Re: [1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#831
TheSecretiveStallion wrote:
CommanderPro100 wrote:
MagicalSpacePotato wrote:Also, what the hell do you mean by "decal generator" ?
Outside of shooting class-Ds, all you can do in the mod with guns is spam bullet-hole decals on walls.
All you can do different from the vanilla game, i take it you mean.
Yeah I know you can only shoot ClassDs now, but I found out how to do hitboxes which are being animated (by tracking the position of the specific bones), so I will do hitboxes and the HP system for multiple NPCs in the 0.2.0 version.
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Re: [1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#832
UPDATE: So the CO-OP is making progress but not much, as my version of SCP: CB doesn't allow me to debug, which is horrible to a programmer. Anyways, I'll tell you guys what to expect.

First Version:
-Going to be extremely buggy
-Chat system will be very early in development.
-NPCs will most likely target the host, but that is unconfirmed.
-Intro will be disabled.
-Movie will be disabled.
-No settings to edit when creating the server.

This will draw back 2.0.0 but it will be worth it.
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Re: [1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#833
Mr. Guy wrote:UPDATE: So the CO-OP is making progress but not much, as my version of SCP: CB doesn't allow me to debug, which is horrible to a programmer. Anyways, I'll tell you guys what to expect.

First Version:
-Going to be extremely buggy
-Chat system will be very early in development.
-NPCs will most likely target the host, but that is unconfirmed.
-Intro will be disabled.
-Movie will be disabled.
-No settings to edit when creating the server.

This will draw back 2.0.0 but it will be worth it.
Have fun.
Mr. Guy wrote:as my version of SCP: CB doesn't allow me to debug
Any why is this exactly?

Re: [1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#839
ahim wrote:it's been over 3 months and the update still didn't releasse....
Right now, as I seen it, he has made great progress with SCP:CB. But, I'm not allowed to say any details about what is going to happen. But, on the status of the Co-op, I've been having trouble with .ini files. Once, that is sorted out, I'll be able to continue to do the rest.

P.S. ENDSHN has done more than needed.
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Re: [1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#840
Alright guys,
this isn't really a update post (a little bit maybe). I just wanted to let you know about the fact that the NTF mod will change/add some mechanics. Here's a list of the new/planned mechanics (and of course the changed ones too).
  • The kevlar vest will regain armor points instead of the player wearing it (will be changed to that the player will directly get the points instead of having it to carry in the inventory)
  • You will not be able to shoot while you are running
  • Gun knockback will be added
  • The guns now have an ironsight
  • It will be a bit harder to control the player once he is running
  • The player will not be able to run in the directions left, right and back
  • The player has more Stamina
  • Gasmask and the radios will become 100% useless (the player will have a gasmask on all the time and he also already has a headset on)
  • Picking up a gun will automatically add the ammo (similar to the kevlar vest)
  • The weapon selection system will be different (similar to Cry of Fear), this also includes selecting keycards, wearing a hazmat suit and stuff
These are pretty much all new/changed mechanics which are being planned. But the reason why I post this is because I want to know if there are any suggestions about these mechanics or if there are any mechanics I should not implement into the mod.
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