Re: Containment Breach Unity Edition (2016) - Indev build 2 is out! (10.29.16)
#121he's new to the game, he probably does not know what "BoH" is. It's a mod which contains extra scp's... so this is nothing we should talk about right now?
box of horrors is a cool mod but what i think will happen is that the more this game gets developed modders will bgin to show interest and if i remember correctly zonor plans to add a working modding apiGIMLI_2 wrote:he's new to the game, he probably does not know what "BoH" is. It's a mod which contains extra scp's... so this is nothing we should talk about right now?
having a V.2 of containment breach would be awsome as youve been suggesting but i beleive its zor's title and hes already said he wants to develop his own story at least (one of the early posts beleive)Inclination wrote:I honestly would think that since this is zor's take at the game, he should develop his own SCP's that would provide a better story and challenge than what we have currently with the useless SCP-1074 (sorry juanjpro).
Hmm, maybe he should have some of the more intellectually advanced SCP's somehow form a master plan of escape. Maybe these SCP's could be entirely new monsters (as I've mentioned before) that are drawn to the facility for all the strange anomalies contained within it. Of course this magnetism would be due to some benefit they'd receive from the SCP's. In my opinion, this could be power that they gain control over them from some sort of symbiotic possession, which when combined with their basic power extends the SCP's normal abilities at some point in the game, both ramping up the difficulty as the player progresses, and creating a whole new story at the same time.Inclination wrote:I honestly would think that since this is zor's take at the game, he should develop his own SCP's that would provide a better story and challenge than what we have currently with the useless SCP-1074 (sorry juanjpro).
That's...actually not a bad idea.Zackonark wrote:Hmm, maybe he should have some of the more intellectually advanced SCP's somehow form a master plan of escape. Maybe these SCP's could be entirely new monsters (as I've mentioned before) that are drawn to the facility for all the strange anomalies contained within it. Of course this magnetism would be due to some benefit they'd receive from the SCP's. In my opinion, this could be power that they gain control over them from some sort of symbiotic possession, which when combined with their basic power extends the SCP's normal abilities at some point in the game, both ramping up the difficulty as the player progresses, and creating a whole new story at the same time.Inclination wrote:I honestly would think that since this is zor's take at the game, he should develop his own SCP's that would provide a better story and challenge than what we have currently with the useless SCP-1074 (sorry juanjpro).
A new SCP, in my opinion, would add an air of mystery and discovery to the game since adding pre-established SCP's is marred by the fact that every single one of their documents can be found online. This fact is also doubled if said new SCP happens to also be the cause of the mass containment breach.
I know I'd invest more time in the story if such happened.
Code: Select all
Added / Changed:
Upgraded to Unity 5.4.2
Cool "fan light" effect to room2 hallway with fan
Door frame mesh
Door mesh model!
GetLastLocation() function in dimension
Generic function to create hallway for a room in worldgen
Function to open and close doors behind the player
Options menu for mouse acceleration, brightness, and a couple of graphics options
PickupDatabaseEditor now uses generic ModuleDatabaseEditor.ShowStoredAssetList(), and also uses the other generic database methods
Increased 173's max speed from 15 m/s to 45 m/s
Optimized the world loading functions somewhat
Player now accelerates and decelerates
Added percentage indicator to loading screen
Resized loading screen text to be easier to read
Better glass shader
Unity's new post processing stack! Implemented AO and HDR, as well as color correction to allow true brightness changes.
Inventory UI now highlights where to put the item, not where not to
173 can now move diagonally, and faces the player after moving
Fixed:
Fixed 173_opt floor collider being too high
Separated broken tables in 173_opt so that they can be sucked into 106's distortion effect
Modified 173_opt - stairs railing is now a separate mesh with mesh collider to give better visibility detection for 173
Fixed the room grid array not being extended correctly when resized during world generation
Fixed some SCP signs with duplicated UV maps
173 warping through doors. Added a "door blocker" that immediately enables when closing doors, blocking 173 from traveling through the pathfinding grid
Bug where pausing and restarting the game, then pausing again in a new game would make the game get stuck in an infinite paused state
Decreased grid size and fixed portals in 173_opt
Fixed 173 floating above stairs by clamping it to the ground; may need more work
Pedestal in 1123 and 178 rooms now solid
I will l spend alot of time testing this and since the bugs are mostly coding you can expect alot of pm's with the output logs, ill be posting the bug reports here just without the logs for other users sake and I encourage anyone with a coding error that's already found ti send the logs in a pm.zornor90 wrote:Indev v0.2.1 is out!
New features:
Settings menu! Still very buggy. Used mostly for testing at the moment, a real settings system with .ini file is in the works!
