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Re: v1.3.2 Errors

We found that saves from 1.3.1 are broken in 1.3.2 after some commits that Regalis did, without testing the game. Save support in question... Since the changelog on GitHub states that the medibay is being improved, does that mean a different NPC than the BoH one? Now I don't like GitHub... because ...

Re: v1.3.2 Errors

Vane Brain wrote:We found that saves from 1.3.1 are broken in 1.3.2 after some commits that Regalis did, without testing the game. Save support in question...
Since the changelog on GitHub states that the medibay is being improved, does that mean a different NPC than the BoH one?

Re: v1.3 Update

(I seriously hope that the console doesn't get removed though.) (I seriously hope that you're not being serious.) Anyway it's more likely they just added the option to disable the console while in-game. The console is good for people who want to mess with 20 SCP-096's. Seems like the medibay gets a...

Re: v1.3 Update

diszxchat wrote:Why Cheat Console is disabled or removed?

Maybe you need to enter a secret name so that console command can be enabled.
Maybe it is getting disabled in Keter and Euclid modes (I seriously hope that the console doesn't get removed though.)

Re: [1.3.X] More SCPS Mod (V.2.0 Released!)

The lighting for SCP-409 seems to be a bit off though. (409 is completely dark despite there being a light below it) Also, you really should change 1074 to match the plot set by 1162. That's because of the texture quality. Since FastExt is removed, it became darker. I don't think 1074 plot should b...

Re: Few Suggestions for 1.3.2

*snip* I agree with you, I think it would be a good idea to add 009, 020 and 409 to the main game. However, 020 actually needs to be deadly in the main game, since in the BoH mod, it merely serves as eye-candy for the night vision goggles. While seeing 005 in the game would be neat, it would be use...

Re: [1.3.X] More SCPS Mod (V.2.0 Released!)

Just tested the mod and it's good that these SCP's are being brought back.

However, the lighting for SCP-409 seems to be a bit off though. (409 is completely dark despite there being a light below it)
Also, you really should change 1074 to match the plot set by 1162, so it fits better,

Re: [1.3.1] 008 Containment Chamber doesn't always spawn

Well, then that's another thing I have to look at (I will probably add a system to force some rooms to spawn that are needed for gameplay, if they aren't spawned). Couldn't you just set the spawn rate for 008's containment chamber to 100 in that rooms file? Then there will be a lot of this rooms Oh...

Re: [1.3.1] 008 Containment Chamber doesn't always spawn

BTW: If 008's chamber doesn't spawn, then you should actually be able to just walk past checkpoint2. You aren't. Well, then that's another thing I have to look at (I will probably add a system to force some rooms to spawn that are needed for gameplay, if they aren't spawned). Couldn't you just set ...

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