[1.3.7] "Project Resurrection" Mod (V.3.0 - Slow development)

A place to show off your mods and discuss modding SCPCB.
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diszxchat
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Re: [1.3.7] "Project Resurrection" Mod (V.2.5 RELEASED ; V.3.0 W.I.P...)

Postby diszxchat » Sun Jul 02, 2017 1:48 pm

Sorry for the delay but the release date is extended to late July or early August because we're very busy with other things.

As of now, our main priority is implementing SCP-006 into the game. We already made the room.

ErrorUnknownGT
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Re: [1.3.7] "Project Resurrection" Mod (V.2.5 RELEASED ; V.3.0 W.I.P...)

Postby ErrorUnknownGT » Sun Jul 09, 2017 11:20 pm

Just want to say, thank you guys for making this, I did my first playthrough of the game, and encountered quite allot of the stuff you guys added, it makes the game more extensive in my opinion, the custom achievements are also great, I managed to get all of them, took me a while to find everything, but it was allot of fun. I look forward to playing the next version. :)

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DL_Baryonyx
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Re: [1.3.7] "Project Resurrection" Mod (V.2.5 RELEASED ; V.3.0 W.I.P...)

Postby DL_Baryonyx » Mon Jul 10, 2017 4:32 pm

Can we have a little preview for v3.0 ? maybe a slight glimpse at SCP-006 chamber ?

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diszxchat
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Re: [1.3.7] "Project Resurrection" Mod (V.2.5 RELEASED ; V.3.0 W.I.P...)

Postby diszxchat » Thu Jul 13, 2017 12:48 pm

Please note that the update may get further delayed. Due to... issues that needs to be fixed.

Anyways, "With Base Game" will likely be discontinued.

Sorry for everyone who have been waiting for V.3.0,

Have a great day!

- Diszxchat

P.S:
Spoiler
Image


EDIT:

Although V.5.0 is not in development yet, we will show you a sneak preview.

Spoiler
Image
You should know what SCP it is. ;)

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diszxchat
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Re: [1.3.7] "Project Resurrection" Mod (V.2.5 RELEASED ; V.3.0 W.I.P...)

Postby diszxchat » Tue Jul 18, 2017 9:48 am

Development is going slow so far but going well.

There might be comparison so just keep an eye out.

Spoiler
Image

The darkness has just began...

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UnluckyCharms
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Re: [1.3.7] "Project Resurrection" Mod (V.2.5 RELEASED ; V.3.0 W.I.P...)

Postby UnluckyCharms » Thu Jul 27, 2017 5:16 am

I have a question regarding rooms and room generation. Would it be possible to allow the opening of a whole new series of randomly generated rooms on the opposite of the office that you first enter after the intro?
Image

I think this would open up more possibilities regarding the addition of extra rooms.
If this is possible, I think it would be a great idea to turn it into a reality.
I've been playing SCP - Containment Breach since v0.2

_(_)_
(´?`)
/(. .)\
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/ \

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Vane Brain
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Re: [1.3.7] "Project Resurrection" Mod (V.2.5 RELEASED ; V.3.0 W.I.P...)

Postby Vane Brain » Tue Aug 01, 2017 6:57 am

UnluckyCharms wrote:I have a question regarding rooms and room generation. Would it be possible to allow the opening of a whole new series of randomly generated rooms on the opposite of the office that you first enter after the intro?
Spoiler
Image


I think this would open up more possibilities regarding the addition of extra rooms.
If this is possible, I think it would be a great idea to turn it into a reality.

It would need a lot of coding to do that. Because of how it currently programmed
Image

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DL_Baryonyx
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Re: [1.3.7] "Project Resurrection" Mod (V.2.5 RELEASED ; V.3.0 W.I.P...)

Postby DL_Baryonyx » Tue Aug 15, 2017 2:58 pm

Can we expect v3.0 to be released soon or ?

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Re: [1.3.7] "Project Resurrection" Mod (V.2.5 RELEASED ; V.3.0 W.I.P...)

Postby ashadttt » Tue Aug 15, 2017 11:45 pm

DL_Baryonyx wrote:Can we expect v3.0 to be released soon or ?


maybe the 20th or some-date

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diszxchat
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Re: [1.3.7] "Project Resurrection" Mod (V.2.5 RELEASED ; V.3.0 W.I.P...)

Postby diszxchat » Thu Aug 17, 2017 10:50 am

Just to let you know that I'm VERY busy with my school. And no, the development is going very SLOWLY.
I will try continuing the development probably on 1st September.

As of the development, the main priority is getting SCP-006 function in-game. Then, I will work on other features as well.

For the SCP-006 event, I would work on auto-mode doors since the code (they are heavily copied from security gateway) is very long. Just because of coping the code and pasting it would just make the door work like the security gateway is just a no. Sure, the door might close but not having the player between the hallway.

Why did I say auto-mode doors? You will find out why... If you could figure it out.


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