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[1.2.4] SCP - Nine Tailed Fox Mod (v0.2.0 in progress again)

Posted: Sun Feb 08, 2015 10:55 pm
by PXLSHN
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The mod on ModDB:
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The mod on IndieDB:
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If you want you can rate this mod on ModDB/IndieDB :wink: (just click on one of these buttons to go to the SCP:NTF ModDB/IndieDB page).


The Third Subvision Studio:
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About this mod: You play as a Nine Tailed Fox member and your task is it to recontain the breached SCPs. Of course you will be armed with guns and such :wink:.

Credits:
  • ENDSHN/PXLSHN: Main Leader,Programming,Sounds (few sounds),Textures,Models,Mapping,Voice Acting
  • Vane Brain: 2nd Main Leader,Mapping,Loadingscreens,SCP-Ideas,Documents,Textures
  • revo794: Sound Effects,Music
  • undead003: Voice Acting (the player)
  • Alphive: Textures,Music
  • Turtle Sandwich/Catnipbuddy: Textures,Sound Effects
  • enotovski: Hand Model ReTexture
  • Sic: Sound Effects,Music (some Ambient Themes)
  • FireFox: SCP-457 Sighting Sound
  • PolkovnikAbramov (Arseny): Voice Acting (Class-D + some Intro lines)
  • Alex Morganidze: Voice Acting (MTF Unit)
  • Anon4743: Keycard ReTexture + SCP-109 model
  • Omniary: Sound Effects, Music
  • Took from Fan Breach & by Redbull.Ivan: SCP-1499 Model (Gas Mask)
BTW: If you feel you had done something for the mod and you are not in the credits, please let me know and I will update the credits!

Screenshots:
Spoiler
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Support Images
Spoiler
Created by Vane Brain (a banner which can be used for signatures :wink:):
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Created by penpen110:
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Created by Catnipbuddy:
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Created by Alphive:
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Trailers:
Spoiler
0.1.0/0.1.1:
Created by Alphive (Uploaded on the channel SCP UNIVERSE):
[youtube]Jd7v0NFnuFE[/youtube]
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0.0.3:
Created by Alphive (Uploaded on the channel SCP UNIVERSE):
[youtube]OYGKdeBB25M[/youtube]
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0.0.2:
Created by ALPHIVE:
[youtube]kpMxN6JEoVU[/youtube]
Video Playlist (sorted by Upload Date):
Spoiler
Known Bugs:
Click here to see the full list

Download:
v0.1.1 (PATCH) (ModDB) (needs SCP:CB 1.2.2/1.2.3 and NTF mod 0.1.0)
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v0.1.0 (ModDB) (needs SCP:CB 1.2.2/1.2.3)
v0.1.0 (Mega) (needs SCP:CB 1.2.2/1.2.3)
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v0.0.3 (ModDB) (needs SCP:CB 1.2.2/1.2.3)
v0.0.3 (GoogleDrive, Thanks Vane Brain :D) (needs SCP:CB 1.2.2/1.2.3)
v0.0.3 (Mega) (needs SCP:CB 1.2.2/1.2.3)
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v0.0.2 (Mega) (needs SCP:CB 1.1.5)
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v0.0.1 (Mega) (needs SCP:CB 1.1.5)
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How to install: Just use a fresh version of SCP:CB and then drag everything from that mod into the SCP:CB folder, then replace everything if it's asking you and then you can play!

Changelog:

Code: Select all

v0.1.1
- fixed the MAV crashing in-game (bug with the ClassD spawning code)
- SCP-109 and SCP-198 should now display the icons
- after the Intro, props and other models should now have the correct Brightness values
- added some doors to GateAIntro

