SCP - Containment is Magic Mod (V2.2.3)

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Princess Luna
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Re: SCP - Containment is Magic Mod (V2.2.3)

Postby Princess Luna » Tue Sep 27, 2016 2:28 am

Ah. Well, thanks for the confidence boost. It's good to know everyone here doesn't think as lowly of me as I thought. Then again, Serimah had once said something similar, so I guess it shouldn't come as a surprise.
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Re: SCP - Containment is Magic Mod (V2.2.3)

Postby Sparta_Creeper » Wed Sep 28, 2016 12:46 am

Oh, so the forums for this are indeed still up...I have to agree with the points you two made before. I was kind of involved with development two years ago, but since then...what a mess this mod has become. Images myself and others contributed towards this mod have been replaced and the entire thing is just a MAV waiting to happen...SCP:CIM, I'm sorry. But I remember a long time ago people were telling you to just work on one version of the mod and stop updating. I think you should have done that.

Music plays when it isn't supposed to. Rainbow Dash is small. Honestly, I think the 0.03B version of this mod was the best. I really want this mod to make a recovery in some fashion, but...eh...

EDIT: In fact, if anyone knows where the 0.03B version download is, could you link me to it? I was supposed to play this mod with a friend a long time back and after playing the recent version...it wouldn't be right to make them slog through that. I'd just like the good old fashioned version. Yeah, even with the hilariously reskinned 096.
Here's my Google Drive: https://drive.google.com/?urp=http://ww ... zAzS3JiVnc

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Re: SCP - Containment is Magic Mod (V2.2.3)

Postby caxanga334 » Wed Sep 28, 2016 2:11 am

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Re: SCP - Containment is Magic Mod (V2.2.3)

Postby Precipitator » Wed Sep 28, 2016 6:27 am

Sparta_Creeper wrote:Oh, so the forums for this are indeed still up...I have to agree with the points you two made before. I was kind of involved with development two years ago, but since then...what a mess this mod has become. Images myself and others contributed towards this mod have been replaced and the entire thing is just a MAV waiting to happen...SCP:CIM, I'm sorry. But I remember a long time ago people were telling you to just work on one version of the mod and stop updating. I think you should have done that.

Music plays when it isn't supposed to. Rainbow Dash is small. Honestly, I think the 0.03B version of this mod was the best. I really want this mod to make a recovery in some fashion, but...eh...

EDIT: In fact, if anyone knows where the 0.03B version download is, could you link me to it? I was supposed to play this mod with a friend a long time back and after playing the recent version...it wouldn't be right to make them slog through that. I'd just like the good old fashioned version. Yeah, even with the hilariously reskinned 096.

I have a ton of old versions but they were from around the time you were helping with the voiceclips so I don't know if you desire them or still have them.

EDIT: The old links also still work - http://drive.google.com/folderview?id=0 ... sp=sharing
I lead the SCP Auchenharvie Splinter.
Current Rank: Class C - Containment Specialist (Level 4).
Tester: Box of Horrors, SCP-CIM, N.T.F.
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viewtopic.php?f=11&t=4039

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Re: SCP - Containment is Magic Mod (V2.2.3)

Postby Sparta_Creeper » Wed Sep 28, 2016 5:26 pm

Thanks all.

Just general ranting about the project under here.
Spoiler
And considering we're now addressing the "elephants" in the room...shortly before I dropped off the face of the internet (not only here, but other sites I frequented as well. Just needed a break...), SCP:CIM had this incredibly wacky script he wanted me to perform. It would've been a conversation between the D-Guy and the Guard, but I just felt like that would be too weird, y'know? Way too far-fetched and out of character, in my opinion. To be fair, I tried it out but it didn't feel right giving the main character a voice considering they were supposed to be speechless, aside from certain select parts. I think I was assigned writing parts of the canon as well, so I tried making it dark and mysterious. And I spent so much time focusing on the story when I should have been acknowledging the story wasn't really that important, the mod was. In hindsight, I should've pushed more towards mod development (I made a few GFX files here and there) then "canon". It was an awful decision on my part. Diving into something similar, the story is also what caused another big fuss, because some of the members here wanted the characters to be separate from their show counterparts. But the part that really got me was the renaming of Pinkie Pie to Pinkie "Skull", while Rainbow Dash, Scootaloo, and Fluttershy kept their name. That really didn't make much sense considering the whole point of the rebooted mod seemed to just be a simple ponification, not an entire placement of headcanon. I feel like the new team had a clear idea of what they wanted but everything ended up crashing together and causing a disaster.

