Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.1.0) The Big Update

#604
The mod is looking great, but there is a new problem (you probably already know)
There are MAV's EVERYWHERE! I turned on the low quality models, turned off the video, made the graphics low, I did everything. Nothing worked. And if you quit the game, and load a game back up, you can't use your weapons. I also try using the console to go to other rooms, but it won't let me. So a map creator for the mod would be useful for people that want to see the new events. But the new intro is very well done.
Don't worry about your son, he will be sent to the deep dark depths in no time.

[1.2.2/1.2.3]SCP - Nine Tailed Fox Mod (v0.1.0) The *Useless* Update

#606
So, version 0.1.0 for this mod has released, and it comes with a multitude of, you guessed it, SHIT!

I am going to put my 10 minute experience of the mod (before it ended in an Memory Access Violation) of the Intro and a minute of game play.


SYSTEM SPECS (CLICK HERE)


INTRO PROBLEMS:
Spoiler
*Takes forever to enter the Facility - Seriously. Shorten the intro, or make it so you and the other unites have to run to enter it, like a real militaristic squad would most likely do, checking the corners and such.

*See things outside the map - Due to doors and stuff not spawning (and just by looking around), you can see things outside the map. (I.E, before the elevator to Gate A in the facility. You can see a Sprite in the sky.)

*Things don't spawn in the intro - Doors and stuff aren't there. No NPC's, parts of the environment: GONE.

*Can't tell the time period - The player has no clue of when it takes place. How long is it before D-9341 gets to Gate A? Why is there no one there?

*Shooting teammates in intro stop them - If you shoot one of the MTF Units with you in the intro, they stop permanently. They won't move after that, they'll just keep looking at you.

*Animation troubles in introduction - MTF's sometimes stand up instead of sit in the intro.

*The facility isn't full in introduction - You can see below and outside the map in the introduction.

*Sounds stopping in the intro - In the introduction, if you go into the pause menu and come out, sounds stop until you go into and out of it again.

*Outside the helicopter in the intro - In the introduction, textures outside the helicopter are clipping.
AFTER INTRO:
Spoiler
*After the intro, the other MTF Units will not move - When you get off of the elevator, the other MTF Units won't move. Seriously?

*Gate A door has no collision - Walking into the blast door after the intro at Gate A will cause you to phase through it out of the map.

*Bullet holes flicker - If you shoot a bullet at a wall or door, they will flicker very fast. if you turn away, they will disappear.

*Buttons don't work with guns - If you have the P90 or the Pistol out, you can't press buttons. It will shoot the button instead of pressing it.

*Memory Access Violations - When you aproach SCP-860's chamber, you get an MAV. Actually, no matter what you do (Compatibility settings, running as admin,) you get MAV's fucking EVERYWHERE. And I've never had MAV troubles with Containment Breach, for as far as I know.

*Full-screen incompatibilities - If you go into full-screen on Windows 10, the bottom half of the screen flickers like crazy.

*MAV troubles in introduction - If you turn off the intro you get an MAV.

*Loading screen paragraphs - You have no time to read the paragraphs you put to describe the SCP's in the loading screens. Really?

*Animation troubles in introduction - MTF's sometimes stand up instead of sit in the intro.

*The facility isn't full in introduction - You can see below and outside the map in the introduction.

*Sounds stopping in the intro - In the introduction, if you go into the pause menu and come out, sounds stop until you go into and out of it again.

*Outside the helicopter in the intro - In the introduction, textures outside the helicopter are clipping.

*Animation trouble with guns - If you run out of ammo, you still play the firing animation even though it makes a clicking noise, that signals no ammo.

*The cross hair is too big - the cross hair is too big and bulky. The only way to hit things are if you get the tiny ass space in the middle on the target. A more effective method is just fucking spraying bullets at the enemy and hope you hit them. Allow the player to customize the cross hair. Thickness, size, color, look overall.
OTHER:
Spoiler
*Font usage - If you're seriously going to use these fonts (Capture It and Plane Crash) thinking their good, at least use them in good locations. Using one of them in the loading screens do not go well with the Courier font. Same with the main menu. Find a better font.

*Pressing Q is too god damn annoying to switch weapons - You really should let the player use the mouse wheel to change weapons. If not that, at least the number keys 1, 2, 3 and 4.

*Sounds are too loud - Some sounds are WAY TOO FUCKING LOUD. They drown out other things. (I.E: The Helicopter drowning out all the voices in the intro.)

*Shorter then other MTF - I don't know if it's just me, but it's weird how the other MTF's are the same height, then you're just there, the same height as D-9341.

*Achievement box in menu - In the menu, the achievement box slider looks and works very weird.

*Half of the voice commands don't work - Seriously? Half of them don't work, and it's retarded how some of them work only with the gas mask off. All of them are pretty much telling your teammates shit. Force the gas mask on. (Don't let the player have the option to take it off in game, cut down the overlay a bit so you can actually fucking see. The gas masks for the MTF are different the one D-9341 gets.