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v0.1.0 --- "The Big Update"
- new Intro added
  * programming made by "ENDSHN"
  * room modelling made by "Vane Brain"
  * voice lines made by "Arseny" and "ENDSHN"
- added following SCPs:
  * SCP-1162
  * SCP-1499
  * SCP-109
  * SCP-198
- added more events to the game (random sound events, over events still WIP)
- MTF Units now have a fixed AI
  * they can now walk around and they also can interact with some SCPs (not 100% done yet)
  * they shoot at Class-Ds and they can kill them
- improved the guns
  * P90: It's having a scope
  * the gun animation now got improved a bit
- added manual lighting:
  * all objects except the map will be brightened up by the lights inside the rooms
- remixed the SCP-457 Theme a bit (extra sound effects in the background of it)
- more ambient sounds by "D-7650" and "revo794"
- added SZL feature (Seperate Zone Loading)
  * currently WIP, will be fixed partially every update
  * if your game should not work properly then disable the feature in the options
  * will not have any effect on custom maps!
- new Menu design
  * new options screen
  * achievements menu
- achievements will now be saved at the end of the game
- added some new achievements to the game (not all of them can be unlocked)
- added random appearing sound-events
  * sounds made by "revo794"
- improved the player's voice
  * the lines now depend on if the player wears the gasmask or not
- new rooms added (room2scps2, room2offices4, room3offices and room1162)
  * all made by "Vane Brain"
- room3ct got now readded! :D (thanks to SZL feature)
- changed the KeyCard textures (by "Anon4743")
- bugfixes:
  * decreased the polygon count of the guns another time
  * deleted some surfaces from the gun's viewmodels
  * the corpse in "room4tunnels" now got moved away from the middle
  * ambient sounds won't be loaded in memory, instead they will be loaded seperately
  * fixed some misaligned textures in "room2servers2"
  * fixed the video quality at the beginning of the game (Thanks to "Vane Brain") :D
  * room3gw should now appear in Zone 3 rather than in Zone 2

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v0.0.3
- ported this mod from SCP:CB version 1.1.5 to 1.2.2
- bugfixes:
  * the guns shouldn't be invisible if you respawn using the "Load Game" button (after death)
  * changed Apptitle to it's real version (in 0.0.2 it was 0.0.1, now it's 0.0.3)
  * the death messages should now call the player "MTF-Unit [Redacted]" instead of "D-9341"
  * command "ntf help" got changed to "ntfhelp", so the command can be typed now without getting the message
    "Command not found"
  * hopefully 035, 049-2 and the nazi don't have white textures anymore
  * the "P90 lagging" bug should be fixed now (the texture "p90_Tex_0005_1.jpg" had a size of "2048X2048",
    now it has a size of "1024X1024")
  * hopefully the corpses and GateB-Skybox won't show the "missing texture" anymore
  * "room2gs" and "room3ct" are now RMesh files (hopefully this will fix some more lagging bugs)
  * reduced the polygon count of all the guns (ViewModel and Item Model)
- added ClassD NPC:
  * they are just attacking you (and can kill you), currently not having a very good AI
  * you can kill them (I think everybody waited for that)
  * currently not spawning, to spawn one, type "spawn d2" into the console
- added a lot of ambient sounds (by "revo794")
- a lot of improvements to "room3ct" (by "Vane Brain")
  ###########################################################################################################
  #CURRENTLY THIS ROOM ISN'T PRESENTED IN THIS VERSION DUE TO LAGS, A UPDATED VERSION WITH IT WILL COME SOON#
  ###########################################################################################################
- the INI files for the new Materials and Rooms are now in the seperate folder "NineTailedFoxMod\Data\"
- improved the StrictLoad-Functions
  * hopefully another lagging cause bug will be fixed by that
  * if a function is returning an error and the "Disable Console Auto Opening" option has enabled, it will
    inform the users that a error/many errors happened (it will show how many errors occured before the
    console has been opened)
- new rooms added
  * "room2gw","room3gw","room1lifts","room2servers2" by "Vane Brain"
  * "room457" by "ENDSHN"
- added SCP-457 NPC:
  * it can be found inside the "room457" room (down the tunnels)
  * currently has a WIP model (106's model with a black texture + burning around him)
- changed Player step-sounds (by "revo794")
- new loading screens
  * "FN P90", "SCP-457" by "Vane Brain"
- changed the gun-rendering slightly
  * this will hopefully fix some lagging bugs too
- changed the player's voice (they are filtered rather than having the radio effect applied)
- disabling a Tesla Gate works now (still WIP, but you can disable them at least :D )
- you already have a built-in radio (headset), you can toggle between the channels 1-5 by pressing "E"
- you can only use the "voice-commands" if you are on Channel 4 (the MTF-Unit channel)

