Link's fixed. You can go check it but I won't. By the way, isn't that signature too big? Thouht the dimension were around 100 x 100.AnarchySystems wrote:The mod looks fine so far but the D-Class files are rich with motion files, but if you need more here are two thousand motion capture files. http://www.thetrailerspark.com/download ... U/Library/
Re: Multiplayer mod?
#262Its finished? Can I have a download link if it is finished,I suddenly was thinking you finished already. If not,then tell me if you're out of ideas or lack of motivation,minty fresh ideas can increase motivation for creation.Maybe because I have green energy powered brain so idea bulb is always on. Just kidding, its powered by nuclear power,so I never sleep (I do rarely sleep,because I can't normaly
*true story*)
Aaaaaand....I don't focus here on this topic. Sorry. So,what's the progress? I wasn't able to follow this forum,I had 404 errors and other trash...

Aaaaaand....I don't focus here on this topic. Sorry. So,what's the progress? I wasn't able to follow this forum,I had 404 errors and other trash...
Working projects:
Spoiler
Re: Multiplayer mod?
#263Dax, quit drinking so much coffee.
Also, double post. Might want to fix that.
Also, double post. Might want to fix that.
Re: Multiplayer mod?
#264Really?InnocentSam wrote:I'd imagine 2D would be quite hard in a 3D enginemrpeanut188 wrote:2D can be a bitch though.![]()
Try doing anything isometric. I really just can't understand it if it's not 3D isometry.
It's just a triangle with a point facing down. It's a right-angle triangle if the object is square.
You can also look up how to calculate more dimensions for isometric.
And as for 2D, it just requires so much calculation. For a good game you will try to implement things like shadows,
anti-lag (movement prediction), and a LOT of other things. Most things in 3D are both hard and basic knowledge,
so they are reused a LOT.
Re: Multiplayer mod?
#265I was ultra bored but nevermind that,and something was wrong. I just write something and later I facepalm while reading it.Ltn Vasquez wrote:Dax, quit drinking so much coffee.
Also, double post. Might want to fix that.
I fell so awkward ><
Working projects:
Spoiler
Re: Multiplayer mod?
#267Haha... er... well, Dax is still taking forever on this.Deathbox wrote:I don't suppose you're looking for any beta testers?
Dax, you going to address this issue on Beta Testers?
Re: Multiplayer mod?
#268I don't have a clue what is going on right now I'm starting a new project.Ltn Vasquez wrote:Haha... er... well, Dax is still taking forever on this.Deathbox wrote:I don't suppose you're looking for any beta testers?
Dax, you going to address this issue on Beta Testers?
I'm going with adressing issue on beat Testers.

Working projects:
Spoiler
Re: Multiplayer mod?
#269I was thinking of something, how about the first to go in the small server room will be trapped in there and when another player goes in the server room,
the player already in there will look at move to the middle and right there is 096. And then 096 will get up and the person stuck in the room will be able to
move again, but they will die of 096, and then the other player will have to do what they do in the server room in singkeplayer.
What you think/ I just noticed I made a wall of text.
the player already in there will look at move to the middle and right there is 096. And then 096 will get up and the person stuck in the room will be able to
move again, but they will die of 096, and then the other player will have to do what they do in the server room in singkeplayer.
What you think/ I just noticed I made a wall of text.
Re: Multiplayer mod?
#270Just a thing, SCP:CB was for survival horror on your own. Having a buddy beside you reduces alot of scare, what would make the multiplayer good and keep its scare is constantly making the players split up.