Uhm yeah, probably, I implemented this because it would be more realistic as the MTF Units have scopes with a green texture as a sight and why not adding the feature that you can actually see with it. Having a scope which shows simply a green texture would be really pointless, so I implemented it. It's pretty much just for realistic purposes.AveryLP wrote:Ability to finally 360 noscope in SCP:CB?
Cool, we already can smoke wee....I mean SCP-420-J in it so why not also 360 noscope Class-D's
This game and it's mods turn more MLG with each day...
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#492When will this version come out?? I'm so excited
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#493We wanted to release on Halloween. But... We may have to postpone release. Still not finished the new Intro and SCP'sEliteCadre wrote:When will this version come out?? I'm so excited
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#494I remember a long time ago, there was a suggestion to add Dr. Clef.
This is basically how it went, in his room, there would be a shotgun, gas mask, battery's, things like that. Sometimes Clef would not be in there, and you can take his stuff, if he was, he would give you a hint if you walked in there, if you ran in there, he would shoot you. I think that this would be a good way to add the shotgun, but if he is in there, he can act as an ally, and shoot some enemy's himself.
EDIT: Found the original. viewtopic.php?f=5&t=3802&p=81749&hilit=clef#p81749
This is basically how it went, in his room, there would be a shotgun, gas mask, battery's, things like that. Sometimes Clef would not be in there, and you can take his stuff, if he was, he would give you a hint if you walked in there, if you ran in there, he would shoot you. I think that this would be a good way to add the shotgun, but if he is in there, he can act as an ally, and shoot some enemy's himself.
EDIT: Found the original. viewtopic.php?f=5&t=3802&p=81749&hilit=clef#p81749
Don't worry about your son, he will be sent to the deep dark depths in no time.
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#495Good, but not in 0.1.0. We can't do what we want for version 0.1.0slender1200 wrote:I remember a long time ago, there was a suggestion to add Dr. Clef.
This is basically how it went, in his room, there would be a shotgun, gas mask, battery's, things like that. Sometimes Clef would not be in there, and you can take his stuff, if he was, he would give you a hint if you walked in there, if you ran in there, he would shoot you. I think that this would be a good way to add the shotgun, but if he is in there, he can act as an ally, and shoot some enemy's himself.
EDIT: Found the original. viewtopic.php?f=5&t=3802&p=81749&hilit=clef#p81749
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#496Alright, now I know what the lags are really causing:
The lags as you guys already said were from the new rooms, but it's not the onliest thing.
I played a custom map with only my new rooms (GateAEntrance and Zone 3 hallways too) and there weren't any lags. So my conclusion about this is, that the lags are depending on how the rooms will be generated in the map (for example how many rooms with many details will be generated next to each other, etc...). I'm trying to find a solution for this bug.
The lags as you guys already said were from the new rooms, but it's not the onliest thing.
I played a custom map with only my new rooms (GateAEntrance and Zone 3 hallways too) and there weren't any lags. So my conclusion about this is, that the lags are depending on how the rooms will be generated in the map (for example how many rooms with many details will be generated next to each other, etc...). I'm trying to find a solution for this bug.
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#497Good to know this bro i hope solution will work about this ;) impatient to see the next update !
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#498Still struggling with the Intro (it had to be redone again). Also, room3ct still lag, so perhaps my "improvements" will not be included in this update (although zombies can walk through the tunnels).
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#499Maybe temporary remove the rooms that causes lag?
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#500We've done this with version 0.0.3 (the game does not generate room3ct).caxanga334 wrote:Maybe temporary remove the rooms that causes lag?