' Roll" Fabulous Fifties Juke and Jive Drive-In.
I was finally able to track it down by finding the credits for the TV show Shameless, Season 2 Episode 5 "Father's Day. According to this page the full credits should be Danny Barker and Alan Lomax for "Lover Boy". UpgradeTech (talk) 04:14, July 15, 2014 (UTC)
Alas, another thread has been cut. I contacted Garry Schyman about the Burial at Sea soundtrack (as well as the XCOM The Bureau score) and the unknown trailer music. He graciously replied saying that he does not create the track names. He also did not do the score for the trailers. UpgradeTech (talk) 04:14, July 15, 2014 (UTC)
I must be a darned fool. I should have used SoundHound in the first place. The track is production music called "Getting Closer" by Bill Brown from an album called Video Game Trailers. This only gives you a 30 sec preview, but it definitely matches the first segment. The rest is probably the same track with Cohen's Scherzo mixed in. The site says you can buy it for 35 euro, but I haven't registered on their site. Also, you can buy the entire album here for $10. UpgradeTech (talk) 04:41, July 15, 2014 (UTC)

According to Wikipedia, Season 2 was aired in 2012. Unlike most other shows, it does have the music credits on the website. As for the other song, the way I was reading it, 35 euro is for the complete licensing fee for "Getting Closer". But you can buy the entire album for $10 for home use in the other link I posted. UpgradeTech (talk) 04:43, July 16, 2014 (UTC)

Localization textsEdit

Hello! I'm terribly sorry to bother you, but I have been looking for the Bioshock 2 localization files/texts for ages now, so when a Google search directed me to a post of yours here on the Wiki, I was overjoyed! I was wondering if you would be willing to upload and share them? I've been trying to extract them for ages (without any luck), so it would mean a lot to me! Thank you and have a great day! Businessnewt (talk) 23:33, June 15, 2014 (UTC)

Thank you so much! That made my day. And by email is fine. My email is ksimishi(at) Businessnewt (talk) 11:06, June 16, 2014 (UTC)

I got 'em! Thank you so much for your help! I hope you have a great day! Businessnewt (talk) 11:40, June 16, 2014 (UTC)

Link to audio file issueEdit

Did you see what happened to The End of the Line? I need help fixing it! Where's Gardimuer? ZanyDragon (talk) 09:49, July 10, 2014 (UTC)

Urgh! I never should've edited that page. But how was I to know that was coming. Anyhoo, the sooner the issue gets resolved, the better. ZanyDragon (talk) 10:54, July 10, 2014 (UTC)

Guess it's up to Wikia to solve this issue. ZanyDragon (talk) 04:20, July 11, 2014 (UTC)

Choosing Just the Right Words Edit

Thanks again for your contributions to the blog.

Unownshipper (talk) 03:15, July 11, 2014 (UTC)

Re: Ban Request Edit

Thank you for notifying me of this. His behavior is completely out of line. However, I want to give him one final warning before considering a ban. It's likely he'll try being disruptive one last time, but on the off-chance that he decides to amend his behavior, it would be worth having him contribute positively (Testxyz is a fairly old account that used to be fairly productive). Let me know if he continues with the troll attitude. I'm giving him one last chance, but if he makes one wrong move he's out. --Willbachbakal (talk) 00:56, September 24, 2014 (UTC)

booker bio Edit

Keep that part of booker being part native american protaganist and I'll send you 20 dollars. Considring its accurate from what levine said this would be factual and not made up. I'm serious about this. Willisjacksonhere (talk) 14:20, October 11, 2014 (UTC)

Cricket Edit

Thank's for adding cricket to the Sports in Rapture page, I'd forgotten about Calraca's weapon, but where does the "Rapture Championship Cricket Franchise" come from? I hadn't seen anything about that before.

Unownshipper (talk) 21:24, October 17, 2014 (UTC)

Good eye, an excellent catch. Though I wouldn't call that a franchise as much as an event like the Rapture Open. Maybe we should make an article for it, or do you think a subsection titled "Annual Events" would be better?

Unownshipper (talk) 21:52, October 17, 2014 (UTC)

Great Job! Edit

Really good work with the unused Radio messages! It's great getting to see how different  Bioshock 2's original story was. personally my self I think the scraped version sounds a lot better then the finished game.

Night at the Kashmir (talk) 21:43, October 23, 2014 (UTC)

I totaly agree with Night at the Kashmir. You did an outstanding job on those unused radio messages. It is unbelievable how much was removed and your articles are really a great contribution. Keep up the good work! Mainframe98 (talk) 08:48, November 5, 2014 (UTC)

Re: Unused Transcripts Edit

That's incredibly good news, I'm very impressed that you were able to find all of these (wish I knew how to). With this amount of information, I think we could make a Prelude level article. We could put the radio message info on there or (after making the article) make a prelude level radio messages page. Perhaps you should make a blog with all of the unused Audio Diary info listed on it. Maybe if we all look at the information, we can sort something out.

Unownshipper (talk) 21:14, October 24, 2014 (UTC)

Very good, it seems like you've got an understanding of how to proceed. I wish I could assist you with the effort, but alas I don't know how to access or read code. I also think you should proceed with the "Radio Messages: Ryan Amusements/Unused Messages," or maybe call it "Unused Radio Messages: Ryan Amusements Messages."
You mentioned a problem with how the messages are arranged. Could you clarify? Is it the way they look in the game files or how they're arranged on the web pages? What needs fixing?

Unownshipper (talk) 21:51, October 25, 2014 (UTC)

Multiplayer Images Edit

Hey, Pauolo, I just wanted to contact you and ask if you, me and possibly Shacob could possibly plan a game session (BS2 Multiplayer) so we can take screenshots/ photos of the maps, the characters and possibly add a few action shots of characters fighting one another for the wikia? Please let me and Shacob (If he agrees) know if you'd like to continue with this initiative. Tricksteroffools (talk) 07:42, November 2, 2014 (UTC)

Game Files Edit

My sincerest congratulations to you for all the work you've done. It would be enough if you'd only found the missing removed Audio Diary "Marketing Test." It'd have been the icing on the cake if you'd just uploaded the unused radio messages. But the fact that you've done both AND found a whole host of other removed diaries we knew nothing about is simply exceptional. We finally know who Ava Tate is, have an idea of Grace and Stanley's relationship, know the original state of Dionysus Park, and so much else. You are to be commended.

On a slightly related note, I have some questions. I believe that the wording on this site should be as accurate as possible on all matters related to dialogue and transcripts. For example, all of Brigid Tenenbaum's radio message have been reworded to be phonetically similar to how she speaks; AKA all instances of the word "and" have been replaced with "und." Inwardly, I am against this as it's not how it looks in the game's text on screen, but it's a minor detail and frankly I don't see the harm in this one instance.

As for the audio diaries, I noticed that you've italicized and bolded several words in multiple diaries in the last day or so. For example, in What Happened to the People?, you did this on the words "people," "face," and "singing." In that diary the wors "Splicers" was in quotes, but none of the other words were specifically marked at least not in the mac or xbox versions. So I must ask, are you adding the marks for emphasis or are they specifically in the code? If the former is the case, I must ask that we consider reverting the entry as it's too subjective just what the stressed word is (in the Mark Meltzer example, I would've emphasized the word "choked" if forced to do so.)

Also, user ZanyDragon has been marking up some of the diaries you've added. For exaple, adding a hyphen to make a dash (making - look like --) or adding two extra question marks to No Splicing for Grace. I must assume that he couldn't have seen the original game files, correct? If he is also just doing this for emphasis, I'd argue that these edits should be undone as well, but I need your confirmation on the matter.

Thanks for your time,

Unownshipper (talk) 07:51, November 2, 2014 (UTC)

Fascinating. The whole thing sounds difficult, but certainly worth the effort. Why French, I wonder? No matter, checking with Pawn of Atlas sounds like a good idea. I just knew those Cult of Rapture diaries were more than just "deleted material;" proof at last! I don't think there's anything to be done with those unused diary portraits except for uploading them to here to the BioShock 2 Removed Content page (if you are able to). We could try to assume what names go with what picture, but that would be an effort in futility (and supposition). Anything more you can upload is always appreciated.

Purely out of curiousity, why is "accessing the code of the game itself" impossible? I thought that's what you were doing this whole time. Just goes to show how little I understand about the process.

Unownshipper (talk) 22:31, November 2, 2014 (UTC)

Re: Request for Deletion of a Page Redirection Edit

I think I deleted the redirect. If there's some lost content, let me know and I'll retrieve it. --Willbachbakal (talk) 20:39, November 3, 2014 (UTC)

Re:Signs Edit

I got those images up and running. I also got one of the Sinclair Metals signs used in the multiplayer, but I'm having some trouble rendering the big one seen outside the window.

Right now, I'm rather hap-hazardously going up and down the Rapture Businesses page to see what needs images. Do you have any specific signs in mind?

Also, it would make it a lot easier to connect the business pages by level. I would like to suggest adding navboxes to the bottom of major business pages, namely the ones that have physical store locations. It would be similar to the Locations in the BioShock Series, but it would list the businesses/major subdivisions that have a physical footprint in each level. 

Right now, the major subdivisions in each level aren't clearly connected to each other and are only sparsely linked from the main level page.

For example, "Businesses/Locations in Arcadia" would have the Tea Garden, Waterfall Grotto, Langford Laboratories, etc.

Robertson's Tobaccoria would have "Businesses in Fort Frolic" and "Businesses in High Street". UpgradeTech (talk) 01:15, November 18, 2014 (UTC)

I'm slightly confused. I did find the Tavern sign with the shield, rooster, and flames. I just made a new version of the current one.
Also, it's not really clear how to navigate between all the business pages or if they're even connected together on the same level. For instance, you would have to know the exact name of the Southern Mall to even associate it with Fort Frolic. Some level pages like Siren Alley do not contain clear header links to the sections.
I was hoping a navbox like this would make it easier to visually link all related locations together.
UpgradeTech (talk) 22:36, November 18, 2014 (UTC)
I forgot to mention, the links to the photos of the sign in question are much appreciated. It saves me from having to either comb through some random Let's Play where the player never seems to want to look up or having to go out and boot the games.
I'm not able to find a sign for the Railway Cafe. It seems to be only officially marked as "Cafeteria" with a little AE logo, though the captions label it as "Railway Cafe".
I'm not sure what you mean by the "train sculpture". There's this, but it's not unique to the Atlantic Express. I think it marks all the station stops.
I do recall that large statues were made to represent each level, but only the Atlantic Express one was implemented in the main game.
This is what greets you when you first step out of the air lock:
And here's a variant with neon.
UpgradeTech (talk) 08:49, November 19, 2014 (UTC)

Re:Location Nav templateEdit

I was also looking over the Audio diary template as suggested. I'm hoping that this doesn't mean that we have to repeatedly input, let's say, 16 different locations names for all 16 pages belonging to the Medical Pavilion. Otherwise, using this method, adding an additional location later on would require modifying all 16 pages, a ludicrous and time-wasting prospect.