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v0.0.2
- bugfixes:
  * guns will now be hidden if the player is getting killed (this will also fix the "gun spins uncontrolable
    upon death" bug)
  * guns can't be used if the player is dead
  * the font "Capture it.ttf" is now in "NineTailedFoxMod\GFX\" instead of "GFX\"
  * the message if you try to pick up a USP magazine but have the maximum reached will now "say" the correct
    gun ("USP Tactical" instead of "FN P90")
  * the bug with the "GunStorage" room clipping through the cafeteria is hopefully fixed
  * the game shouldn't crash at 25% if reloading it anymore
- the guns are now a bit animated if the player is idle
- changed Launcher/Menu/PauseMenu:
  * changed Launcher Background, Menu Background, "173"-Background, Pause Menu Background
  * changed menu music
- improvements to the "StrictLoad" functions:
  * now every StrictLoad-function (except "LoadMesh_Strict" and "LoadAnimMesh_Strict") now returning a error
    in the console rather than crashing the game
  * Image/Textures/Brushes if missing/couldn't be loaded replacing it's overlay with a "Missing-Texture"
    overlay
  * a missing/not loaded Font will be replaced with the "Arial" font
  * if a resource couldn't be loaded (if the Resource is existing, but couldn't be loaded due Blitz3D returned
    it's handle to be 0) will be loaded again, if it's still not working, then it will use the replacing method
- updated the "room3ct"-room:
  * now there are all the doors which are needed for the room
  * the elevators are working in that room
  * this room has it's own theme ("hallways.ogg")
  * items added in the little "storage" part
  * a event added which adds three 049-2 (only two without aggressive NPCs) instances and 106
    (his chance on spawning there is 60%, with aggresive NPCs on, his chance of spawning is 90%)
  * added a NVG, a USP, a P90 and a dead scientist in the construction tunnels ("room3ct")
  * added a battery, a first aid kit and a S-Nav 300 Navigator inside the little storage area next to
    the elevators
- added a command to show all new added commands ("ntf help")
- added a new options tab (under options the button called "NTF-Mod Options")
  * now options such as "Disable Aim Cross" can be changed using the Options
- made the P90 more accurate
- changed the positions of the guns (hopefully avoiding "wall clipping")
- changed gun's handmodel texture (can only be seen barely)
- saving should work properly now
- added two bodys appearing
  * one inside the construction tunnels
  * another one located in "room4tunnels"
- changed Apptitle
- added a little "chat" on Channel 4 (between a scientist and a MTF unit)
- new ambient sounds added
- added a level 5 key card as standard in the inventory
- added a 4th gun slot (currently as "holstered")

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v0.0.1 
- first release:
  * P90,USP,Crowbar as weapons
  * a small gun-storage room (room2gs) and a construction tunnel entrance room (room3ct)
  * added new MTF-NPC (MTF2, it doesn't see the player as a target to terminate), currently a broken AI
  * changed the system of the Ballistic Vest (by double clicking it in the Inventory, you would restore
    it's health and the "finevest" adds a little addition too)
  * 049-2 instances are damaging the Kevlar before the player gets Injuries and Bloodloss
  * the player spawns at the Gate-A Entrance rather than in 173-s Chamber (only if the Intro has been
    deactivated)
  * the Console won't open automatically if a sound couldn't be loaded (in my opinion it was pretty 
    annoying)
How to fix bugs/lags in this mod:
  • FPS Drop in larger rooms/rooms with many details: Go to the In-Game Options and try different settings to see if this can fix the lag
  • General FPS Drop: Go to the "options.INI" file in "NineTailedFoxMod\", open it and look for "play movie = 1", change it to "play movie = 0"
  • General FPS Drop #2: Disabling launcher, followed by: Teleporting out of the starting room IMMEDIATELY upon starting a new game
  • General FPS Drop #3: Change "antialias" and/or "anisotropy" values in the "options.INI" file (not the file located in "NineTailedFoxMod\" folder!)
  • General FPS Drop #4: Select a lower Resolution and try with it
  • Game crashing after first loading: Do the steps like for "General FPS Drop"
  • Error message "3D Animated Mesh [Mesh] not found": Check if you installed SCP:CB version 1.2.2 or 1.2.3
  • Error message "Sound [X].ogg not found": Check if the sound is being inside the game files, if yes, then it's a bug in SCP:CB generally
  • Some Textures are bugged: Will be fixed in the next patch
How to report a bug/many bugs:
This is a list on how I would recommend on reporting a bug (it's only a recommended thing).
  • What's the bug (example: glitching graphics, blackscreen, etc...)
  • When does it occur (like in which room, which action had been done, etc...)
  • Error Message: If an error message appeared (besides "Memory Access Violation")
  • Screenshot (only if possible, and not really needed if it's a MAV)
But before posting a bug, make sure that this bug doesn't appear in the normal game. You can still post them here if they occur in the mod, but then let me know if this is a bug I made or a bug already existing in the normal game.

