Re: [1.1.5] SCP - Nine Tailed Fox Mod (v0.0.2) (Download)

#231
KirbyMario12345 wrote:
PXLSHN wrote: About the question when the NPCs should be hitable: I think I will add it into 0.0.3, as I'm planning other things for the 0.0.3 rather than just updating a room and adding some things such as corpses. So I think the NPCs will then be hitable there.
Will 0.0.3 also fix the bug where not all of the chat lines work? As in, it won't even play the sound when the corresponding key is pressed. (e.g. the 173 lines and the tesla line never worked for me)
The 173 will not work, unless you are looking at 173 (That is how it works for me), but I have no idea how to get the Tesla Gate command working
Don't worry about your son, he will be sent to the deep dark depths in no time.

Re: [1.1.5] SCP - Nine Tailed Fox Mod (v0.0.2) (Download)

#232
KirbyMario12345 wrote:
PXLSHN wrote: About the question when the NPCs should be hitable: I think I will add it into 0.0.3, as I'm planning other things for the 0.0.3 rather than just updating a room and adding some things such as corpses. So I think the NPCs will then be hitable there.
Will 0.0.3 also fix the bug where not all of the chat lines work? As in, it won't even play the sound when the corresponding key is pressed. (e.g. the 173 lines and the tesla line never worked for me)
173 is not working because the "SCP-173 containment box" is a sound which should be used to announce that you captured together with your other teammates SCP-173. The other ones are used for if you reached :173:-Chamber with 173 inside the box and the next one is used to announce that 173 is in containment.
The tesla thing is not working because I didn't programmed it currently that the player is able to use this to disable tesla gates.
The sounds are not working because they have triggers placed which can't be actiavted because they aren't programmed.
I'll try making all chat sounds working for 0.0.3.
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Re: [1.1.5] SCP - Nine Tailed Fox Mod (v0.0.2) (Download)

#236
KirbyMario12345 wrote:
PXLSHN wrote: EDIT: Should I keep it in there? :)
I don't see the point. The same goes for if Regalis decides that the Medibay will not be added in a future update then the textures should be removed. (Providing they haven't already been removed.) Leaving textures in as "red herrings" just takes up extra space.
Alright, I will remove it (and some other files I don't need to use for my mod), if I'm not forgetting that :laugh:.
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Re: [1.1.5] SCP - Nine Tailed Fox Mod (v0.0.1) (Download)

#238
Y'know, I am amazed that there are not MAV's more often.
Few questions.
-Will there be more rooms then just the two there are now?
-Will the holster option have punching?
-Will your helmet protect you from headshots?
-Will 127 have a huge amounts of damage, or things like that?
-How will the Class-D's with guns be added?
-Will there be jumping/Vaulting? (I think this because this could help with things, like the server rooms)
-Will Chaos Insurgency members be in the facility during gameplay?
-Will your crowbar ever break if you use it to much? (Kinda like Dying Light)

Request for the Mod (You do not need to add them, I do not want to slow down progress, or force you to add these, I will be perfectly fine without them)
-More visible death moments (Like the janitor, or things like that)
-(This will probably be added in anyways, but fuck it) Fire Alarms, this could stop 457, but maybe attract other SCP's, so it is a win and fail
-A New Zone, a thread a while back said that there should be an abandon zone, maybe something like that
-Maybe scenes where you can only save one person (like the Walking Dead game), maybe a choice between saving one of your MTF members, or a SCP Personnel
-Maybe violent scenes where you beat a Class-D's face with a crowbar, then in the middle of that, swap out the model with a Class-D with the skull gib on his face. (Kinda like how MK does it)
Don't worry about your son, he will be sent to the deep dark depths in no time.

Re: [1.1.5] SCP - Nine Tailed Fox Mod (v0.0.1) (Download)

#239
slender1200 wrote:Y'know, I am amazed that there are not MAV's more often.
Few questions.
-Will there be more rooms then just the two there are now?
-Will the holster option have punching?
-Will your helmet protect you from headshots?
-Will 127 have a huge amounts of damage, or things like that?
-How will the Class-D's with guns be added?
-Will there be jumping/Vaulting? (I think this because this could help with things, like the server rooms)
-Will Chaos Insurgency members be in the facility during gameplay?
-Will your crowbar ever break if you use it to much? (Kinda like Dying Light)

Request for the Mod (You do not need to add them, I do not want to slow down progress, or force you to add these, I will be perfectly fine without them)
-More visible death moments (Like the janitor, or things like that)
-(This will probably be added in anyways, but fuck it) Fire Alarms, this could stop 457, but maybe attract other SCP's, so it is a win and fail
-A New Zone, a thread a while back said that there should be an abandon zone, maybe something like that
-Maybe scenes where you can only save one person (like the Walking Dead game), maybe a choice between saving one of your MTF members, or a SCP Personnel
-Maybe violent scenes where you beat a Class-D's face with a crowbar, then in the middle of that, swap out the model with a Class-D with the skull gib on his face. (Kinda like how MK does it)
About your questions:
  • 1. Yes
    2. No (as it won't probably be just holstering)
    3. Probbaly, as it only has 60 shoots and then it's empty (maybe I add it that after 10 minutes it will refill itself)
    4. The Class-Ds will just then shoot at the player like how the guard and MTF-Units can do
    5. No
    6. Yes (but will probably not damageable (they would just be seen in one cutscene speaking to Maynard and during the first GateA-Ending))
    7. Currently not (I think I don't add it as it has other disadventages such as it hits slower than a knife)
About your Requests:
  • 1. Wanted to add it in later versions (probably already in 0.0.3)
    2. Why not, good idea (yes I wanted to add that, but I didn't thought of adding the ability to attract SCPs)
    3. Good idea, I can try if I can mess a bit with the zone code (but it will probbaly not being that much big)
    4. I don't really know if I add that, as it will probably be that the other MTF-Units are most likely splitting from you up
    5. Maybe, I think of that (but it would be unneccessary violence)
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Re: [1.1.5] SCP - Nine Tailed Fox Mod (v0.0.2) (Download)

#240
Sorry for double post
slender1200 wrote:Another bug I found is that some NPC's do not load there texture, all I can find is 1123 Officer and 035 (I do not know if there is more)
They just load a white texture, the nazi still loads his gun texture though.

You also said that in the alpha, you would make the bullets hit the NPC's instead of it going through them, will that be added in 0.0.3? Or is that still a while away.
Actually I already said I will look at the bugs with the 035 and Nazi Textures, but in my case, it worked fine (all textures of these NPCs had been loaded, not just a white overlay).
Please let me know if you entered one of this following rooms:
  • "room3ct" (Construction Tunnels)
    "room4tunnels" (room with a ClassD corpse in the middle)
Maybe it has something to do with my changes on the events for these rooms.
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