If I'm reading your comments correctly, all the location names will be centrally located in the Template. Thus, all that is needed to do is something along the lines of adding {{LocationNav|Medical Pavilion}} to the bottom of all 16 pages and each page will automatically render all the associated locations for that level.

If it doesn't work, then I can always help make 30+ separate navboxes.

BTW, would adding a Previous Location/Next Location look too cluttered? For example, the Medical Pavilion would have links pointing back at Welcome to Rapture and forward to Neptune's Bounty. UpgradeTech (talk) 08:49, November 19, 2014 (UTC)

I've been tinkering a bit with the template.
Basically, I've been trying to link together the pages that are associated with each level, but may not get much traffic on their own. In addition, there are sub-divisions that may have their own page and so I've been trying to group the locations and businesses under these divisions. It makes it a lot easier to keep track of which businesses currently exist or need new images.
Unfortunately, I had to fudge a little for some of the sections because there's apparently a maximum of 4 rows. I've also been following the listings under Businesses by Location. These are some of the possible layouts that can be achieved. UpgradeTech (talk) 11:21, November 21, 2014 (UTC)
I finally got around to finishing up the Template:LevelsSubsections.
I also think I correctly used the #if template to show if there is a Multiplayer/Protector Trials/Clash in the Clouds version of the level. However it seems to cause some random gaps in the doc page if the previous level did not have one. I think the extra spaces are slight visual defect, but I can't figure out how to get rid of them.
It's also clear that some levels are underdocumented particularly, Fontaine Futuristics (Level), Outer Persephone, Inner Persephone (no one has added extra pages after I created the three articles for the wings), Monument Island, Battleship Bay, Hall of Heroes, Comstock House etc. Some page need to be split with only one or two entries in the categories.
I have a couple of suggested pages in white text. It's also a lot easier to find which pages still need pictures of the signs. Unfortunately, Infinite's locations are less rigidly defined and New Eden Square, Comstock Center Rooftops, Market Street, High Street etc. appear to have no signs at all. UpgradeTech (talk) 18:03, January 7, 2016 (UTC)
I forgot that you wrote this back in 2013.
Gah, Comstock House, Hall of Heroes, and Hand of the Prophet still need to be expanded. UpgradeTech (talk) 07:21, February 3, 2016 (UTC)

Re:Atlantic Express trainEdit

Let's see if I have this in order.

Unfortunately, the Fishbowl sign texture is rather low-res. The weird thing is that the fish are actually rendered as neon, but the text is flat and given the appearance of neon with normal maps and self-illumination. Usually, the map to too dark to see anything else other than the neon. What I can do is emphasize the neon since that's the first thing that the eye sees.

Compare: Before After

I have the train station map board, there's no set texture for the center. Let me know if you want a different map or a removed version.

This is the fruit crate texture with the "Irrational" on it from the turrets. It's hard to read: "Canberra (something) Apples"? Dunno where you want to put it.

Just to clarify, you want these train station signs for all the stops? Would these supplement the level pages, Rapture Businesses Pages, or the Atlantic Express page?

There's also a bunch of crudely painted signs for Pauper's Drop. I think Skid Row only has that one, but there's other unofficial signs for the Sinclair Deluxe, Downtown, etc.

I'm also hoping to eventually find the bathysphere models so we can have a little showroom. I also have the trolley cars from Apollo Square, but I'm not sure if the images are needed anywhere.

UpgradeTech (talk) 01:25, November 20, 2014 (UTC)

Here's the zip file for the Atlantic Express Metro Map.
There's a transparent version and one with a plain white background. UpgradeTech (talk) 23:27, November 24, 2014 (UTC)

Re: Brigid or Bridgette Edit

Ok, that sounds good.

Unownshipper (talk) 21:45, November 20, 2014 (UTC)

Dean Martinez Edit

I had a question regarding the Dean Martinez page. This article say Martinez installed a security system in the Pink Pearl, but how do we know that? Nothing in the audio diary is conclusive, so how can we be sure?

Unownshipper (talk) 22:44, January 14, 2015 (UTC)

I was going to say that you had a point with that code listing, but this revelation about the switch in The Pink Pearl is a total confirmation. Bravo on your part!

Unownshipper (talk) 00:02, January 15, 2015 (UTC)

Level infobox Edit

I saw the Level infobox template you're working on, and so far it looks really nice. I was just wondering what pages this template would go on. I'm guessing the Welcome one would go on Welcome to Rapture page, but were you planning to put it anywhere else?

Also, when looking to make the BioShock Appearance sections for Splicers, I realized that there's nothing tracking which levels the Splicer models appear on other than their own articles. Would you consider listing which models (Baby Jane, Ducky, Pigskin, etc.) appear in the levels on your template? If it's too much trouble I understand, but if you're interested, I could let you know so you wouldn't have to go back and look yourself. For example, in Welcome to Rapture, the Splicers take the form of Lady Smiths, Toastys, and Rosebuds.

Unownshipper (talk) 02:03, January 17, 2015 (UTC)

Missing Textures Edit

I have poked around the files for a long time, but I simply cannot seem to find the Good-Eats texture from the Security Bot using umodel. Attempts to render the Security Bot creates a version without the ammunition crate for some reason. I suspect that MegaScience ran into the same problem when creating the image for the Security Bot page.

However, I found some things using NinjaRipper and its brute force way of extracting loaded textures. This is the texture for the security bot using this method. The quality however, is even worse than what it currently uploaded.

I also found the Bioshock 2 HUD files that I mentioned to you way back in April 2013. Let me know if you want transparent versions as the files are rather big uncompressed. Again, I have no idea how to find these using umodel.

P.S. I never realized that Kotaku would pick up on an hour's worth of Photoshop. I'm just continuing the work of AndyRyan and Unownshipper.

UpgradeTech (talk) 08:34, February 7, 2015 (UTC)

Re: BioShock 2 HUD icons Edit

So sorry I didn't get back to you earlier. I'm really glad that we now have access to these images, but I just don't know what to do with them. If I attempted to crop out the icons from the group, I'm afraid they'd look inconsistent and obvious. I don't know anyone who could do the job for us, maybe if we started a forum and asked for help it'd get done.

I did notice the unused icons when I first saw the post, I wonder what they could've been. Not sure we'll ever know.

Unownshipper (talk) 02:56, February 10, 2015 (UTC)

I really appreciate you handling the icons. The ones that you've submitted already look perfectly fine, so thanks for taking care of that. Yes, by all means please upload the BioShock 2 version of icons reused from BioShock. I truly believe there's an importance to keeping images that belong to a certain game together rather than just reusing the same file. Just be sure that the file is clearly labeled as being from BioShock 2 and I don't think there'll be any confusion.

Unownshipper (talk) 10:38, February 16, 2015 (UTC)

I'm sorry, I'm afraid I don't know what you're referring to when you say "upload Bio2 pics version of weapons, ammo and plot items which were only used in Bio1." You mean like the wrench icon? I don't suppose we'll need the, unless you wanted to make a "unused icons" section. You could include them along with that picture of in between the Lazarus Vector and the Creme-Filled Cake (seriously, what is that, a pot of boiled kelp?). That is, of course, if you want to, it's up to you.
Unownshipper (talk) 02:50, February 17, 2015 (UTC)

Well, if you're uploading a replacement image then we'll always still have her files. I'm not really sure how to handle this. Her images are slightly better, I sincerely hope you won't take offesnse to that as none is meant, as they're a little larger and more high depth.
On the other hand, you've gone to such lengths to standardize the appearance, that I wonder if it wouldn't just be better to make sure they're all the same for consistency's sake. Previously on all the articles, the icons were all positioned to the left and sized to the same size. Now, they're to the left but left to their full size. Seems to me that if the remaining icons are not uploaded, then they'll be oversized compared to the rest.
I'm not OCD, but I'm kind of a stickler for these detials. I leave it up to your excellent judgement to decide.
Unownshipper (talk) 08:14, February 19, 2015 (UTC)

Redoing Signs Edit

I believe that I'm practically done with your list of signs from Bioshock 1 and 2.

The ones that are remaining are requests to redo certain signs.

Do you you know how these were created?

I would assume the ones by Gardimuer, MegaScience, and EDlTOR were possibly rendered given their experience with file extraction.

Some of the ones by Aquawiki look like they were cropped from screen shots and are not head-on.

What criteria should I be looking for if a sign needs to be replaced?

Are there any other rendering techniques I should know about? I currently swap between using UEViewer in unmodel or exporting the entire thing to 3DSMax with the normal, diffuse, specular, etc.

P.S. Here are the original .dds files for the Bioshock 2 HUD. NinjaRipper tends to use these instead of .tga, but they should have the alpha channels which can be opened in Photoshop to cut out the elements.

UpgradeTech (talk) 06:10, February 15, 2015 (UTC)

Re: Of templates Edit

From what I've seen, the template looks great. I give my full support, but I'll be very interested to see what pictures are chosen to be the location image, a numer of the ones currently at the top of the location pages are great, but some might need to be replaced. As far as the charinfobox template, I moved the two line, let me know if it worked out correctly.

Unownshipper (talk) 23:33, February 21, 2015 (UTC)

I think that the way the template looks on the majority of the level pages is great. I saw what you mean about the "problem" pages. I made some minor tweaks to them and I think it's improved the look just a bit. I'd like to hold off on splitting the articles between the games, at least for now. We'll see if someone can come up with another solution in the next couple days.
As for distinguishing factions, that opens up a whole other can of worms. That really is just listing different models as opposed to fighting types (as you mentioned, it probably isn't best to write them all out like Baby Jane, Breadwinner, Pigskin, etc.). Listing the weapons basic enemies use might be good, but won't that just make the template longer? I'll have to think on this, let me know if you come up with an answer.