Where the mod needs help (Jobs):
  • Modellers
  • Animators
  • Texture Artists
  • Sound Artists
  • Music Artist

If you have any ideas or questions, please let me know.

Re: SCP - Nine Tailed Fox Mod (WIP)

Posted: Mon Feb 09, 2015 3:35 am
by slender1200
This seems amazing but....will there be a goal to save SCP personnel? And not just capture SCP.

Re: SCP - Nine Tailed Fox Mod (WIP)

Posted: Mon Feb 09, 2015 5:19 am
by CommanderMark
Looks interesting.

Also, is that gun a Deagle from Counter Strike: Source?

Re: SCP - Nine Tailed Fox Mod (WIP)

Posted: Mon Feb 09, 2015 5:50 am
by Brunou8
You should save this project for the Irrlicht port.

Re: SCP - Nine Tailed Fox Mod (WIP)

Posted: Mon Feb 09, 2015 8:07 am
by PXLSHN
About SCP personnel: Yes, you also have the task to save personnel.
About the gun: No, it's a USP Tactical.
About the Irrlicht Port: Do you mean me to make a mod for the SCP Irrlicht Port or what did you mean with that?

Re: SCP - Nine Tailed Fox Mod (WIP)

Posted: Mon Feb 09, 2015 4:18 pm
by InnocentSam
PXLSHN wrote:I think I will add a gun that you can get by donating (it would be a more stronger weapon), but it's still unconfirmed, if I really do that.
I'm hoping you can see what is wrong with this.

Re: SCP - Nine Tailed Fox Mod (WIP)

Posted: Mon Feb 09, 2015 7:12 pm
by PXLSHN
InnocentSam wrote:
PXLSHN wrote:I think I will add a gun that you can get by donating (it would be a more stronger weapon), but it's still unconfirmed, if I really do that.
I'm hoping you can see what is wrong with this.
To be honest, I don't know. But I don't really know if I will adding that. If I would do that then I would try to do it over a save way (so, not only one user needs to donate and then all other can have this as the user could just make his savefile downloadable).

Re: SCP - Nine Tailed Fox Mod (WIP)

Posted: Tue Feb 10, 2015 1:13 am
by CLgaming
PXLSHN wrote:
InnocentSam wrote:
PXLSHN wrote:I think I will add a gun that you can get by donating (it would be a more stronger weapon), but it's still unconfirmed, if I really do that.
I'm hoping you can see what is wrong with this.
To be honest, I don't know. But I don't really know if I will adding that. If I would do that then I would try to do it over a save way (so, not only one user needs to donate and then all other can have this as the user could just make his savefile downloadable).
Not to be mean or anything, but Sam is (most likely) probably implying that the "Donate for more gun" is fucking stupid. y u do dis

Other than that, I am hyped for this. May I use this mod in HL:RC to be able to play as a Marine?

Re: SCP - Nine Tailed Fox Mod (WIP)

Posted: Tue Feb 10, 2015 5:37 pm
by yonzo_rikuo
theyre mtfs and they started in class d cell. omg why

Re: SCP - Nine Tailed Fox Mod (WIP)

Posted: Tue Feb 10, 2015 5:56 pm
by PXLSHN
@CLGaming: Yes, it would be possible. You only would need to create/edit a weapon as the M4 or such and the other MTF-Units would be the Marines and the Class-D at the end would be Gordon Freeman or such. And about the donation thing: As I said, I really don't know if I add this (there is a higher change that I will not do that).
@yonzo_rikuo: You are starting in the video inside a Class-D cell because I didn't finished the Gate-A Intro Version "room". Of course you will start somethere else, but this mod is still in early development.

BTW: I think I will try to add a 3-player COOP into the game, but then, the COOP would be more harder than the Singleplayer.
To keep you guys updated: I'm still working on the Intro "room".