*Class-D system can be more in-depth. - Really, make it a bit more in-depth. Make it so you actually can use them for recapturing SCP-106, or other SCP's. (For 106 for example, you can capture one and use him as a lure subject.)
SUGGESTIONS:
Spoiler
*106 Capturing - For 106's capture, how about making that in-depth? Spread it through a 25% rate. 25% (out of 100) 106 won't be captured, 25% D-9341 would have already captured him, 25% D-9341 captured, but released him (requiring a new lure subject), and 25%, the system would be locked up by 079, so you need to make a deal with it to unlock the mechanism to lock 106 up.

Okay, and one last thing:
-------------------------------------
Now if you would please listen, the mod is buggy. Really. And it is bad in it's state. You should really have put more effort and work into this "Big Update" then what's already in. It's more like you released something half-assed then something you would seriously release and call it, good. Even in early stages. You should've put more effort and actually tested the mod yourself before releasing it.

This mod has serious potential. You can do so much, only if you take your time. Don't go "Eh, it's good enough." and procrastinate. It's alright to take a long time between updates, as long as you take your time, and do things right. Take your time.


EDIT: Why do you have the option to remove the gas mask? Why can't you make it this?:

http://www.thespecialistsltd.com/files/gas_mask1.jpg

That would be a way more effective version of the gas mask. And when you equip it, have an animation of the character putting it on, and have a faded black border around the sides of the screen. For the gas mask in containment breach basically, I can understand why personnel would use that gas mask. But for militarized groups like the MTF? Yeah, hell no.

EDIT:
Why aren't the gloves the same as the other MTF's? Couldn't you just take the arm models from the MTF model, and animate those for the first person? Kind of awkward how it's sort of a half-assed Counter-Strike: Source textured/modeled arms.

EDIT:
Can you try to make this a bit more compatible with newer versions of windows? Probably not possible, but would be good if you attempted.

Re: [1.2.2/1.2.3]SCP - Nine Tailed Fox Mod (v0.1.0) The Big Update

#607
SyphenTV wrote: Now if you would please listen, the mod is buggy. Really. And it is bad in it's state. You should really have put more effort and work into this "Big Update" then what's already in. It's more like you released something half-assed then something you would seriously release and call it, good. Even in early stages. You should've put more effort and actually tested the mod yourself before releasing it.

This mod has serious potential. You can do so much, only if you take your time. Don't go "Eh, it's good enough." and procrastinate. It's alright to take a long time between updates, as long as you take your time, and do things right. Take your time.
On the mod not works super team of coders who can do everything without bugs (because the coder is only one). This is already can be a problem from the engine. And we spent a lot of time and effort to make things work, but... the bugs... they always appear later. And if we do all things that you want from mod, then you would have to wait until mid-summer.
SyphenTV wrote: EDIT:
Why aren't the gloves the same as the other MTF's? Couldn't you just take the arm models from the MTF model, and animate those for the first person? Kind of awkward how it's sort of a half-assed Counter-Strike: Source textured/modeled arms.
MTF arm model will be very low polygon
SyphenTV wrote: EDIT:
Can you try to make this a bit more compatible with newer versions of windows? Probably not possible, but would be good if you attempted.
[/quote]
In our team, no one installed Windows 10.
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Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.1.0) The Big Update

#608
slender1200 wrote:The mod is looking great, but there is a new problem (you probably already know)
There are MAV's EVERYWHERE! I turned on the low quality models, turned off the video, made the graphics low, I did everything. Nothing worked. And if you quit the game, and load a game back up, you can't use your weapons. I also try using the console to go to other rooms, but it won't let me. So a map creator for the mod would be useful for people that want to see the new events. But the new intro is very well done.
We are sorry about that. We know that intro is not well done and MAV apear. We will try fix(<-I don't like saying it. because we can't deal immediately with all the bugs and their causes. :'( ).
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Re: [1.2.2/1.2.3]SCP - Nine Tailed Fox Mod (v0.1.0) The Big Update

#609
Vane Brain wrote: On the mod not works super team of coders who can do everything without bugs (because the coder is only one). This is already can be a problem from the engine. And we spent a lot of time and effort to make things work, but... the bugs... they always appear later. And if we do all things that you want from mod, then you would have to wait until mid-summer.
I understand there is one programmer (and to my understanding, it is PXLSHN), but that doesn't mean he couldn't fix all if not most of the bugs in this version now. (You can even see people complaining about MAV's and shit BEFORE me, for example.)

I also understand there are bugs and problems. But, like I said, that doesn't mean that they couldn't have been ironed out. As far as I know, I even mentioned keeping the mod stable in a very early thread page.

And about fixing things, I can understand if we have to wait a while. But Mid-summer? I feel like that's a bit of a stretch (funny, since i just said the programmer(s) needed to take their time). PXLSHN could at least try and fix up the mod so it doesn't MAV 24/7. Seriously. It's unplayable.
Vane Brain wrote: MTF arm model will be very low polygon
I....what? What does that have to do with changing the MTF arms viewmodel. Unless you were going to say that the current MTF arms would be low quality (poly, whatever). If so, that's fine. Low quality models/textures shouldn't really matter unless it REALLY bothers you. What should matter is the bugs.
Vane Brane wrote: In our team, no one installed Windows 10.
Then get someone to install Windows 10. Or emulate it. I could help. Lots of people here could help. Many people here have Windows 10. :)