Unownshipper (talk) 03:31, February 25, 2015 (UTC)

I think you're really onto something with this method you've been working on. I checked the One Piece wiki, and I see that it works for that site. Though I'm not crazy about the idea of having multiple pages feature this format, I think it works well for the Factory and I'd be very happy if this would mean that we wouldn't have to make an Infinite Factory page and a BaS Factory page.
Keep doing what you're doing.

Unownshipper (talk) 22:56, March 1, 2015 (UTC)

RE: Need some help with a template Edit

I'm honored to be asked and I definitely will take a look at it, but I can't promise anything. I will do a few tests in my Sandbox to see if I succeed. If you find an error or typo in the code from this template in my sandbox, feel free to edit it. — Mainframe98 talk 15:07, February 22, 2015 (UTC)

Well, then we share at least one thing, because I learned it the same way and indeed, different wiki versions can be very annoying when working with templates. I already expected that you used Template:Charinfobox, judging by appearance. I'm using that template and Template:Splicerinfobox to figure this out.

— Mainframe98 talk 15:27, February 22, 2015 (UTC)

Done! I used code from Template:Splicerinfobox, which hides the heading "Characters who use this model", when that section is left empty. I took the liberty to implement the code already, and it is succesful. The headers are now hidden by default and only appear when the necessary parameters are used.

— Mainframe98 talk 15:52, February 22, 2015 (UTC)

Re:Unknown music Edit

The first one is most definitely "Everybody Wants to Rule the World". In all likelihood it is Elizabeth's voice, you can intermittently hear pauses for breaths.

The second one honestly sounds like ambient noise. Here's a recording I made.

I can hear some portions that sound like the Chinese erhu instrument, but the notes are widely spaced apart. In addition, there doesn't seem to be a reason why music would be playing in the interior maintenance area of the tower. There is a possibility that the water pipes are expanding and contracting causing "music" to play, similar to plumbing in an old house.

There is a "motif" that repeats every 30 seconds or so.

I've also been meaning to ask you about "Closer Walk With Thee".

Everyone seems to be going off of jsparakov's version which has Elizabeth humming followed by the piano version.

Gardimuer uploaded just the piano part, but the description says it plays in the Arcade in Battleship Bay. Playing through again, I don't recall hearing piano anywhere in the area, particularly in the back rooms. The Arcade itself is very noisy and the Whites Bathroom has the Chopin piece playing.

However, it does play in Shantytown near the Graveyard Shift Bar. It's kinda difficult to hear because of the background clanging noises. I noticed that nobody has uploaded the version where Elizabeth is humming along with the piano.

I recorded what is heard and then spliced the two audio tracks together as close as I can.

However, you have to get Elizabeth into a specific position against the stairs or the piano will play without her humming.

Also, it's hard to listen to it peacefully as you're within earshot of the two shouting thugs in front of the bar. Engaging them will trigger the "fight music".

Getting back to the Arcade, there's the Ticketing Booth music which is also labeled as "Closer Walk With Thee". When you meet Esther Mailer, she will hum the same tune and the violinist will pick up the melody in the lobby until you approach him.

I've been trying to transcribe what is heard into sheet music, but it only vaguely sounds like "Closer Walk With Thee".

Here's the Selah Jubilee Singers version (notable for being the first known recorded version, but is is known to be a Black Gospel song known since the Civil War)

and here's Patsy Cline (also from BaS)

In the BioShock Infinite Credits, "Just A Closer Walk With Thee" is attributed to Elizabeth (Courtnee) and James Edwards on the piano, which is consistent with what is heard in Shantytown.

Searching for the fiddle/violin playing in the Ticketing Booth only has the instrument appearing for "Rory O'More" and "Wild Prairie Rose" which are heard elsewhere in the game.

If that song is not "Closer Walk With Thee", it is probably an original song by Jim Bonney. I noticed that there where a couple of unknown songs near the end of the music credits, both by Jim Bonney; "Toy Polka" and "Carousel Waltz".

"Carousel Waltz" is most likely this piece, which sounds suspiciously like "On Top of Old Smokey".

Is the Ticket Booth music "Toy Polka" if it's not "Closer Walk With Thee"? Could this song be considered as a polka?

I feel 85% sure about this, similar to how there's a "Valse Immorale" in the BaS credits by Jim Bonney and there's the music that plays in The Cupid's Arrow.

Also going back to BioShock 2, I found another game trailer that has new music, roughly 3 different songs.

Judging by the history with, it may be a whole bunch of production music. UpgradeTech (talk) 01:48, March 1, 2015 (UTC)

Burial at Sea Epidoe 2 Extracting Audio filesEdit

I finally figured out how to categorize extracted audio files of Burial at Sea DLC( and Clash in the Clouds, of course ). But I'm gonna be very busy this year, so I will tell you how to categorize meaningless file names. Just enter this link : Acutually, this site tells about how to extract Borderlands 2 audio pack files and how to rename extracted ogg files. You can use same method on Bioshock Infinite. So, good luck!

(P.S. According to extracted files, the man guarding Test-Drive is Felix Molloy. )

(P.P.S. There are unused audio diaries in Burial at sea - Moses Lydecker and unknown Ryan Security agent.)

(P.P.P.S. Anyway, how do you open up the localization file?! )

Pawn of Atlas (talk) 17:50, March 7, 2015 (UTC)

Intro to Dreamspace Edit

I was looking through some old interviews with the audio designers to expand the soundtrack pages when I found something in this video for Bioshock 2 at 2:54.

It looks like a layout of the quest objectives for a level. Since it says Find Sinclair and Get a Ticket, it's probably referring to Ryan Amusements.

What's interesting is that there's evidence that this was an outline for an earlier part of the story as it has "Bathysphere shot down" here instead of in Siren Alley.

Also there's "Intro to Dreamspace" and "Thaw the Cables".

Do you remember seeing references to the removed dream sequences in Ryan Amusements in the localization files?

Also, I've been trying for the last week to get NinjaRipper to work, but it doesn't seem to want to cooperate with multiplayer.

I'll try again this weekend.

Lastly, I made a post in the forums about receiving an email from the Faux Frenchmen saying that they were the ones that performed most of the Django Reinhardt songs. I've been trying to find if they will make an official mention on their website or on Facebook. I'll make of note of it on the talk page and possibly update the soundtrack page, but I'd like to get stronger confirmation than a screenshot of an email.

UpgradeTech (talk) 05:10, March 12, 2015 (UTC)

Sandbox 2 Edit

Unownshipper and I have updated "<tabber>". It now allows the use of Headers H2 & H3. If you look at your second sandbox, you will see that the headers are now displayed correctly. We now can implement it on other pages. Unownshipper said that only a few pages would be eligible; Factory, Housewares & Dr. Suchong's Free Clinic, and I plan to stick to that. I plan on implementing, or at least experimenting with it tomorrow, (which is in approx. 12 hours for me) if no other editors have already done it. Mainframe98 talk·edits 18:24, March 19, 2015 (UTC)

The only change made was adding some code from W:Help:Tabber to MediaWiki:Wikia.css. Since tabber is an extension, I wouldn't know how to remove the white frame. About your suggestions, they are great! We need to discuss it with Unownshipper, but I'm sure he will like at least a few. Thanks for your input! Mainframe98 talk·edits 19:28, March 19, 2015 (UTC)

Locking the Removed Content Edit

After our recent dealings with vandals, I've learned how to put edit protection on pages. I'd like to lockdown stuff that won't need foreseeable edits in the future like the the audio diaries. Some contributors have been editing them recently (un/bolding some words, changing the capitalization, etc). You went to great lengths adding the Removed Content diaries and radio transmissions for BioShock 2 and making them appear the way they do in the original game files, but others have been changing the formatting on those pages based on how they think it ought to look. Unless I'm terribly mistaken, you're the only one who has access to those original diary codes, correct? If that's right, then they've been improperly making edits and a lock would stop this. What do you think of the idea?

Unownshipper (talk) 17:30, March 25, 2015 (UTC)

Ok, glad you approve. I know that I can restrict editing privileges to certain groups depending on the settings (AKA. only old contributors, only registered users, only Admins, etc.), I'll see what I can do to ensure you can still edit. The immediate concern would be the audio diaries, the radio transmissions don't seem to be receiving nearly as many edits. Before I lock anything down, I'd like to be sure that they're written the way they appear in the game files.
Please note the most recent edit to Patient Alexander 1; it's really minor, but I wanted to check if that is how it appears in the code or if the change was made based on grammar concerns. I hate to impose because I'm sure you're busy, but could you look through all the other removed audio diaries and ensure that they are bolded, capitalized, and all around formatted properly before I implement the editing protection?

Unownshipper (talk) 13:57, March 26, 2015 (UTC)

Re: Unused propaganda? Edit

At first I thought that this was some above-average fanart. The Teleportation and the Pink Elephant one I've seen before. The Ammo Bandito also seems new. The Rapture Metro had some weird station stops like Danger Zone, Dollarland, Phantom Zone, and Mnemosyne Gallery.

However, I found the original (largest) images from fineskelington on Flickr.

I think it's Robb Waters' personal flickr. On the first page, there's a really good sculpt of a Toasty Model and some images from various horror films that probably inspired his drawing style. There's also some images from the Black Glove.

I found the images in question here along with some more.

These images all date to 2011. You can just keep going back and fine a whole bunch of Bioshock art and concepts that are not in his portfolio.

Some of them were obviously meant for Bioshock 2. Curious why he doesn't have that as a section on his website.

Since he did the original sculpt for the Sander Cohen figure, does this mean that Irrational is going to make new merchandise with the Toasty model?

UpgradeTech (talk) 17:56, April 15, 2015 (UTC)

Hi, this is Evans0305. Been a while on here. Just dropping by temporarily, since as you know, I'm still having browser problems, so I may not be here too long. Anyways, A lot of Water's work on Flickr was personalized to where it seems he didn't want anything leaked or used without his permission. Most of his work was left over from earlier in BioShock's developement for IG, most of which was back when they just finally narrow what kind of place Rapture would have been. He wasn't involved with 2K Marin, but since he had his ad content leftover after BioShock's completion, 2K Marin mentioned they used IG's left over BS1 ads to fill in their game's assets, much like when they had used IG's SloPro and the Robotic Little Sister models. I'd say that most areas in that Metro ad are towards semi-canon, since they were developed before they ever figured what kind of place Rapture was, not to mention some are vaguely cryptic on what they are suppose to be (especially Danger Zone). Its amazing work, but because his Flickr images are locked, it would be cautious to borrow them. It may just be easier to link the specific image as a refference. Plus, if it helps, you can find most of his work in the Developer's Edition of Breaking the Mold, which I believe was on a Imgur gallery copied from the BioShock IOS.

