Re: SCP - Nine Tailed Fox Mod (v0.0.1)

#171
SyphenTV wrote: Ah. All right. You might want to take some time to learn it. It may help, since I'm guessing C++ has more capabilities then BlitzBasic (the language you use when using Blitz3D), and is WAAAY more stable then Blitz. If you do want a language to learn that I find interesting, I'm jumping with MonocleBios on this, you might wanna learn Python.

Also, the File is named "SCP CB Nine Tiled Fox" or whatever. Tailed is spelled wrong.

And, whenever I try to load a map, it sometimes MAV's, way more then the normal game.
Actually I fixed the name of the file (I did it right now).
But what you are meaning it's crashing then it loads a map? Do you mean a map by SCP:CB random generated or a map made by the map creator?
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Re: SCP - Nine Tailed Fox Mod (v0.0.1)

#172
!! WARNING: MUST READ!! YOU NEED TO READ TO PLAY THE MOD !!

PXLSHN forgot to add "Capture It.ttf", the font, into the mod. Here's what you need to do.

-----
1. Go to the GFX folder in the folder you put the mod in. For me, it would be "SCP - Containment Breach 1.1.5\GFX".

2. Find the fount "cour.ttf".

3. Copy it (Right click, and click copy, DO NOT PRESS "CUT")

4. Paste it on your desktop (Right Click and click Paste).

5. Rename it "Capture It", but do not remove the ".ttf"

6. Copy it again, and paste it inside the Containment Breach directory. (For me, it would be "SCP - Containment Breach\GFX\")

7. Go back to the main folder.

8. Go into the folder named "NineTailedFoxMod"

9. Go into the folder named "GFX" (For me, "SCP - Containment Breach\NineTailedFoxMod\GFX")

10. Paste it there.

11. Play the Mod BY Double-Clicking the Exe File that has "Nine Tailed Fox Mod" in it.

It's the Courier Font, but it'll do.
Last edited by Nehpys on Fri Aug 21, 2015 3:17 pm, edited 1 time in total.

Re: SCP - Nine Tailed Fox Mod (v0.0.1)

#173
PXLSHN wrote:
SyphenTV wrote: Ah. All right. You might want to take some time to learn it. It may help, since I'm guessing C++ has more capabilities then BlitzBasic (the language you use when using Blitz3D), and is WAAAY more stable then Blitz. If you do want a language to learn that I find interesting, I'm jumping with MonocleBios on this, you might wanna learn Python.

Also, the File is named "SCP CB Nine Tiled Fox" or whatever. Tailed is spelled wrong.

And, whenever I try to load a map, it sometimes MAV's, way more then the normal game.
Actually I fixed the name of the file (I did it right now).
But what you are meaning it's crashing then it loads a map? Do you mean a map by SCP:CB random generated or a map made by the map creator?
It is a CB Generated map. I'm guessing it's because the mod, or game, is a bit buggy with the new stuff. You might want to look over the code you got and iron, and smooth it out. Other then that, it's probably my computer, lol.

Re: SCP - Nine Tailed Fox Mod (v0.0.1)

#174
SyphenTV wrote:!! WARNING: MUST READ!! YOU NEED TO READ TO PLAY THE MOD !!

PXLSHN forgot to add "Capture It.ttf", the font, into the mod. Here's what you need to do.

-----
1. Go to the GFX folder in the folder you put the mod in. For me, it would be "SCP - Containment Breach 1.1.5\GFX".

2. Find the fount "cour.ttf".

3. Copy it (Right click, and click copy, DO NOT PRESS "CUT")

4. Paste it on your desktop (Right Click and click Paste).

5. Rename it "Capture It", but do not remove the ".ttf"

6. Copy it again, and paste it inside the Containment Breach directory. (For me, it would be "SCP - Containment Breach\GFX\")

7. Go back to the main folder.

8. Go into the folder named "NineTailedFoxMod"

9. Go into the folder named "GFX" (For me, "SCP - Containment Breach\NineTailedFoxMod\GFX")

10. Paste it there.

11. Play the Mod BY Double-Clicking the Exe File that has "Nine Tailed Fox Mod" in it.

It's the Courier Font, but it'll do.
Good advice, right now I will put it into the NineTailedFoxMod Archive.

EDIT: If you already installed the archive, then you don't have to download it again: Here's the link of the "Capture it" font: https://mega.nz/#!qNcgWTYA!tSMFve8-_vzt ... 1HDz0-tTRg
Put it in "GFX\", not in "NineTailedFoxMod\GFX\", then it should work.
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Re: SCP - Nine Tailed Fox Mod (v0.0.1)

#176
SyphenTV wrote:Right, well, it seemed that it was trying to load it from the GFX folder of the game. You might want to check what you put in the code.

Or, it was probably just my eyes. Still worth checking out.
Before I made a seperate folder I put all that stuff inside the original game's folders. That's why I forgot to move "Capture it.ttf" from the original folder to the seperate folder (I simply forgot to put it in the archive as I ignored the "GFX" folder).
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Re: SCP - Nine Tailed Fox Mod (v0.0.1)

#177
PXLSHN wrote:
SyphenTV wrote:Right, well, it seemed that it was trying to load it from the GFX folder of the game. You might want to check what you put in the code.

Or, it was probably just my eyes. Still worth checking out.
Before I made a seperate folder I put all that stuff inside the original game's folders. That's why I forgot to move "Capture it.ttf" from the original folder to the seperate folder (I simply forgot to put it in the archive as I ignored the "GFX" folder).

Yeah, don't worry about it. Just move and correct everything as needed, then you can release another bugfix/version/bigfixes. Like I said, you might want to look over your code and test the game for yourself, a bit.

Re: SCP - Nine Tailed Fox Mod (v0.0.1)

#178
SyphenTV wrote:
PXLSHN wrote:
SyphenTV wrote:Right, well, it seemed that it was trying to load it from the GFX folder of the game. You might want to check what you put in the code.

Or, it was probably just my eyes. Still worth checking out.
Before I made a seperate folder I put all that stuff inside the original game's folders. That's why I forgot to move "Capture it.ttf" from the original folder to the seperate folder (I simply forgot to put it in the archive as I ignored the "GFX" folder).

Yeah, don't worry about it. Just move and correct everything as needed, then you can release another bugfix/version/bigfixes. Like I said, you might want to look over your code and test the game for yourself, a bit.
I did it, but I just missed that, the bug itself got fixed, the file was simply missing. Next version I put that font in the seperate folder (I updated the 0.0.1 link on the first page with that font already inside it).
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Re: SCP - Nine Tailed Fox Mod (v0.0.1)

#180
slender1200 wrote:The alpha is already amazing. I can't wait to see the full version where you kill things. I saw in the files the 457 test model, is the black 106 gonna be the final SCP-457 with flames and a different texture, or will there be a different model?
Currently it will be a placeholder, but I think :106:-Model is fitting for 457 with a different texture and flames.

@All of you guys: Please report any bugs you can find, but make sure they are not occuring at the vanilla version.
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