Re: SCP - Containment is Magic Mod

#1503
deonix36 wrote:why not? imo, the new version (1.0) is worse than an old 0.3BB.
Not throwing anyone here under the bus in particular, but there have been a few questionable additions to the mod itself in 1.0, this is true. While I did say personal touches were important, the additions of room that do basically nothing and crash the game as soon as you enter it seem a bit...odd, to be honest. Though, I digress, there really is nothing wrong with having those rooms, it just seems odd. For example, we added a new "Offices" room that features the names of a few of the people that worked on this project. Why don't we simply convert the offices room that already exists, or delete the pre-existing office room and replace it with the version that was just created?

Plus, some of the loading screens feature LTF's/SCP's that aren't even in the game. (Specifically speaking about Tirek, though I know there are more). It's cool to have in-universe lore like that, but it utterly serves no purpose otherwise.

Sorry if I'm sounding harsh; it's certainly NOT the approach I was going for. Let's just chalk up most of the things I said for "Future Changes".
Here's my Google Drive: https://drive.google.com/?urp=http://ww ... zAzS3JiVnc

Well, it should be, anyway.

Re: SCP - Containment is Magic Mod

#1504
Sparta_Creeper wrote:
deonix36 wrote:why not? imo, the new version (1.0) is worse than an old 0.3BB.
Not throwing anyone here under the bus in particular, but there have been a few questionable additions to the mod itself in 1.0, this is true. While I did say personal touches were important, the additions of room that do basically nothing and crash the game as soon as you enter it seem a bit...odd, to be honest. Though, I digress, there really is nothing wrong with having those rooms, it just seems odd. For example, we added a new "Offices" room that features the names of a few of the people that worked on this project. Why don't we simply convert the offices room that already exists, or delete the pre-existing office room and replace it with the version that was just created?

Plus, some of the loading screens feature LTF's/SCP's that aren't even in the game. (Specifically speaking about Tirek, though I know there are more). It's cool to have in-universe lore like that, but it utterly serves no purpose otherwise.

Sorry if I'm sounding harsh; it's certainly NOT the approach I was going for. Let's just chalk up most of the things I said for "Future Changes".
I think the updated setout and the updated features are so much better than the 0.6.6 or whatever it was that the 0.3B/BB was in...
I lead the SCP Auchenharvie Splinter.
Current Rank: Class C - Containment Specialist (Level 4).
Tester: Box of Horrors, SCP-CIM, N.T.F.
I develop the Future Horror Mod
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Re: SCP - Containment is Magic Mod

#1506
I know the rooms crash the game which is why I disabled them, but they got re-enabled again, because when we combine our updated stuff we sometimes don't get the newest parts of one into the other, so that's why the rooms appear still. But, it is a pain because I can't really do much to fix it an then test it because my GPU has suffered heat damage last Wednesday... :(
My YouTube account: https://www.youtube.com/user/BoltBarkingatthemoon
I know my avatar isn't exactly 'creative'. It's mostly so bronies can identify it but non-bronies have no idea.

Re: SCP - Containment is Magic Mod

#1508
Sparta_Creeper wrote:
deonix36 wrote:why not? imo, the new version (1.0) is worse than an old 0.3BB.
Not throwing anyone here under the bus in particular, but there have been a few questionable additions to the mod itself in 1.0, this is true. While I did say personal touches were important, the additions of room that do basically nothing and crash the game as soon as you enter it seem a bit...odd, to be honest. Though, I digress, there really is nothing wrong with having those rooms, it just seems odd. For example, we added a new "Offices" room that features the names of a few of the people that worked on this project. Why don't we simply convert the offices room that already exists, or delete the pre-existing office room and replace it with the version that was just created?

Plus, some of the loading screens feature LTF's/SCP's that aren't even in the game. (Specifically speaking about Tirek, though I know there are more). It's cool to have in-universe lore like that, but it utterly serves no purpose otherwise.

Sorry if I'm sounding harsh; it's certainly NOT the approach I was going for. Let's just chalk up most of the things I said for "Future Changes".
Anyway, the mod is totally unfinished, and the original SCP too. Better to don't play it yet. I understand you need more people to do the mod much better, but who wants to do all of this? No one knows.

Re: SCP - Containment is Magic Mod

#1509
Considering the lack of people out there willing to do work like this, and considering we aren't entirely drawing large crowds to us, it's going to take us much longer to actually get everything done. True, more people could be needed, but we already have SCP:CIM and WillWow_mc. With only two people actually good at coding/animating/modeling, it's is going to take us a lot longer to get anything done, but we will get it done. It's just going to take us considerably longer.
Here's my Google Drive: https://drive.google.com/?urp=http://ww ... zAzS3JiVnc

Well, it should be, anyway.