As for the Toasty sculpture, I roughly remember that Waters was mostly going to sell it on his site, much like the Rawhead Rex kit. Otherwise, it would be a great statue to own. Well I'm off. See you on the Forums.Evans0305 (talk) 00:49, April 16, 2015 (UTC)

Unused Golden Key Edit

I happen to have the file your looking for, it contains the golden key. Want me to upload it? Mainframe98 talk·blog·edits 13:57, April 22, 2015 (UTC)

Anyway, I uploaded the file regardless. File:BS1 Items.png is the file your looking for. Mainframe98 talk·blog·edits 14:06, April 22, 2015 (UTC)
This is the only file I have, and I extracted it directly from the game files. I forgot that we use other variants in articles about items from BioShock. I must have confused it with the icons you uploaded for BioShock 2. Mainframe98 talk·blog·edits 14:30, April 22, 2015 (UTC)
Good to hear. I did some research with Google, and it appears that the icons on BioShock Items aren't used anywhere else on the web, so It appears that we probably won't be able to find the unused golden key, like the other ones. Mainframe98 talk·blog·edits 14:56, April 22, 2015 (UTC)
That probably explains why I couldn't find any. Good to know they're still online somewhere.Mainframe98 talk·blog·edits 16:08, April 22, 2015 (UTC)

Edit to Plasmid Edit

Nice addition you made to Plasmid. It makes the article look much better, and I now can use it as a featured article. Nice Job! Mainframe98 talk·blog·edits 15:18, April 26, 2015 (UTC)

Re:Hephaestus signs Edit

I think I know what you mean for the first three signs (Workshops, Heat Loss Monitoring, Geothermal Control) and the one for Andrew Ryan's Office, but I've wandered around the Geothermal Control and I can't find what you mean for "Hephaestus Core" other than this orange-neon one and that page apparently is supposed to be deleted.

I was also thinking about updating some of the other signs especially the ones that are angled and not facing exactly from the front while distorted by perspective. Are we still going to use Welcome to Rapture..png? It is awkwardly cropped and rather low-quality and is in need of an update anyway.

Also, I was looking at the Arcadia sign. It appears to have been cropped from a screenshot and shows red letters on a blue-green background. However, the texture has red letters on a white background.

In-game it's hard to tell what color it really is due to the shadows. I wasted a lot of time trying to illuminate the sign with the grenade launcher since Incinerate doesn't really light up the area very well.

Do you know of other ways of illuminating the sign? Do you think the sign is white with the ocean casting a blue-tint or is the sign actually that color? UpgradeTech (talk) 01:36, April 27, 2015 (UTC)

Hey, I commented on UpgradeTech's page and I wanted to make sure you saw it.

Unownshipper (talk) 00:54, April 28, 2015 (UTC)
I forgot, there are two signs for Andrew Ryan's office, the green one that says Office of Andrew Ryan in the "Trophy Room" and the blue one that says Admin. Office A. Ryan just before you go through the cutscene with Andrew Ryan. I'm not sure which one would be more appropriate for the header image in Rapture Central Control.
I also realized that there are very few pages associated with Hephaestus. It's just the general level page, the MP map, and the Hephaestus Core page which is apparently going through a deletion discussion. I remember having to create the Infirmary, Pediatric, and Therapy pages for Inner Persephone once I had the signs. Off the top of my head, it looks like a couple more pages have to be created for the Workshops (Office of Supervisor Kyburz), Heat Loss Monitoring, and Geothermal Control.
There's also a small hitch with the Welcome to Rapture sign. You said you wanted to remove the bulkhead elements, but there's nothing modeled underneath it, just black. I suppose I can cheat and Photoshop the missing texture. Also, it looks like the this sign is white which means the Arcadia sign is probably also white. I guess the ocean puts a bluish tint on everything.
Albert Fink Magical Melodies Record Label
Also, I was hoping to ask for a favor. As previously pointed out, the phonograph records in Infinite use the same modified record label texture. The original is from a Berliner record with a Mons. A Fertinel singing "Ah! La femme il n'y a que ça". I think it translates to "Ah, there's no woman like that".
I managed to find the actual record through the Canadian National Archives. Here is the recording. I can catch a couple words here and there, but it's difficult to make out since the singers of the past had to shout, often with exaggerated tone, to be heard above the playback noise and crude recording devices. In addition, I think there may be a French-Canadian accent. I was wondering if you could make a dent in the transcription. UpgradeTech (talk) 10:45, April 28, 2015 (UTC)
I finally found the bulkhead trim. It was oddly labeled as "Medical_Doorframe". Here's the completed Welcome to Rapture Sign compared to how it looks in-game.
Admittedly, it looks a little washed out since it's not tinted ocean blue. I'm trying to figure out how to put together how the specular, diffuse, gloss, and normal textures go together, but this best matches what color it appear in the game. I might enhance the contrast in Photoshop anyway.
How do you want to crop the sign?
The current version trims the wings to shorten the sign and cuts around the curve of the bulkhead, leaving only the keystone of the arch. Normally there are statues covering the ends of the sign as well. UpgradeTech (talk) 21:39, May 28, 2015 (UTC)
Played around with getting the full bulkhead effect. I think it's a bit much since the statues and the door aren't unique to this location. UpgradeTech (talk) 22:57, May 28, 2015 (UTC)

Re: Tommy GunEdit

That makes complete seance, thanks for explaining.

Shacob (talk) 21:21, April 29, 2015 (UTC)

Re: Page improvements Edit

I apologize for the delay in replying to you, but I've slowly but surely been reviewing all the changes that I missed while on vacation. I commend both you and Mainframe98 for the efforts you've put into getting the tabber to work. I also want to say how much I appreciate you making this a limited implementation test of the tabber.

While I'm not a fan of tabs on Wikis (for aesthetic reasons), I must admit that the way they've been implemented so far seems like a triumph. I think that the Factory and Housewares page layouts are a particular success as they will cut down on confusion or spoilers. I also like how the Machine Gun (Rapture) article ended up, and I especially like how so many users came together in the past 10 or so days to work on the page and adjust the details; that's what this community is all about!

Possession also turned out nice, but I have some qualms. Clearly, the concept of what is too long for each page is subjective. Still, I don't see a need for three tabs as the pages for Burial at Sea - Episode 1 and Episode 2 look short. I think they could possible be combined as the function and strategy of Posession, while different from Infinite, doesn't change much between episodes of BAS.

Other general concerns I have are the point you brought up about the inability to allow editing of individual sections. Also, what happens if you want to link to a specific section? For example, individual Scripted Events can be linked to by adding this type of link with a hashtag in it: [ [Scripted Events#Name of Section|example text] ]. Does having a page seperated by tabs effect something like that? If so, that might limit the articles we can add tabs to. Speaking of, I understand you mentioned other articles you'd like the tabs to. You mentioned the Early Splicers. I think that'd be a good idea, that way we can have the individual page plus an single tab for each personality represented by the Quotes. As for Walkthroughs, I don't really think it's necessary to have a tab just for those especially when most or all of them are contained within collapsible sections that don't take up space.

I promise I will rename the Factory, Welcome Center, and Emporia pages, it just might take a little while as I catch up.

Unownshipper (talk) 03:07, May 27, 2015 (UTC)

Minerva's Den (DLC) Edit

Can you take a look at Minerva's Den (DLC)? There are two h2 headers right below each other. I believe one is a left over from an edit of yours, and I'm not sure which one to remove. Mainframe98 talk·blog·edits 14:09, May 30, 2015 (UTC)

Re: Help with the Games template?Edit

Wha...? I checked the code and that's already there...? I'm highly, highly confused now. I've absolutely no idea what I did wrong, since I triple-checked everything against this wiki and the Alice wiki's codes for the same template, and everything looks about right.

Think you could just help me get this fixed? I don't have it protected just yet, so people can fix it. :'D 

PeridotGem (talk) 15:41, May 31, 2015 (UTC) (Whoops, forgot to sign)

Re: Bathysphere map Edit

Unfortunately, the texture is as low-res as it looks in-game. This is from the texture itself.

However, I can can also render the entire frame as how it is usually presented in the station.

The frame is part of the map texture itself unlike Bioshock 2's Atlantic Express which had a frame and changing map textures.

However, I noticed that there were two images.

Austen Bathysphere Map
Auston Bathysphere Time Table

It appears that the person who created the Austen Bathysphere Map page posted a blown up version of the map and rather crudely drew in lines because of the poor contrast. In addition, the original text has been blurred out and overwritten with clearer titles, but in an unfitting font. Lastly, the cropping cuts off the title that gives the page its name.

I would propose to merge the page and its contents with the Rapture Metro page under the Stations section. All the railway maps could be posted there to provide context with the station names. The page would then be redirected since many pages link to the map page.

Austen Bathysphere Map.png ought to be deleted in favor of Auston Bathysphere Time Table.png or vice-versa. In any case, the additional drawings on the map should have been removed. If necessary, the station names can be clarified similar to how MegaScience managed to overlay red numbers without modifying the the map image on the Atlantic Express (Business) page. UpgradeTech (talk) 23:16, June 8, 2015 (UTC)

P.S. I'm still waiting on your feedback for the Welcome to Rapture sign. The rendered version was never meant to be seen in its naked state. In-game, the bottom is covered by the bulkhead frame and the wings are covered by statues. The current version cuts off the wings and only uses the keystone of the bulkhead arch. It also cuts off part of the bottom, following the curve of the framing bulkhead arch; since the arch itself is not included, the sign looks oddly chopped off. I also attempted to recreate the entire sign as seen in the game, but the overall effect looks too ornate.

