Alright, just go aheadMr. Guy wrote:No, not as I am aware of. And it would not be needed anyways since the animation does not have any special things like rolling on the floor.PXLSHN wrote:[quote="Mr. Guy"}BTW: Do you make the HitBoxes by animation (so that the HitBoxes will move to the certain position where the bones are)?
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#542WAZUUUP!
Can u plz fix a bug with dissapearing textures!
<3 ur mod a lot!
Plz fix
Can u plz fix a bug with dissapearing textures!
<3 ur mod a lot!
Plz fix
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#543We've known about this bug and try to optimize the mod (for stable game requires a quantum computer)LegendaryRaccoon wrote:WAZUUUP!
Can u plz fix a bug with dissapearing textures!
<3 ur mod a lot!
Plz fix
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#544If you need a "Quantum Computer" to play the mod then it shouldn't even be released until the problem is fixed.Vane Brain wrote:We've known about this bug and try to optimize the mod (for stable game requires a quantum computer)LegendaryRaccoon wrote:WAZUUUP!
Can u plz fix a bug with dissapearing textures!
<3 ur mod a lot!
Plz fix
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#545For v0.2 we will port mod to dx 9 or 11. We think this will fix lagging.SyphenTV wrote:If you need a "Quantum Computer" to play the mod then it shouldn't even be released until the problem is fixed.Vane Brain wrote:We've known about this bug and try to optimize the mod (for stable game requires a quantum computer)LegendaryRaccoon wrote:WAZUUUP!
Can u plz fix a bug with dissapearing textures!
<3 ur mod a lot!
Plz fix
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#546ಠ_ಠI don't think you understand what DirectX is.Vane Brain wrote:For v0.2 we will port mod to dx 9 or 11.
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#547ಠ_ಠI second Mark here.CommanderPro100 wrote:ಠ_ಠI don't think you understand what DirectX is.Vane Brain wrote:For v0.2 we will port mod to dx 9 or 11.
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#548Good luck getting Hybrid to compile a working executable if you'll be using that.
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#549I think it might have been a joke.SyphenTV wrote:If you need a "Quantum Computer" to play the mod then it shouldn't even be released until the problem is fixed.Vane Brain wrote:We've known about this bug and try to optimize the mod (for stable game requires a quantum computer)LegendaryRaccoon wrote:WAZUUUP!
Can u plz fix a bug with dissapearing textures!
<3 ur mod a lot!
Plz fix
𝙱𝚕𝚒𝚝𝚣𝟹𝙳 𝙴𝚛𝚛𝚘𝚛(!): 𝙿𝚛𝚎𝚜𝚜𝚒𝚗𝚐 𝚝𝚑𝚎 𝚋𝚞𝚝𝚝𝚘𝚗 𝚛𝚊𝚙𝚒𝚍𝚕𝚢 𝚒𝚜𝚗'𝚝 𝚐𝚘𝚒𝚗𝚐 𝚝𝚘 𝚖𝚊𝚔𝚎 𝚝𝚑𝚎 𝚎𝚕𝚎𝚟𝚊𝚝𝚘𝚛 𝚖𝚘𝚟𝚎 𝚏𝚊𝚜𝚝𝚎𝚛.
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#550I'm pretty sure it wasn't, since whenever I run the mod my game lags to shit. Especially when I get 70+ FPS in Containment Breach normally.Hubbawubba64 wrote:I think it might have been a joke.SyphenTV wrote:If you need a "Quantum Computer" to play the mod then it shouldn't even be released until the problem is fixed.Vane Brain wrote: We've known about this bug and try to optimize the mod (for stable game requires a quantum computer)