However, that's not to say the mod is without positives. The addition of Pinkie's laugh while she moves was something that I found ingenious. Also, at some point Fluttershy's model DID make it into the game. The sprinting fx, while buggy, would have been stellar. A bunch of similar, little details made the game sparkle, at least for me. Not to mention I find the much smaller and condensed version of SCP somewhat more enjoyable than the experience it is today.


I wanted to return to find the mod in an awesome condition and perhaps re-record my lines but yeah, I dunno about that anymore. Again, thanks everyone. To CIM and any of the other old members, I know you guys (and possible gals) tried your best. I have no ill-will towards any of you. I'm more disappointed that the mod's development kind of spiraled downwards. (again)

EDIT: Let me check out the links you guys sent me, Precip. I'll let you know if these will do! Thanks for the offer.
EDIT2: If you want to share a link with me, Precipitation, I'll take whatever you have. The more versions I have the better. I'm thinking of doing something with the GFX/SFX files from all of them. Hopefully, nothing explodes. X_X
Here's my Google Drive: https://drive.google.com/?urp=http://ww ... zAzS3JiVnc

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Re: SCP - Containment is Magic Mod (V2.2.3)

Postby Precipitator » Wed Sep 28, 2016 10:27 pm

Sparta_Creeper wrote:Thanks all.

Just general ranting about the project under here.
Spoiler
And considering we're now addressing the "elephants" in the room...shortly before I dropped off the face of the internet (not only here, but other sites I frequented as well. Just needed a break...), SCP:CIM had this incredibly wacky script he wanted me to perform. It would've been a conversation between the D-Guy and the Guard, but I just felt like that would be too weird, y'know? Way too far-fetched and out of character, in my opinion. To be fair, I tried it out but it didn't feel right giving the main character a voice considering they were supposed to be speechless, aside from certain select parts. I think I was assigned writing parts of the canon as well, so I tried making it dark and mysterious. And I spent so much time focusing on the story when I should have been acknowledging the story wasn't really that important, the mod was. In hindsight, I should've pushed more towards mod development (I made a few GFX files here and there) then "canon". It was an awful decision on my part. Diving into something similar, the story is also what caused another big fuss, because some of the members here wanted the characters to be separate from their show counterparts. But the part that really got me was the renaming of Pinkie Pie to Pinkie "Skull", while Rainbow Dash, Scootaloo, and Fluttershy kept their name. That really didn't make much sense considering the whole point of the rebooted mod seemed to just be a simple ponification, not an entire placement of headcanon. I feel like the new team had a clear idea of what they wanted but everything ended up crashing together and causing a disaster.

However, that's not to say the mod is without positives. The addition of Pinkie's laugh while she moves was something that I found ingenious. Also, at some point Fluttershy's model DID make it into the game. The sprinting fx, while buggy, would have been stellar. A bunch of similar, little details made the game sparkle, at least for me. Not to mention I find the much smaller and condensed version of SCP somewhat more enjoyable than the experience it is today.


I wanted to return to find the mod in an awesome condition and perhaps re-record my lines but yeah, I dunno about that anymore. Again, thanks everyone. To CIM and any of the other old members, I know you guys (and possible gals) tried your best. I have no ill-will towards any of you. I'm more disappointed that the mod's development kind of spiraled downwards. (again)

EDIT: Let me check out the links you guys sent me, Precip. I'll let you know if these will do! Thanks for the offer.
EDIT2: If you want to share a link with me, Precipitation, I'll take whatever you have. The more versions I have the better. I'm thinking of doing something with the GFX/SFX files from all of them. Hopefully, nothing explodes. X_X