RE: Vending machine table Edit

I'm sure that's possible, I got bored with those pictures anyway. It would however take quite some time to collect all that data though, but it shouldn't be a problem. If you're interested in following progress, feel free to visit my User:Mainframe98/Sandbox, where I'll be working on it. Mainframe98 talk·blog·edits 13:14, June 11, 2015 (UTC)

That explains a lot. I'll just build the template itself, so you can fill in the gaps. Mainframe98 talk·blog·edits 13:27, June 11, 2015 (UTC)

Into detailsEdit

I fear I shall be socially denigrated and rubricized as schizophrenic if I cited every hermetic, occult and arcane mysteric semiotic trace in Bioshock. Levine is a cerebrally well-endowed intelligent Ashkenazi Jew with a team of other elite Homo Sapiens Sapiens nearly as refined mentally, and the hermetically themed sub-strata is just positively teeming in esp. B.I., but is any one willing to not call me a nutcase...?

Not every word I have uttered on here was made in stony-faced, stark seriousness, please know: I am deliberately opaque for certain reasons sometimes but the main point is, I can tolerate contradiction when not of say, Stalinist state-terrorist mind-set and I hope I am over-reading your message to me on my page, as is my

Emotionality alienates me - and there is lots of all-too-human emotive "Dionysianism" in this territory relatively new to me, whose consumer demographic profile is probably considerably different too in comparison to my own individuality (I am 29, which I doubt is common; or am I wrong?)...

I am taking a sabbatical, Paul, just so you know... Apparently there is concern over my IP as well, which is not constant, and my IP or close variations, are "known" as "sock-puppets" (huh?)... I am anti-modern and unfashionable philosophically in painful solitariness, but no automatized troll, or whatever people call these sorts nowadays... Wikipedia hilariously appears to have assigned my IP range as "bot", to which I can only guffaw... Do I sound like a robot of Mafia engineering to you, proto-friend? So to reassure and finish: I won't be terrorizing or fanning flames of untimely taboo-rebellion, no worries, this Wiki is safe and sound... :)

If I come back, I shall conform to politely requested stylistic standards (I honestly do not even know to sign my name as tech-naïve personally) and make a strong effort to maintain dispassion even in the face of all except Communist terrorist impudence... Please allow me to be talionic to Communists, pretty please... :) I said pretty... EVEN ANTI-COMMUNISTS HAVE HEARTS!

Re: Project proposal: Transitioning to more mobile-friendly infoboxes Edit

Hey there, hope all is well. I received a post on my talk page about transitioning the site to more mobile-friendly infoboxes and I was hoping you and some of the other devoted contributors would take a look at it and share your thoughts.

Unownshipper (talk) 23:15, August 4, 2015 (UTC)

i'm back(sort of) Edit

Hey. Good news is that I can write on here. Bad news is I'm doing this through a new phone, so its going to be quite limiting(such as typing with a touch pad, and getting links to work). Anyways, at least for now, It'll have to do, but I'm glad to be back. As for the BSI content, I notice some errors on the Merged page, which looks like one image is from a different enemy(along with needing to revise the page to relate more with the finished game, rather make it just for the removed content). I hope you have a good one.Evans0305 (talk) 06:20, August 16, 2015 (UTC)

Okay, and thanks. I'm still trying to get a handle at it, but its somewhat sufficient. I tried to look up what I could on Dishonored, but its quite scarce, but I'm frequently doing searches, so I'll let you know if I find anything. BTW, if you remember the 2K forum post me and Upgradetech linked on Goulden, I feel it would be best to look those to help fix the BSI removed content page. I'll ask Unownshipper to also take a look at it.Evans0305 (talk) 01:03, September 20, 2015 (UTC)

RE: Unused audio diaries Edit

I already did that for Minerva's Den, so that should be no problem. Mainframe98 talk·blog·edits 14:53, August 22, 2015 (UTC)

That's useful, I see a few radio message which I haven't uploaded yet, so that's an added bonus, Thank You! Mainframe98 talk·blog·edits 15:05, August 22, 2015 (UTC)
Compared to what I could add to the removed audio diaries of Minerva's Den, the yield for BioShock 2 is a little dissapointing. I was able to add the files for Goddamn Lights, Abandoned & Keeping it Secret though. Mainframe98 talk·blog·edits 16:05, August 22, 2015 (UTC)
That's very useful! I already found a few more from BioShock 2. I'm now busy with the unused radio messages from Minerva's Den, so I'll spend some time on that later. Mainframe98 talk·blog·edits 14:00, August 23, 2015 (UTC)
According to Felix Birnbaum's page, his audio diary portrait was also already in the files. It is disapointing that I lost my folder with extracted BioShock 2 textures with a computer crash, so I can't verify anything right now, but I can scrounge around in the files tomorrow. I remember seeing a file with all audio diary portraits from BioShock 2. Mainframe98 talk·blog·edits 17:32, August 26, 2015 (UTC)
I happen to have an old copy of BioShock 2 laying around without Minerva's Den, so I'll check that one tomorrow as I only happen to have the textures from BioShock 2 with Minerva's Den. (I did back that one up luckily.) Mainframe98 talk·blog·edits 18:00, August 26, 2015 (UTC)
Hadn't though of that, thanks. I might decide to use another computer then. Mainframe98 talk·blog·edits 18:16, August 26, 2015 (UTC)

Modifying layout tabber Edit

It seems that the properties of Tabber now can be modified with CSS. I remember that you mentioned something about removing the white border? Can you tell me again? I'm willing to at least give it a shot and try to make it happen, I just need to know what you would like. Mainframe98 talk·blog·edits 20:34, October 30, 2015 (UTC)

I've implemented a variant I used (and forgot about) Side wide. Does this look like you had in mind? Mainframe98 talk·blog·edits 15:58, February 16, 2016 (UTC)

Just curious Edit

Which do you prefer and why: BioShock and Dishonored? if someone had a death ray at your temple and you had to choose, which would you pick? just asking because you edit both wikis and i'm trying to decide which game to get since they're so much alike. 01:38, January 8, 2016 (UTC)

Thanks, man. i've decided to get Dishonored, it seems more varied. By the way, I just saw your "I AM a monster without a name" part in your profile box. I recognized the obluda avi, but i didn't see this before. You're the real MVP, m8. Any fan of Monster is a gangsta in my book. Johan Liebert is like the greatest fictional villain of all time no hyperbole at all. 04:47, January 9, 2016 (UTC)

Re:Character models Edit

That's actually something that I've wanted to do for a long time. If nothing else, it would bring consistency to the character pages. Toasty has a well-illuminated render of both models while the Brute and Brigid Tenenbaum pages are just in-game screenshots.

I know that the Team Fortress 2 Wiki has even created pseudo-3D rotatable models of the characters and weapons in the infoboxes

You can even click to change the color of the model, which is hard to see in Bioshock because of the various lighting changes.

Alas, the support framework to take these images was made for TF2's Source Engine while Bioshock uses Unreal.


However, I am inexperienced in working with models that have skeleton meshes; mostly because I've just taken pictures of things that don't move like signs.

The umodel Viewer has a half-decent lighting renderer to simulate OpenGL (Ctrl+G). Unfortunately, it causes missing faces for me when I rotate the model, and I can't pose people.

A while back, I did a batch export of all the files from the 3 games using umodel. So I have all the models, animations, and textures taking up a couple GB on my external hard drive.

I have worked with 3ds Max (Student Edition) and Blender (open-source) though finding the plugins to import the pskx and psk models was the most difficult part. They're great because I can take isometric and absolutely dead-on pictures of signs and apply texture swapping. I couldn't do that with umodel.


I know MegaScience made a couple of images of characters and posed them using Milkshape. I was able to somewhat do the same for the Corpse page, but I had some problems rendering things correctly and I only had a 30 day free trial. (One of the bugs I had was moving an arm too much caused it to stretch off the screen)

Corpse Female Bioshock 2

I have heard of XNALara, but I've always thought that some of the models looked excessively shiny like they've been dipped in Vaseline.

It's something that I would love to look into, though I see some of the models are missing and have to be converted to the format.

Alas, I'm still working on the signs for the rest of the businesses and cleaning up the LevelsSubsections template.

UpgradeTech (talk) 02:32, January 8, 2016 (UTC)

Missing Icons for Plasmids from BioShock 2Edit

I've been playing around with Paint.Net and I have made icons for the BioShock 2 Plasmids which didn't have icons for level 2 and 3. I want to know if you think these images meet the requirements. You can view them here:

Are these Icons Wiki-worthy?

The poll was created at 19:04 on January 10, 2016, and so far 5 people voted.

Mainframe98 talk·blog·edits 19:07, January 10, 2016 (UTC)

Re:Bio 2 multiplayer models Edit

They should be in BioShock 2 -> MP -> Content -> BulkContent

The Bioshock games have a weird habit of keeping model files across levels, but only having textures in some of them.

The multiplayer apartment (DE_ApartmentLobby.bsm) should have all the character textures since they are used in the selection screen. But I can see some of the textures are missing. There's only Barbara Johnson, Danny Wilkins, Louie McGraff, Mlle Blanche de Glace, Buck Raleigh, and Oscar Calraca showing up for me.

I suspect that they are compiled into the other maps. I haven't extracted all the textures for the multiplayer yet.

UpgradeTech (talk) 17:26, January 12, 2016 (UTC)

If memory serves, you need the Catalog.bdc and the DynamicBulkFileTextures.blk in the same folder as the maps to get the full-resolution textures.
They serve as an index so umodel can find the textures. They should be in the BulkContent folder
I believe I just copied the map .bsm to the BulkContent folder and directed umodel to that folder. The DynamicBulkFileTextures is around 2 GB. UpgradeTech (talk) 18:01, January 12, 2016 (UTC)
I honestly am stumped as to how they packaged the Bioshock games. There are a couple of things that I've never seen, such as the Security Bot "Good-Eats" texture and the Circus of Values voice lines.
I did another batch export of the all the multiplayer files, but I didn't find the missing after-splicing models.
I found the security bot texture and the HUD files for Bioshock 2 only with Ninja Ripper. It basically dumps everything from the computer memory while running the game. Then you have a bunch of generically labeled files to sift through.
I have heard that Riveal might work, but the latest download seems to be missing.
As for the HUD, it appears to use the same commands from the main game.
UpgradeTech (talk) 21:42, January 12, 2016 (UTC)

Hi, I need to mention to you a way to get pictures without the gun, though it's only for a brief second: By reloading the Pistol. After shooting the gun will smoke for a few seconds but then you just reload and you will have the screen completely HUD free.

--Shacob (talk) 19:28, January 14, 2016 (UTC)

Pardon, I noticed your post on UpgradeTech's page. The Multiplayer Image Initiative might have been a dud, but I hope you'll reread the comments section after all these years since a lot of the suggestions posted there were very good ones especially regarding the Spliced combatants. You've found a way to eliminate the HUD except for the gun, which is a triumph. If noting else, you could just crop the image.

