Re: SCP:CB Inventory Mod

#11
yonzo_rikuo wrote:but can we put items in the big inventory one?
If you mean the old inventory, no, it's just there because it doesn't get in my way when I'm developing.

I've done some refactoring on my code and enabled the S-NAV with a few tweaks. Tiresome. Also thinking about making the S-NAV truly "handheld". Expect some crappy placeholder models in the future!
Spoiler
Image
Last edited by Hakkla on Sat Apr 04, 2015 9:49 pm, edited 1 time in total.
SCP-079, SCP-294 & other models / SCP:CB Inventory Mod
I confirm you can win SCP:CB on Keter using only a keycard.

Re: SCP:CB Inventory Mod

#12
Obsolete post. Please check first post.
Spoiler
RELEASE TIME FOR SCP:CB INVENTORY MOD 0.1!

Gimme gimme gimme!
SCPCB Inventory Mod 0.1.zip

Installation:
Decompress file on SCP:CB directory. Overwrite the old files.

Known issues:
  • Only works properly on the first game started.
  • Loading time is massive as all documents are being loaded.
  • You get up from your bed in the intro at SANIC SPEED.
  • No inventory sounds.
  • There's a "backpack" and a boxfile in SCP-173's chamber for no discernible reason.
  • Can't pick up vests, kits, bottles, cups and radios.
  • Documents are transparent on black pixels.
  • Strange and 18V batteries behave like 9V batteries.
  • Origami isn't created and cigarettes disappear.
  • A MAV if you open the inventory when looking at SCP-860's test door.
  • SCP-1025's harmless for now (no, really).
  • Items can be combined even when their storage is inactive.
  • Item scales in storage may not be realistic.
  • Some item wear icons can obscure slot borders.
Noteworthy information:
  • Putting a S-NAV on 914 at 1:1 gives you the same S-NAV with another colour.
  • Dropping a Hazmat Suit doesn't yet spawn a folded model of the suit.
  • Source code not officially documented, browse at your own risk.
Last edited by Hakkla on Sat Apr 04, 2015 9:46 pm, edited 4 times in total.
SCP-079, SCP-294 & other models / SCP:CB Inventory Mod
I confirm you can win SCP:CB on Keter using only a keycard.

Re: SCP:CB Inventory Mod

#13
So, I found four more bugs. Correct me if I list of one of the things you mentioned Hakkla, but I wanted to mention these.

1. You can only use both hands when you have the backpack on.

2. Putting a battery in a navigator doesn't completely fill it with energy.

3. An item isn't picked up instanty, so it takes a lot of clicks. Amount if clicks varies.

4. Log #3, (the third log found in SCP-860-01) spawns in the intro cell
I think I am the only one who hates SCP-CIM (The mod) and Scp Forums breach

Re: SCP:CB Inventory Mod

#16
SyphenTV wrote:
CLgaming wrote:It takes me five minutes to pick up a keycard and a gas mask alone.

11/10

wheres a juan when you need a juan

*Sees this*

Best mod 10/10 would wait again.


Seriously. My game crashed picking up a level 2 keycard.


900/10.
CLgaming wrote:This is still an early access thing though, so I won't bash its absurd amount of bugs.

Otherwise, great mod. I love it. :D
STEAM
## LOG OFF.

Re: SCP:CB Inventory Mod

#17
Thank you all for testing the mod and giving feedback. Now:
penpen110 wrote:So, I found four more bugs. Correct me if I list of one of the things you mentioned Hakkla, but I wanted to mention these.

1. You can only use both hands when you have the backpack on.

2. Putting a battery in a navigator doesn't completely fill it with energy.

3. An item isn't picked up instanty, so it takes a lot of clicks. Amount if clicks varies.

4. Log #3, (the third log found in SCP-860-01) spawns in the intro cell
First of all, thank you for the detailed post.

1. There's no "left" and "right" hands, there's just your "carry" which is the double-bordered slot. Single bordered slots is what you're wearing. Or, bottom row of slots is worn items, top row of slots is held items (you can only hold one item at once). Wearing an item also encompasses actively using items, such as reading a document.

2. That's intentional, though in retrospective it may not make much sense. Currently 9V batteries replenish around 33% of S-NAV energy. I've already added 18V batteries and these replenish around 66%, though they only fit in the S-NAV 310 (not the 300).

3. You and others seem to mind this a lot. In fact, in all my tests, items are picked up instantly, but the hand icon has a slightly larger range than the pick up function. Get closer to the item if you can't pick it up. The only place clicks are a bit iffy is the boxfile\archiver interface, and I haven't yet pin-pointed why.

4. Can't reproduce this bug, I always get a "Class D Orientation Leaflet", even when downloading the mod as an end-user. SCP:CB can do weird things. Did this happen more than once?
CLgaming wrote:It takes me five minutes to pick up a keycard and a gas mask alone.
You were probably in hand icon range but not in pick range. Read above. I'll fix it on the next update.
SyphenTV wrote:Seriously. My game crashed picking up a level 2 keycard.
Can't reproduce this bug. I've always tested picking up a "Level 2 Key Card" by going to the "room2testroom2" (the chamber whose glass is broken by SCP-173), and it never crashed SCP:CB for me. Can you give additional details?
SyphenTV wrote:900/10
CLgaming wrote:11/10
Thanks, you're too kind.
SCP-079, SCP-294 & other models / SCP:CB Inventory Mod
I confirm you can win SCP:CB on Keter using only a keycard.

Re: SCP:CB Inventory Mod

#19
Obsolete post. Please check first post.
Spoiler
RELEASE TIME FOR SCP:CB INVENTORY MOD 0.2!

Gimme gimme gimme!
SCPCB Inventory Mod 0.2.zip

Installation:
Decompress file on SCP:CB directory. Overwrite the old files.

Known issues:
  • Only works properly on the first game started, and ignores menus.
  • Loading time and memory usage are large as all documents are being loaded.
  • No inventory or item sounds.
  • Can't pick up kits, bottles, cups and radios.
  • Item scales in storage may not be completely realistic.
  • Dropping a Hazmat Suit spawns the creepy upright model of the suit.
Change log:
  • Loaded items are displayed at program start for your viewing pleasure.
  • Item pick range should be closer to hand icon range.
  • Closing the inventory before dropping an item drops the item.
  • Intro plays out as expected using the new inventory.
  • Documents display correctly in the new inventory.
  • The backpack and boxfile are more realistically placed.
  • All documents in 914 at Fine or Very Fine turn into Origami.
  • Strange and 18V batteries implemented.
  • The S-NAV 310 Navigator now uses 18V batteries; these replenish ~66% energy.
  • SCP-1025 is now fully "lethal". Can be interacted just like the boxfile.
  • Added eyedrops and ballistic vests.
  • Items created by transforming SCP-420-J in 914 implemented.
  • SCP-860's door interacts correctly with the new inventory.
  • Items whose storage is not active can no longer be interacted with.
  • Some item wear icons improved.
Noteworthy information:
  • Putting a S-NAV in 914 at 1:1 gives you the same S-NAV with another colour.
  • Source code not officially documented, browse at your own risk.
Last edited by Hakkla on Sat Apr 04, 2015 9:47 pm, edited 2 times in total.
SCP-079, SCP-294 & other models / SCP:CB Inventory Mod
I confirm you can win SCP:CB on Keter using only a keycard.