I see that autocorrect XD . I can do the same thing as I did with my Future Horror reboot and extract all the files that are modded and make them into a patch, I just don't know how that would work with the coding for the pony models. I definitely know how to fix a few of the audio bugs as I seem to be turning into a sound veteran of the game even though I always thought myself to be more graphics orientated. Anyways, I also have a ok understanding with the basic coding as a whole and how everything fits together which I learned through previous mistakes. As for the links I can upload my old development builds and old versions as well as search for the old download links on the forum pages as well. If you think I should do that be sure to give your opinion on which files to keep in the modification.
I lead the SCP Auchenharvie Splinter.
Current Rank: Class C - Containment Specialist (Level 4).
Tester: Box of Horrors, SCP-CIM, N.T.F.
I develop the Future Horror Mod:
viewtopic.php?f=11&t=4039

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Re: SCP - Containment is Magic Mod (V2.2.3)

Postby CommanderMark » Wed Sep 28, 2016 11:33 pm

If you actually plan on rebooting the mod you should probably scrap any remains of the previous versions and do it from scratch. The only thing's usable from the previous iterations would be the pony models but all they have are broken walking animations, not to mention you can probably find much better models online at this point. And trying to get through CIM's version is a fucking nightmare. His folder structure makes no sense and it seems like he just replaced random GFX and sound files with any clips vaguely pertaining to MLP.

Sparta_Creeper wrote:Also, at some point Fluttershy's model DID make it into the game.

I think CIM somehow got it working in his version, but even then apparently it's animations and scaling were completely broken.

Anyway, I also decided (in poor judgement) to put back up the old download links to the mod from early 2013. If you wanna salvage and use any stuff from this be my guest.

https://www.mediafire.com/folder/0q4mqq ... t_is_Magic

Kinda wish I still had the link to the dropbox, we made a significant amount of progress on that version past 0.3. Unfortunately it's deleted now. Broami probably still has a copy of it but I haven't been able to get into contact with him since early 2016.

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Re: SCP - Containment is Magic Mod (V2.2.3)

Postby Sparta_Creeper » Thu Sep 29, 2016 12:42 pm

CommanderMark wrote:If you actually plan on rebooting the mod you should probably scrap any remains of the previous versions and do it from scratch.


I'm just going to get this out of the way now; I have only the slightest, vaguest clue on how to code. The only thing I could likely do is replace SFX, decals, and of course, GFX. I think I know how to replace models as well, but animations...whoo boy. If I was going to reboot, I don't really have a clue on which version I should start off from. Currently, there's far too many SCP's in the core game to even think of replacement. That's a shame to hear about, how there was a 0.3B version of the mod that is even more complete than the one I currently have. I'll take all the old versions and take what seems useful, thank you.

EDIT:I think I'll perhaps "pretty up" some things in the GFX and SFX folders (but not butcher them hehe) and probably post a "refined" version on Gamejolt. I'll even try getting Fluttershy's model in the old version, but that will be...uh, difficult for me. Don't expect a lot from me, I'm just going to be upfront about that XD, and it'll probably take me a bit, what with college and all.
EDIT3: Damn it I should really stop editing this comment but there are a couple of nice additions in these older versions! I didn't know Pinkie's laugh existed way back in V1.1 (not that I knew that version even existed). Man I'm going to have my hands full digging through all these versions haha

Precipitator wrote:If you think I should do that be sure to give your opinion on which files to keep in the modification.
I remember the versions around when I was here were buggy, and any versions between then and now are things I don't have any familiarity with. I remember at one point just doing personal work on the mod myself by replacing some things but never uploading it. And that was on my laptop, which is dead now...RIP. Off the top of my head, though, I'd like to keep Pinkie's laugh in the mod. I'll get back to you at a later time with more suggestions, gotta go to college for the next couple of hours. See ya! (And yeah, damn autocorrect XD)

EDIT2: Precipitator, I'm having some difficulty understanding what you're asking. Do you want me to request things for you to put into a "patch" file so to speak? I wouldn't want to ask for things to keep in the mod unless you're asking, either. Now that I think about it there's just waaaay too much to ask you to do. I think it would be better if I went diving into the files myself to see what I wanted...I don't mean to sound rude, and I thank you for your offer. It just sounds like an awful lot of work to put someone else through. If you still want to do it though, let me know.
Here's my Google Drive: https://drive.google.com/?urp=http://ww ... zAzS3JiVnc

Well, it should be, anyway.

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Re: SCP - Containment is Magic Mod (V2.2.3)

Postby Precipitator » Sun Oct 02, 2016 10:40 am

Sparta_Creeper wrote:
CommanderMark wrote:If you actually plan on rebooting the mod you should probably scrap any remains of the previous versions and do it from scratch.


