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Re: [0.9] SCP Box of Horrors - A Compilation Mod (with SCP-0

Posted: Wed Jan 08, 2014 1:27 pm
by Mr. Shy-Guy
InnocentSam wrote:It got fixed. I backtracked and found it may have been a change in the map generation code that 005 was not compatible with. I dunno, but now it works so yay! The new version should be up now :) now has SCP-005 as well, with updated features like being able to open keypad doors as well as keycard, and a better and more appropriately sized room.
You guys are just Amazing! I think that you should really get payed for what you do and how well you do it! :D (I'm exxagerating? Probably not... :P )
I'll try the new version on v0.9 (if the game doesn't give me a MAV again with the new sound/event in the Heavy Containment Zone...), the download finished right now; will SCP-005 be in the Light Containment Zone or in the Entrance Zone? I think (and hope, or the game would be too easy...) that it will be in the Entrance Zone, since it does not need any kind of containment procedure (except for a door of some kind to prevent someone to steal it...) and it does not move or harm anyone: you can leave the key in a place and it will not do anything... (it's a key, what should it do other than opening doors? It let you open doors with a pass-code without knowing the password, that's what it does! :laugh: )
Spoiler
UH? Wait a minute...
NOW I finally get its real use and why it's better than the OmniCard! It can make you pass trough the Heavy Containment Zone without entering the Maintenance Tunnels or SCP-049's area! I never thought of that! :shock:

Re: [0.9] SCP Box of Horrors - A Compilation Mod (with SCP-0

Posted: Wed Jan 08, 2014 5:40 pm
by InnocentSam
mrpeanut188 wrote:Jesus you're fast. It's up for 0.9 already?
You should put it up on the IndieDB page, it'll probably get a lot more attention that it's getting now.
I'm not a fan of ModDB or it's network. Too much power so that websites like Xeno-Mods are forgotten about/unused.

If juanjpro wants to do it, then he can by all means. But I don't want to do it meself, personally.

Re: [0.9] SCP Box of Horrors - A Compilation Mod (with SCP-0

Posted: Fri Jan 10, 2014 1:32 am
by mrpeanut188
InnocentSam wrote: I'm not a fan of ModDB or it's network. Too much power so that websites like Xeno-Mods are forgotten about/unused.
Never heard of Xeno-Mods. Maybe you should start advertising more?
I do agree that modDB is way overpowered, the fact that ModDB, IndieDB, and SlideDB are the same exact website for different things is just proof it's too big.

Re: [0.9] SCP Box of Horrors - A Compilation Mod (with SCP-0

Posted: Sat Jan 11, 2014 2:49 pm
by Mr. Shy-Guy
I've found a Bug: in 106's room (his room: :106: ) I noticed that in the lure subject's room there were random objects of strange size (huge buttons, vertical walls, little walls with a door, tiny versions of "106's containment box" and other things...), after some seconds the game crashed and I got a MAV. The second time I loaded the save, the objects were gone and there were srange and huge "white panels and bars". I don't know if this is caused by the Mod or not...
We know that the lure subject is not actually in the cube inside the containment chamber but it's placed in a separated and unreachable area (you can notice that by NOCLIPPING inside 106's cube, it will be empty...) but I heard somewhere that there is ANOTHER extrelemy far (and separated from the rest of the level...) place in the game where there are huge versions of the objects that you can find commonly in the rooms (KeyCards, doors, buttons...) that the game uses as "bricks" to place in the level in their right spots in the rooms (probably the strange place that I saw...); is that real? :?
If this place truely exist, maybe the lure subject's room spawned in the same exact point of this place? (what a concidence! :laugh: ) And, since you are not supposed to see this place, you got a MAV...
Obviously this is just a theory... :)

Here you can download the save file with the Bug (Winrar file), you can play it only when using the Mod:
Spoiler
Another Bug was a strange MAV that I got when going outside of SCP-914's containment chamber. I re-loaded the save and the MAV didn't appear anymore...
That's really strange... :|

I don't know if I had to post this in "Bug reports" or here; since I've found the Bug when playing with the Mod, I choosed to post it there.
I hope that will be useful, somehow...
I found the Bug when I was playing the Mod ported to v0.9 of SCP:C.B. :) (with SCP-005 in it...)

Re: [0.9] SCP Box of Horrors - A Compilation Mod (with SCP-0

Posted: Mon Jan 13, 2014 6:48 pm
by InnocentSam
Uploaded a hotfix for the light textures and sign placement in 1123's room.

Re: [0.9] SCP Box of Horrors - A Compilation Mod (with SCP-0

Posted: Mon Jan 13, 2014 6:57 pm
by CLgaming
Thanks Mark!

While you guys are here, please check around the rest of the forum :)

Re: [0.9] SCP Box of Horrors - A Compilation Mod (with SCP-0

Posted: Mon Jan 13, 2014 7:37 pm
by Chackravartin
You should put in SCP 096's actual room, with the door open or something. and try and add in SCP 085, im not sure how you could do that but it would be pretty cool if you could....

Re: [0.9] SCP Box of Horrors - A Compilation Mod (with SCP-0

Posted: Mon Jan 13, 2014 8:55 pm
by juanjp600
Juicy wrote:Markiplier has played your mod!!
Nice, I'll fix the bugs I saw in the video, and maybe remake SCP-1074's event so it makes sense. Also, InnocentSam, do the SCPs you added show up in the "Found SCPs" achievement? I'll fix those for SCP-038 and SCP-1074.

Re: [0.9] SCP Box of Horrors - A Compilation Mod (with SCP-0

Posted: Mon Jan 13, 2014 9:09 pm
by InnocentSam
juanjpro wrote:
Juicy wrote:Markiplier has played your mod!!
Nice, I'll fix the bugs I saw in the video, and maybe remake SCP-1074's event so it makes sense. Also, InnocentSam, do the SCPs you added show up in the "Found SCPs" achievement? I'll fix those for SCP-038 and SCP-1074.
No they don't. Please fix while you're in the code :)

Re: [0.9] SCP Box of Horrors - A Compilation Mod (with SCP-0

Posted: Mon Jan 13, 2014 9:16 pm
by Prune
juanjpro wrote:
Juicy wrote:Markiplier has played your mod!!
Nice, I'll fix the bugs I saw in the video, and maybe remake SCP-1074's event so it makes sense. Also, InnocentSam, do the SCPs you added show up in the "Found SCPs" achievement? I'll fix those for SCP-038 and SCP-1074.
For the 1074 event, I think it would sound great and more disturbing if you could faintly hear the main character "crying" somewhat around where the catatonia settles in. Some person theorized that the character was "having a moment of reflection" which sounded good, so I think the emotional response from the character should be shown in some way. It would be good to freeze the player in place after being caught in front of the painting for at least 5 seconds to simulate the how people become hypnotized by the painting until they can no longer move. Finally, if the picture was to be facing the door, if the door was to be forced open by SCP 079, and if the range of 1074's pull was extended to the door entrance in a way that makes it a bit harder to simply walk past the painting, it would look very much like 079 was trying to pull you to your demise using that painting. Thus introducing SCP 1074 in an abrupt and disorienting way, and making it a just a little more noticeable in that hallway.