[GUIDE] Tips to making a well-made mod.

A place to show off your mods and discuss modding SCPCB.
zeix72
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Re: [GUIDE] Tips to making a well-made mod.

Postby zeix72 » Tue Jan 28, 2014 8:10 pm

I wonder If there is any possible way to use UnrealEditor 2.5 from http://umh.sandcrawler.net/index.php?pa ... =view&id=3 To help to create rooms for SCP:CB or possibly even port back and forth between the two.

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CommanderMark
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Re: [GUIDE] Tips to making a well-made mod.

Postby CommanderMark » Wed Jan 29, 2014 2:28 am

zeix72 wrote:I wonder If there is any possible way to use UnrealEditor 2.5 from http://umh.sandcrawler.net/index.php?pa ... =view&id=3 To help to create rooms for SCP:CB or possibly even port back and forth between the two.

I'd really doubt that.
99% of my statements are my own opinion. I have no idea what the last percent is though.

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InnocentSam
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Re: [GUIDE] Tips to making a well-made mod.

Postby InnocentSam » Wed Jan 29, 2014 8:18 am

CommanderPro is right, it's extremely unlikely.

SCP Master 1221
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Re: [GUIDE] Tips to making a well-made mod.

Postby SCP Master 1221 » Fri Jan 31, 2014 8:29 pm

Users viewing this post I've got a challenge for you! :173: Do a mod using what you learnt from this tutorial :096: make a mod that inclued SCP-005 SCP-006 SCP-015 SCP-002 :106:

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Skin_
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Re: [GUIDE] Tips to making a well-made mod.

Postby Skin_ » Fri Jan 31, 2014 8:41 pm

SCP Master 1221 wrote:Users viewing this post I've got a challenge for you! :173: Do a mod using what you learnt from this tutorial :096: make a mod that inclued SCP-005 SCP-006 SCP-015 SCP-002 :106:


Rrrright... so, you actually just mean, "Make me a mod with all my fave SCPs in it"?...?
If you want 005, use Box of Horrors.
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Cridone
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Re: [GUIDE] Tips to making a well-made mod.

Postby Cridone » Fri Jan 31, 2014 9:11 pm

Pfffff, SCP-015 won't be in a mod unless someone would like to break the SCP cannon wall.

Of course I wouldn't really care since it's only a silly old mod.
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Skin_
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Re: [GUIDE] Tips to making a well-made mod.

Postby Skin_ » Sun Feb 02, 2014 1:25 pm

It's funny how many 'modders' don't read this thread...
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Abincyprus
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Re: [GUIDE] Tips to making a well-made mod.

Postby Abincyprus » Sun Mar 30, 2014 9:40 am

zeix72 wrote:I wonder If there is any possible way to use UnrealEditor 2.5 from http://umh.sandcrawler.net/index.php?pa ... =view&id=3 To help to create rooms for SCP:CB or possibly even port back and forth between the two.

What would be the benefit of using an older unreal version over the newer one? :laugh:
Also it's a bad idea.

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MonocleBios
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Re: [GUIDE] Tips to making a well-made mod.

Postby MonocleBios » Sun Jun 15, 2014 5:45 am

InnocentSam wrote:Fact of modding: Total conversions are coolest

Must have missed that the first time I read this. To anyone thinking about doing a "total conversion" with Reg's engine; I'd recommend against it. You'd have a much less stressful time writing something from a blank slate.
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InnocentSam
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Re: [GUIDE] Tips to making a well-made mod.

Postby InnocentSam » Wed Jun 25, 2014 7:22 pm

MonocleBios wrote:You'd have a much less stressful time writing something from a blank slate.

I agree but also disagree with that. In some cases it's easier. In my dungeon crawler that I'm making just for fun, I'm using a lot of functions (organised into separate includes) from SCP:CB. All the INI functions are in "INI.bb", all maths/shapes functions are in "math.bb", etc. But I suppose those are just general code bits and not part of the "engine".


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