I'm just going to get this out of the way now; I have only the slightest, vaguest clue on how to code. The only thing I could likely do is replace SFX, decals, and of course, GFX. I think I know how to replace models as well, but animations...whoo boy. If I was going to reboot, I don't really have a clue on which version I should start off from. Currently, there's far too many SCP's in the core game to even think of replacement. That's a shame to hear about, how there was a 0.3B version of the mod that is even more complete than the one I currently have. I'll take all the old versions and take what seems useful, thank you.

EDIT:I think I'll perhaps "pretty up" some things in the GFX and SFX folders (but not butcher them hehe) and probably post a "refined" version on Gamejolt. I'll even try getting Fluttershy's model in the old version, but that will be...uh, difficult for me. Don't expect a lot from me, I'm just going to be upfront about that XD, and it'll probably take me a bit, what with college and all.
EDIT3: Damn it I should really stop editing this comment but there are a couple of nice additions in these older versions! I didn't know Pinkie's laugh existed way back in V1.1 (not that I knew that version even existed). Man I'm going to have my hands full digging through all these versions haha

Precipitator wrote:If you think I should do that be sure to give your opinion on which files to keep in the modification.
I remember the versions around when I was here were buggy, and any versions between then and now are things I don't have any familiarity with. I remember at one point just doing personal work on the mod myself by replacing some things but never uploading it. And that was on my laptop, which is dead now...RIP. Off the top of my head, though, I'd like to keep Pinkie's laugh in the mod. I'll get back to you at a later time with more suggestions, gotta go to college for the next couple of hours. See ya! (And yeah, damn autocorrect XD)

EDIT2: Precipitator, I'm having some difficulty understanding what you're asking. Do you want me to request things for you to put into a "patch" file so to speak? I wouldn't want to ask for things to keep in the mod unless you're asking, either. Now that I think about it there's just waaaay too much to ask you to do. I think it would be better if I went diving into the files myself to see what I wanted...I don't mean to sound rude, and I thank you for your offer. It just sounds like an awful lot of work to put someone else through. If you still want to do it though, let me know.

Well, too late ;-) . The patching this isn't too much and it takes less than 2 hours to do it properly but I only took one to quickly do the CIM files so there are probably a few original ones left and maybe I deleted some modded files. I haven't even tested it yet as I don't have that much time at the moment but I will sometime. I had to replace the PocketDimension.ogg file as I knew a more fitting song for it. I uploaded the experimental patch for now so anybody can see if it works. I don't know if you need the source code and the data for the modification and I haven't checked through them yet. I don't have much of a clue about the models and which ones the game uses and how so I've left them in for now but the patch might work with 1.3 (Depends on the source code etc.). Anyway, if anybody wants to test it here it is: http://www.mediafire.com/file/809sytkkc ... CH_1.0E.7z . I'll look through the mod more some other day.
I lead the SCP Auchenharvie Splinter.
Current Rank: Class C - Containment Specialist (Level 4).
Tester: Box of Horrors, SCP-CIM, N.T.F.
I develop the Future Horror Mod:
viewtopic.php?f=11&t=4039

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Re: SCP - Containment is Magic Mod (V2.2.3)

Postby Sparta_Creeper » Mon Oct 03, 2016 2:55 am

I don't have the source code/data so where would I get that? I'll test it out. In my own folder I've replaced a few dozen GFX files, mostly chamber signage and 895's super spooky, death-inducing images. I was thinking of redesigning the signs with a more faded rainbow color replacing the yellow and then layering some decals over it to appear grungy and such but I think it's a bit unnecessary. I will try out your patch tomorrow, I'll give it a download right now though!

EDIT: Neat patch! I just started tweaking around with Audacity and created a suitable replacement for "Bump in the Night". I'll be putting my own GFX/SFX patch up soon after I tweak with some more of the SFX files, for those that are interested. ^_^. In the meantime, is it ethical for us to create these posts here? We do seem to be diverging off from SCP CIM's version, which this thread technically belongs too. By the way, love that replacement of Pocket Dimension. Suits it better than the prior version! In fact, wasn't that in the game at one point?
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Well, it should be, anyway.


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