Unownshipper (talk) 08:34, January 18, 2016 (UTC)

RE: To trivia or not to trivia Edit

A Rapture ReminderEdit

Wanting to add Behind the Scenes from BioShock 2 is understandable.
Using a Trivia header instead of Behind the Scenes is not.

Stay on the level, and out of trouble!

No problem, when you add trivia sections, only the name needs to be changed, the content is perfect as always. :) Mainframe98 talk·blog·edits 12:38, January 17, 2016 (UTC)

That explains your edits. Interesting. It is too bad I never knew of SITS until I joined this wiki, and consequently missed out. I probably would've loved following it.
On a side note, I will look into Dental Services Area for "Dentistry" as I have nothing better to do. I'll report my findings on the talk page. Mainframe98 talk·blog·edits 12:56, January 17, 2016 (UTC)

Re: Bio2 Multiplayer UI texture files Edit

I remember trying to get the multiplayer to work with NinjaRipper. The brute force memory file dump was the only way to get the HUD files from Bioshock 2 since umodel couldn't find them, which I passed along to you.

I still haven't worked out the settings to work properly since the output is giving me nothing. I have to check if the postcards do exist in the files however. UpgradeTech (talk) 21:49, January 23, 2016 (UTC)

Re:Monument Island Gateway Edit

I honestly don't know what it's supposed to be. I also got a message saying that the page was deleted back in 2013 with no particular reason.

The way I reorganized the pages according to my understanding was that Monument Island was the name of the "level" which had two parts to it: Monument Island Gateway and the Monument Tower. However, the Tower may be seen from other parts of Columbia.

The Gateway doesn't have a unique name and the sign is reused from Monument Island (The "T" is still crooked). While there is a map for the Gateway, the Island doesn't have one in the Strategy Guide. The Island itself is basically a non-combat area of elaborate set-decoration, to put it bluntly.

If we go by loading screens, the game pauses at the entrance to the Gondola station after exiting the Fraternal Order of the Raven and pauses again after getting off the security zeppelin to the Island entrance. When the Tower collapses, we end up in Booker's office and revive on Battleship Bay.

I see that the Strategy Guide also manages to call "Battlefield Bay" and "Battleship Bay" on the same page.

Stylistically, the Gateway is in a more abandoned part of Columbia, so there is trash everywhere, like in the Island. The Gateway has only 1 Voxophone while the Island has 4. They're both comparatively short levels and the Gateway doesn't seem to have many named subsections. The Monument Island naxbox only has five entries as it is, two of which are used in headers.UpgradeTech (talk) 17:13, January 27, 2016 (UTC)

If you're talking about the bullet point on the Monument Island page, I had to do a lot of cleanup because half of the remarks were speculation and poorly written. As I recall, you could see the Gateway directly from Raffle Square, but the bridge is quickly drawn up. So you're basically taking the long way around in the Town Center which contains the Rooftops.
As for being a separate level, I would imagine there be some confusion because the names are so similar. Length-wise, Inner and Outer Persephone are comparatively much longer and thus deserve separate level pages. The Gateway definitely needed its own page, but I wouldn't consider it a completely separate level. Most people want to reach Elizabeth as quickly as possible anyway. UpgradeTech (talk) 18:12, January 27, 2016 (UTC)

How to extract Bioshock 1 info popup image? Edit


Does anyone know how to extract Bioshock's information popup image (e.g. I would like to use it as a wallpaper or GUI background.

Thanks 19:30, January 30, 2016 (UTC)

Re: Name change and display of the removed content pages Edit

Thank you for bringing this to my attention. The look and ease of use of this site is a particular concern of mine, so I think this conversation is worth having.

To your first point, I agree word choice can be a very tricky issue. Sometimes we have to go with whatever seems right at the time (I've experienced my own headaches with the title Scripted Events, but we do the best with what we can). What would you say to the name "Developmental Content?"

As to point two, it figuratively kills me to suggest this because I'm really opposed to seeing this format spread across the site to too many pages, but what do you think of the way the Housewares article and Factory article are organized with the split page format?

Unownshipper (talk) 21:40, February 1, 2016 (UTC)

Your concerns have been noted and I can appreciate them. I'd like to recommend you turn this into a Blog Post. That way, we can get the attention of the other active contributors, this discussion can be confined to one page as opposed to a back-and-forth between peoples' User Talks, and we can raise both of these issues amongst a larger group of people.

Unownshipper (talk) 08:31, February 3, 2016 (UTC)

Sounds good.

Unownshipper (talk) 21:38, February 3, 2016 (UTC)

Sandbox Edit

I'm busy cleaning up several reports on Special:Specialpages, and your sandbox pops up in Special:Wantedtemplates. It appears you missed a curly bracket for two parameters. Both are in the IF statement on top of the template. (Third occurrence on the sandbox)
-->{{#if:{{{weapons|}}}{{{plasmids|}}}{{{vigors|}}}{{{gene tonics|}}}{{{gears|}}}{{infusions|}}}{{{diaries|}}}{{{voxophones|}}}{{little sisters|}}}|<tr><th colspan="2" class="ib-heading">'''Discoveries'''</th></tr><!--

Should become

-->{{#if:{{{weapons|}}}{{{plasmids|}}}{{{vigors|}}}{{{gene tonics|}}}{{{gears|}}}{{{infusions|}}}{{{diaries|}}}{{{voxophones|}}}{{{little sisters|}}}|<tr><th colspan="2" class="ib-heading">'''Discoveries'''</th></tr><!--

Mainframe98 talk·blog·edits 15:15, February 3, 2016 (UTC)

Your second sandbox has a dead link on it. Can you do me a favor and remove it? It links to "Rocket Turret (Columbia)", which was removed. The correct link is Barrage Automaton if I'm not mistaken. Thanks! Mainframe98 talk·blog·edits 19:11, February 18, 2016 (UTC)

Re: Multiplayer Initiative Edit

Yes, sorry, I did see your new images and in fact I had responded to them, but for some reason the response didn't post. Strange.

Anyway, I wanted to urge you to take your time with this project, and to not feel pressured to submit anything until you're perfectly happy with everything (the colors, the framing, the lighting, the pose, etc.). I fully understand the desire to continue working on a piece of art until everything is just right, so please don't feel as though you're under any time constraints. I'm certainly not going anywhere, and I believe that if we're to do this initiative, it should be done properly.

As to the actual images, I absolutely LOVE several of these pictures. This is the best lighting we've seen on both Buck and Oscar, so it's a nice improvement; Danny also looks great (we can finally see the scars and contusions on his body). I'm overjoyed with how good Suresh looks in the Kashmir. The variety of colors, the great spots you've chosen (I actually enjoy both pictures pretty equally), all in all it just feels right to have him there. Barbara also looks great; I don't even that she and Suresh are in the same level (the pictures both look great). Overall, I think they all look nice, what kind of concerns do you have with the colors? Is there anything I can do to help?

It's interesting to notice what a huge difference the angle of the gun makes in each shot. Angling the weapon in just the right spot is important so as to not block "interesting" parts of the model. Also, I would caution that the framing is a little bit wide in this batch. With the exception of the second screenshots of Buck and Blanche and both of Suresh's photos, the camera could have been closer to the subject on all of the images so as to reveal more details. (Remember, tip of the toes and top of the head). Then again, if this set was more about showing lighting and locations options, then this comment really doesn't matter and ought to be disregarded.

By the way, our current conversation on the initiative is getting a tad long, so feel free to start a new comment when you post your next batch. Thanks again for all your work.

Unownshipper (talk) 09:35, February 24, 2016 (UTC)

How's it going? I thought I'd check in, see how you are, and ask if you had any free time to continue the Image Initiative?

Unownshipper (talk) 07:00, April 30, 2016 (UTC)
So sorry to take so long in getting back to you. Yes indeed, thanks to the faithful work of you and your accomplice, only Buck and Blanche remain without proper spliced-up images.
I uploaded 2 of the photos for them that you suggested. Neither one really stood out to me, the backgrounds just seemed a little bland comparatively. As you can see from the images, Buck was posed with a Machine Gun in Fort Frolic and Blanche held a Pistol in Dionysus Park. I believe both locations are still the best choices. I think Buck should be angled to the right to show off his mutations, but it doesn't really matter for Blanche (though I'd prefer left if that doesn't interfere with the lighting); maybe try both angles for each. As for a particular spots on the maps, I leave that up to you (the Casino or a more well-lit spot in the Tobaccoria), but I'd like to repeat a suggestion I made from the Multiplayer Initiative page:

...the Promenade has been prominently photographed, but it is very well lit. Just inside the Imago entrance, there's a hanging lamp to the left. If you place Blanche beneath it, you can capture a large horse statue wrapped in cloth by some other crates and an Imago doorway. This would all make a nice background. The rest of Imago is too teal from the skylight. Cohen's Collection is better, but there's still a lot of shadows. I like the spot by the piano you picked for Blanche's photo in the last round, it's just that it's a little dark. If you can get her by the hanging light on the opposite wall with her back to the piano it might work. There's another hanging light by the entrance to Cohen's Collection (this time on the right side). You might just be able to get the piano in the background from that spot, but the image would have a lot of depth.

The images for Suresh Sheti, Naledi Atkins, and Oscar Calraca are all suitable, in fact they're very good, but (nitpick that I am) there are some minor changes I'd like to recommend. If you go to the file page for Suresh and Naledi's images, you'll see that there are 2 images in the File History. I love the background in the original Suresh image, but I preper the way his body is oriented in the second, can you pose him in the first one's spot and then turn him to face the other way? As for Naledi, it's a similar issue: the first image shows both the bathysphere and the squid, but is comparatively poorly lit. If you put her in the second images spot, but rotate the camera so the background incorporates both items, it'd be simply perfect.
With Oscar, I love his pose in the current image of him. In particular, I like the way the Elephant Gun is angled lightly upwards to perfectly shows off the body while still remaining inside the 875 × 1,200 frame. The only problem is his location, which is clearly near a window and thus leaves him teal. I actually like the location in the photo below (excellent depth of field, the luxurious grand piano in the background, the box of cigars nearby), it's just the pose (which is angled too far to the right, AKA to wide) that's the problem.
PS, I hadn't heard of Subnautica before, but from what I've seen it looks really interesting. It was a bad idea to watch that Outlast 2 video late at night.

