1. They won't follow you to the forest, the door closes instantly after you've stepped into the forest leaving them in the facility.Agent Ulgrin wrote:2 problem(s) remains now.
1. How will this affect SCP-106 and SCP-096, wouldn't they just teleport next to the player when they enter the forest?
2. Using noclip trough the walls and door would be rather impossible due to the player being teleported there (or it's an event?)
2. You would only be teleported to the forest if you go through the portal when the door is open, and I don't see how that is a problem, just don't go through the portal if you don't want to end up in the forest. :)
That sounds really good, would you mind sending me the code? The current drawportal looks okay after I made the camera in the forest rotate depending on the angle from which the portal is being viewed, but the pixellation still looks pretty bad when going through the door.juanjpro wrote:And by the way, I found the old 860 implementation I made before, and made this:SpoilerThe DrawPortal doesn't look like a simple sprite anymore :) I also applied the texture to the room itself for testing purposes, but that shouldn't be in the final version.
I don't think it spoils anything; as long as it looks convincing, it makes no difference how the effect is done "under the hood". For example, I haven't heard anyone complaining about the fact that you teleport into a completely different room when the lights go out after the intro.Agent Ulgrin wrote:I am aware of that others will probably see our little chit-chat that spoils it sadly.
The player slides down the slope if he tries to climb outside the path. I admit that it feels a bit weird that D-9341 can't climb up a slope that any normal person could, but making the bumps even steeper than now would look bad and take it too far from the picture in the article. I can't think of a better way to do it - making the forest so thick that the player can't fit past the trees would hurt the FPS and probably look weird, so I guess preventing the player from climbing the bumps is a compromise I'll have to make.Agent Ulgrin wrote:Question now remains, what happens if the player tries to climb the height map/the little bumps? And about the trees appearing behind the player and aswell as the path separating etc.
Thanks, I actually picked up these already and put them in. I took the liberty of editing them a bit though (and mixed them with some of the other tracks you've made):FireFox wrote:SCP-860 Ambience by FireFox
SCP-860 Ambience Danger by FireFox
These are two Tracks I came up with some months ago.
The first is the general background track and the second one starts when the monster starts chasing the player. The chase track doesn't start playing until the player sees the monster, so it doesn't automatically tell the player that the monster is chasing him. Constructive criticism is more than welcome.
This is pretty much the kind of sounds I had in mind, thanks for pointing it out!Omniary wrote:Oh! I just found an ambient clip I sent you not too far back Regalis. It was actually intended for the Office Zone, but it seems like it's pretty good for some distant sort of bird call. It's under the same name as I sent it to you. (https://soundcloud.com/redacted-2/ambient11)