Unownshipper (talk) 04:47, May 12, 2016 (UTC)

Sounds good, and don't worry about getting it all completed. Whatever you can is good. I totally understand, we can't hog your talents just on this Wiki.

Unownshipper (talk) 19:09, May 14, 2016 (UTC)

As per usual, the wait was worth it. I love the new images, I've already uploaded them. Naledi's is PERFECTION. She's perfectly lit, angled, and centered between the bathysphere and the squid (you even captured the sparks emanating from the bathy at just the right moment). I'm very pleased. Oscar's is also greatly improved. His exact placement is slightly different from what we discussed, but I like it even better; the man is a bon vivant, so seeing him surrounded by these objects of leisure (the piano, the books, the guitar case, the movie camera) perfectly encapsulates his lifestyle. It's also great that he contrasts his background (his red robe VS the teal of the windows) so nicely. Very well composed. I think Blanche's image is MUCH improved over the initial submissions. The interesting shapes of the horse sculpture, the converging lines created via the rug, crates, and railing, and the overall vibrant colors all combine to create a much more interesting background.
I'm torn on Suresh's picture. Having him face to the left is definitely the proper choice. I really like some of the props you managed to fit in the background (the cello, piano, curtains, stage lights, microphone stand) and I like the variety of colors (the cool blues on the left from the window contrasted with the vivid red bloodstains), but I really would've loved to see Suresh in the same spot from the first picture in the Upload History as seen here because of the dramatic narrative that composition evokes. I think I recall you mentioning somewhere that you were hesitant to include the Corpse in the frame, is that still the case? I thought I'd check because when cropping the image to 875 pixels, the body would be cut out.
I'm a little less convinced about Buck. My main problem is the amount of head room (and foot room) in the frame. All of the images in this batch have a problem with the amount of space between the top of the character's head (or in Suresh's case the tip of his feather) and the top of the frame and the space between the bottom of their feet and the bottom of the frame. In each case, I feel, there's too much empty space. If the camera were closer to the subject it'd fill in that space and we'd have a more detailed image of the model. With Buck's case it's particularly bad because he's so short.
This is SUCH great work, I really want to stress how much I appreciate your help and the time that you take to create these images. Well done.

Unownshipper (talk) 08:44, June 5, 2016 (UTC)
As I said, I think your improvisations worked for the best. I think it's good that Blanche isn't too close to the statue, if she were, the background wouldn't have as much detailed variety as it does. If you feel the need to retake her picture, I'd actually suggest standing at the end of the hall by the other hanging lamp so that more can fill the frame (like the doorway to Imago).
Test Image-Buck Raleigh 2

Temporary image

If the recommended spot won't work for Suresh then that's that. I'm still ambivalent about the new picture. There's a lot that I like about the composition, but he's closer to the frame in the current image (AKA we can see more detail), so for now I guess we'll leave the current one. They're both very good.
I'm not sure crouching is the problem (though feel free to try that option, I'm more than happy to take a look at multiple image). Is there a barrier which prevents you from getting too close to the subject (I'm sincerely asking b/c I'm not sure)? Indeed, I did notice the "out of business" sign, very amusing, and I even like the Oxford Club ad with the woman in it being in the frame (perhaps evoking Clara Raleigh). It's just that the left side of the frame so dark that it looks empty. I tried brightening only the shelf using Photoshop to try and improve it, but as you can see that was a huge disaster. I do appreciate the difficulty of shooting in Fort Frolic, truly; I would suggest returning to the casino, if I recall there was a decently lit spot on the 2nd floor by the Slot Machines, but if that fails then improvising is the best tactic. I have great confidence in your abilities. As always, there's no rush.

Unownshipper (talk) 05:27, June 6, 2016 (UTC)

Whoops! I just read your reply and realized that I wrote "Naledi" when I meant "Blanche," I confused my Spliced-up Rapture women ^_^; I've corrected my mistake. I want to stress that I think the picture you took of Naledi is perfect, and that I only brought up those suggestions for Blanche because I thought you were implying that you weren't quite satisfied with the outcome in your previous reply.
Whatever you try with Buck, I'm sure it'll be great. Take your time with it and thanks again.

Unownshipper (talk) 22:14, June 7, 2016 (UTC)

Just wrote a... critical review of BS:I Edit

I was watching a video on someone's personally most disappointing games, and I ended up writing a massive comment about why, overall, BioShock Infinite ended up being a disappointment for me. Comment in question.

As I was watching, I started thinking he might mention BioShock Infinite, but nope - nothing. As a major BioShock fan, looking back on Infinite, it was a pretty big disappointment. As a wiki editor, I had kept track of the game's progress interview-by-interview, so I've determined where they went wrong: In an interview before the game's launch, Ken Levine talked about inquiring to college frat-boy-esque students about BioShock, whereas they replied to not knowing about it. Due to this, he decided to have the game more FPS-centric to appeal to these casual, COD-playing gamers of the time.

However, due to this, the narrative they had composed became buried under the overblown running-and-gunning segments that put the story as a side thought. Every time you wanted to get invested in a moment, you'd soon after be whisked off into an obnoxious firefight. They made it impossible to enjoy.

Then came the promised DLCs. "Oh, we'll have 3 DLCs for this Season Pass." First DLC? Just an overly difficult challenge mode centered solely on FPS gameplay. "Wait, you were expecting more of that narrative we've been smothering with the FPS pillow?" Burial at Sea - Episode 1. It plays on the "This is a Rapture closer to Columbia," but the casual BioShock fans made a fuss as if we were supposed to be in the actual Rapture. Now, listening to the complaints could have been good, but instead they took about it the entire wrong way. Burial at Sea - Episode 2 completely removed any Columbia-based elements, without a singular reference to WHY they disappeared, and instead tries to tie itself DIRECTLY into BioShock 1. By doing this, they threw BioShock 2 out of canon for BioShock 1's Rapture by introducing a major conflict in narrative.

I know BioShock 2 was questionable in itself (especially for being developed by a separate studio, which had several BioShock 1 developers but not Ken Levine), but again as a wiki editor, I had followed it in development *even to the point of managing some development footage*, and I can see what happened: BioShock 2 came out awkward because, while they had an impressive story originally, some elements were odd in gameplay, and eventually resulted in a major reorganization which ended up making the story more off-kilter. For that, I respect BioShock 2 a lot. I had a lot of fun in the multiplayer, fun picking apart the campaign, Minerva's Den DLC was marvelous. It wasn't a disappointment to me, honestly.

But back on point, Burial at Sea - Episode 2 making a direct narrative split with BioShock 2 as a farewell game for their studio (which closed immediately after) felt more like a middle-finger to the more serious BioShock fans who now had a major continuity issue with no promise of future titles to tie up the lose ends they made in an effort to appease the more casual fans. That, combined with the developer stories of Ken Levine's decline during BioShock Infinite-->Burial at Sea's development, gives a very bad impression overall.
― MegaScience

~ɠą§ɔîéɳčę { talk } 06:23, March 7, 2016 (UTC)

"FPS-centric" - quite a few reviewers mention how mediocre/repetative that turned out to be.  After changing direction so many times (laid direcly at Levine's feet)  time and resources were gone which eliminated many of the originally envisioned  elements. 07:29, March 7, 2016 (UTC)

Thank God we have the hype train to remind us how good a game is going to be, until the disappointment drops like a viral disease, slowly eating all of our expectations and leaving the bare-bone facts that video game trailers are mostly garbage, fed to the customers to lure them into pre-ordering a game they barely know and even less played. Also Bio 2 had a way better collector edition, and at least it had the decency to have the soundtrack on a physical CD (and the ost of the first game on a vinyl) instead of a digital one crudely cut in parts. I can't believe I had to edit the properties of those tracks myself so they could display their name, album and artist... Like no one at Irrational or 2K Games could do something like that, like the OST was just thrown together for the sake of a flavorless collector with a glorified title. Premium my ass.
Oh well, at least it taught me to not expect anything from AAA games unless proven otherwise. I had a lot more fun playing games by small studios (including old cult series) the last two years than playing Infinite two years ago.

Pauolo (talk) 19:49, March 7, 2016 (UTC)

Might as well drop this one as well (Link):

The industry is polluted by money. You only get the funds you need if you make promises that sacrifice quality. Suppose it's to be expected. For example:

Irrational Games was poised to make BioShock Infinite great, but it ended up an overall failure that brought the entire studio down. As a BioShock Wiki editor, I followed the game's development VERY closely - from interview to interview - and I believe I know the main reason the game was so... forgettable.

In one interview with Ken Levine (lead developer), he mentioned doing Q & A with casual college gamers, discovering they did not even know of BioShock. This appears to have been their target demographic, as he mentions them knowing games like COD and using that as an explanation for their design choices.

That's where the problems were. 2K Games wasn't going to keep funding BioShock Infinite unless they could promise a major turnout. As such, he dragged the development focus closer to the FPS and less about the storytelling. Yes, the game had an interesting story to tell, but it was buried under the repetitive battles which, while required to an extent for the sake of vigors and such, had been drawn out for a mainly-FPS oriented game with some story.

This did not mix well. The FPS group would rather play online and not be interrupted by story, whereas the dedicated fans did not want to be dragged out of the story so constantly to deal with the same enemies. Note that, earlier in development based on the gameplay videos, the game was heading in a different direction which kept story and intrigue at its core. More so, it incorporated features such as tears at an even higher level than the final game. Buildings has dynamic movement, with dynamic destruction. Songbird would be a more spontaneous threat than entirely scripted. Features dropped to keep the game on schedule, to focus on mass appeal... It's really sad.

The only reason the game had its DLC was because of the Season Pass promise they had made long before release. The first DLC ended up being separately developed "challenge maps," which were heavily panned as they were far beyond those who had prolonged interest in the game: The story-driven fans. The next DLC attempted to show a variant of Rapture closer to Columbia, but when casual fans complained it was not BioShock 1's Rapture, the next DLC completely dropped these features without a word of explanation, attempting to directly tie the stories of BioShock 1 and Infinite together, and leaving a major plothole with BioShock 2 (admittedly, developed by a separate studio, but to this point BioShock 2's canon had gone uncontested nor mentioned), which left it only possible as a non-BioShock 1 Rapture.

Although by the time of the last DLC, they had already announced impending closure. After the DLCs release, they were to and had closed the studio. The game was a financial loss, because they wanted to see the project through so much, they let their publisher dictate their demographic and focus, which contradicted the game itself. I personally feel, had they stayed their original course and made the game it was originally turning out to be, the game would have done far better, and the studio might still be around today.
― MegaScience

~ɠą§ɔîéɳčę { talk } 14:32, March 23, 2016 (UTC)

Ive seen published numbers mentioning costing $200 million ($100 of it for marketing) and 11 million units sold (but does that include each DLC 'unit'? and how many are 'sellers' copies which if unsold can be returned to the publisher) 04:14, March 24, 2016 (UTC)

To add to the arena DLC, its difficulty wasn't even balanced and looked more like a rushed mini-game than a fun additional content. I played it just to obtain its achievements and it was more frustrating than rewarding. Frankly I would have preferred a lot Clash in the Clouds to be a story-driven DLC based in Columbia like it was supposed to be, and which could have brought the story details (apparently on the Vox Populi) Infinite lacked, than a mediocre arena mode.
Hopefully now Ken Levine can start anew on smaller-scale projects like his old colleagues who went to make their own indie studios. Tbh I don't think developers from their generation can now work properly with modern big publishers. They were way more independent back in the 90s, even with a publisher behind their back. Their games didn't sell well (if at all for some), but at least they had originality and most became classics in their respective genre. Pauolo (talk) 19:47, March 25, 2016 (UTC)

Styling for Tabber Edit

Tabber Design

Upper is default, Lower is with cursor on the unselected tab.

I have been styling the default appearance of Tabber and would like to know what you think of it. Does it fit with the design of the wiki? Mainframe98 talk·blog·edits 13:04, April 2, 2016 (UTC)

I took you advices and uploaded a new version. You're absolutely right, this is (much) better. Mainframe98 talk·blog·edits 13:19, April 3, 2016 (UTC)
WithoutBold Mainframe98 talk·blog·edits 15:28, April 3, 2016 (UTC)

Template:Audiologbsi Edit

Hi Pauolo! Please goto Template Talk:Audiologbsi and leave your thoughts over there. It's about moving some images to different levels. If you have any questions do not hesitate to contact me! --Bioexpander (talk) 13:57, May 2, 2016 (UTC)

BioShock 2 Model Renders Edit

Hi, I just got Umodel to work with the files of BioShock 2, Protectors Trial, Minerva's Den and Multiplayer and I would like to know if there's something you'd like to see from those games that we don't have a model render yet. Mainframe98 talk·blog·edits 13:13, May 4, 2016 (UTC)

I may have some bad news for you about the models: I could only find the unspliced versions of Mlle Blanche de Glace, Barbara Johnson, Oscar Calraca, Louie McGraff and Danny Wilkins from the selection menu. The others are missing their texture. I'm also unable to model them, so they'll look stiff. Mainframe98 talk·blog·edits 18:49, May 4, 2016 (UTC)
The models I found were located in the Multiplayer Apartment.bsm file. Makes sense actually, since the models were only used in the selection menu. I haven't explored everything yet, so who knows what will turn up tomorrow. Mainframe98 talk·blog·edits 19:21, May 4, 2016 (UTC)
Here are the models that I could find. Mainframe98 talk·blog·edits 12:38, May 5, 2016 (UTC)
Got some good news, and some bad news. I found the after splicing models! Only for Suresh Sheti, Naledi Atkins and Zigo d’Acosta I couldn't get a model because they are splitted in multiple models, so I have to 'shop those first. Anyway, Enjoy:
Can you add these for me? I'm quite busy with school, and I did this in the little spare time I have right now. Mainframe98 talk·blog·edits 18:13, June 2, 2016 (UTC)

Locking Audio Diary Pages Edit

I've been going through the Wiki Activity and noticed that User:ZanyDragon has seen fit to edit a number of the Audio Diary articles, not that anyone asked him to. He changed the text of a number of the BioShock 2 Multiplayer Audio Diaries based on how they are spoken, not how the transcript is written in the game. I've undone these edits, b/c if memory serves, that's not the policy here.

He did the same on the diary Path of the Lamb. This is a diary from the Cult of Rapture website and also found in the localization texts under the name "Escaping the Ego," associated to the file RED_L_Pchr_1of3_01. I know that last part because you added it. If memory serves, you're the only active user who can read the diary transcripts from the game files. When you have time, would you please check the text and change it to how it appears in the game files?

Once you do, I will put a lock on the page so that only specified users are allowed to make edits to it so that we never have to deal with this headache again.

Unownshipper (talk) 07:23, June 6, 2016 (UTC)

I thought as much. Thanks for including the link.

Unownshipper (talk) 23:21, June 7, 2016 (UTC)

Image from Multiplayer Farmers Market you uploaded Edit

I was browsing JLBiggs' blog and found an image he took of the Farmers Market from BioShock 2 Multiplayer. It just so happens you uploaded an image from exact the same spot about 6 years ago, and I was wondering if it could be replaced. Your image features a Big Daddy and Buck Raleigh, while JLBiggs' doesn't. In addition, the lighting is darker. File:Bio2Multiplayer Farmer's Market Worley Winery and Fruits and Cheese Market.jpg vs Mainframe98 talk·blog·edits 21:42, July 16, 2016 (UTC)

Re: About the remastered collection. Edit

I'm well, good to hear from you. There has been light discussion, and the general consensus seems to be that nobody wants the original images to be uploaded over with images from BioShock: The Collection.

We can look at it this way: we choose to "upload a new version" of a file when it's a superior version of a game image. However, The Collection is, in a way, a game itself, and just as we wouldn't replace an image of Brigid Tenenbaum in Olympus Heights with one from her in Atlantic Express (Level), we need not replace an original image with a Collection image.

As for the Audio Diary portraits, first we need to get those images, then we can decide what to do with them. If the Wiki decides that the new ones are superior, then we can highlight them at the top of Characters' pages. If we choose to stick to the classics, then we can create The Collection sections on the articles, put the portraits there, and include any other information.

By the way, after watching the video, I find I'm a little disappointed. While I can definitely tell that the graphics and lighting are improved to current generation standards, I still see mistakes that annoy me. The timing between the dialogue text and the delivered dialogue is still off in some of the scripted moments, ADAM is still spelled "Adam" several times, and, aside from some added kelp and starfish, I don't see much in the way of additions. I don't want retcons, but I'd have loved to see a proper marquee for Neptune's Bounty (preferably one matching the one made for Neptune's Bounty (BioShock 2 Multiplayer) as a show of unity). What do you think?

Unownshipper (talk) 23:17, August 22, 2016 (UTC)

Regarding Persephone, I'm glad they did that. It always seemed ludicrous to me that Ryan and Co. would go to all the trouble of creating a top secret internment camp and then broadcast its existence to the world/any sufficiently curious Rapture citizen by placing a marker (even a nameless one) on every map on that line.
Unownshipper (talk) 14:28, August 30, 2016 (UTC)

The space itself was originally known of. When Rapture was being formed and land was being bought up part and parcel, the location by the trench was just another piece of real estate. Atlantic Express doubtlessly put a stop there, and perhaps even the Brutalist-style building was built at that point to entice prospective clients, but no one really saw the use for it from a business stand point.
It was only when Sinclair had bought the property that it later became Persephone Penal and that was all done very quietly. He probably paid off people to forget or bribed them to bury the final paperwork in the back of some deep filing cabinet or most likely no one involved in the project knew the full extent of what it'd ultimately become. It's just like Elizabeth said: "If I learned anything about Rapture, I thought it was a place that people understood to mind their own business."

Unownshipper (talk) 15:26, August 30, 2016 (UTC)

Re:BioShock 1 UI/HUD textures Edit

I got NinjaRipper to work with Bioshock by exiting Steam and running in DX9 mode. Like the Bioshock 2 HUD files, I don't know where these files are located using umodel.

Like the Bioshock 2 HUD files, these are .dds files and can be opened with XNview or Photoshop. They still have the alpha channels for the cutout outlines.

I'm still working on the Multiplayer.

Perhaps the Collection will allow the Security Bot texture and the HUD files to be found more easily.

UpgradeTech (talk) 20:44, August 30, 2016 (UTC)

Remastered Bio1/Bio2 textures Edit

Hello! I found a thread about Bio1/Bio2's remastered textures and was curious as to whether someone has been able to extract them. I would very much like to help add some of them to the wiki, but so far, my attempts to extract them using Umodel have been unsuccessful (I keep getting an error message). I'm especially interested in seeing the retouched audio diary portraits. Have you or someone else been able to extract them? Thank you so much in advance! KureAll (talk) 08:35, September 16, 2016 (UTC)

Thank you for the recommendation! I just gave Ninja Ripper a try, but unfortunately, I can't seem to get it working. The D3D11 wrapper DLL shows up fine in the build directory, but it never begins ripping the textures. Tried all sorts of keybinds. I'll keep trying, but if it's not too much trouble, would you let me know if you manage to extract something? I'm so excited to see what the new portraits look like. Some of them have been changed quite a lot. Thanks again! KureAll (talk) 16:32, September 16, 2016 (UTC)

Neat! My settings/method should be the same, so I'm not sure why I haven't been able to extract anything. Thank you for the UI textures, and don't worry, I won't upload them. I'm going to keep messing around with Ninja Ripper. Thanks again for your help! KureAll (talk) 20:49, September 16, 2016 (UTC)

Re: Remastered user interface textures Edit

I've downloaded the folder, but I can't open .zip files. Can you recommend a program to read these files that works for Mac? Regardless, I do recommend that you add them to the site. Just be sure that instead of choosing to upload them over already present images, you upload them as new files, and tag them as BioShock: The Collection Images. We want to maintain a clearly evident distinction between images from BioShock and images from the remaster.

From your description, it does sound disappointing, but not wholly unexpected. The makers of the remaster have been adding new things (star fish, seaweed, decorative wall panelings), but it appears they're NOT updating established items. C'est la vie.

Unownshipper (talk) 22:49, September 16, 2016 (UTC)

I finded a lot removed content in LevelSpecific_MDA file but in other laguages, not in english. For example:

entry=("Der Output-Printer des Thinkers... er wird uns endlich den Maschinencode liefern, den wir brauchen. Aber um ihn hochzufahren, musst du dich zuerst genetisch identifizieren. Geh weiter.")
creatorfriendlyname="CM Porter"

Please contact with me.

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