Using Unity's new post-processing stack to make the lighting incredible. These can get pretty intensive, feel free to disable them in the settings if it lags your machine.
Player now accelerates and decelerates between sprint and walk, and is somewhat faster when running
You can now open / close doors behind the player!
Lots of fixes
Link: 64-bit | 32-bit
Let me know what you guys think! As always, please let me know about any bugs you find, how the game feels, and give any suggestions you think might help. Going forward, I will take a few days off, and then spend about a week polishing some known issues as well as any newly discovered bugs. Then it's off to getting SCP-1499 to work to get equipment system and dimension system up and running!
Partial Changelog:Code: Select all
Added / Changed: Upgraded to Unity 5.4.2 Cool "fan light" effect to room2 hallway with fan Door frame mesh Door mesh model! GetLastLocation() function in dimension Generic function to create hallway for a room in worldgen Function to open and close doors behind the player Options menu for mouse acceleration, brightness, and a couple of graphics options PickupDatabaseEditor now uses generic ModuleDatabaseEditor.ShowStoredAssetList(), and also uses the other generic database methods Increased 173's max speed from 15 m/s to 45 m/s Optimized the world loading functions somewhat Player now accelerates and decelerates Added percentage indicator to loading screen Resized loading screen text to be easier to read Better glass shader Unity's new post processing stack! Implemented AO and HDR, as well as color correction to allow true brightness changes. Inventory UI now highlights where to put the item, not where not to 173 can now move diagonally, and faces the player after moving Fixed: Fixed 173_opt floor collider being too high Separated broken tables in 173_opt so that they can be sucked into 106's distortion effect Modified 173_opt - stairs railing is now a separate mesh with mesh collider to give better visibility detection for 173 Fixed the room grid array not being extended correctly when resized during world generation Fixed some SCP signs with duplicated UV maps 173 warping through doors. Added a "door blocker" that immediately enables when closing doors, blocking 173 from traveling through the pathfinding grid Bug where pausing and restarting the game, then pausing again in a new game would make the game get stuck in an infinite paused state Decreased grid size and fixed portals in 173_opt Fixed 173 floating above stairs by clamping it to the ground; may need more work Pedestal in 1123 and 178 rooms now solid
Yay the update has been released! Also I thought of a cool console command you can add (if you have console... if you do i cant open it because for some weird reason the FN and F3 key (FN on some laptops you have to press or it will do the other thing the key is for which is shown as a picture on the same key) Whenever I try to open console with F3 it changes my brightness (idk if its the keyboard im using for my surface or if its because of something else and it does it for both SCP Containment Breach and SCP Unity Breach... reason it could be the keyboard is because i used to use the keyboard that came with the surface and it let me open console but the problems with that keyboard was the mouse messed up a lot and it sometimes would spam letters. Well i was eating noodles and i accidentally spilled it all over the keyboard causing it to break. The surface didnt get wet because i took the keyboard off and had the keyboard on the chair while my surface was on the arm of my chair and my dog jumped up onto the chair from the opposite arm of the chair and she tried to make room for herself and when i said her name she jerked her head up and it knocked the bowl out of my hands and right onto the keyboard. Now i use a different keyboard and i think the FN key doesnt work and neither does Q. When i try using FN for F3 it doesnt work and neither does it when i use it for Left arrow which would use the Home thing which i need in Universe Sandbox 2 to go to the biggest object in the simulation. FN doesn't work for F3 or Left arrow but they do work without FN so its probably FN) but the command is colored fog. SCP had it but idk if its gone or doesnt work but I do have the update on my flash drive and will try later because im in school and about to go to next class.zornor90 wrote:Indev v0.2.1 is out!
New features:
Settings menu! Still very buggy. Used mostly for testing at the moment, a real settings system with .ini file is in the works!
Using Unity's new post-processing stack to make the lighting incredible. These can get pretty intensive, feel free to disable them in the settings if it lags your machine.
Player now accelerates and decelerates between sprint and walk, and is somewhat faster when running
You can now open / close doors behind the player!
Lots of fixes
Link: 64-bit | 32-bit
Let me know what you guys think! As always, please let me know about any bugs you find, how the game feels, and give any suggestions you think might help. Going forward, I will take a few days off, and then spend about a week polishing some known issues as well as any newly discovered bugs. Then it's off to getting SCP-1499 to work to get equipment system and dimension system up and running!
Partial Changelog:Code: Select all
Added / Changed: Upgraded to Unity 5.4.2 Cool "fan light" effect to room2 hallway with fan Door frame mesh Door mesh model! GetLastLocation() function in dimension Generic function to create hallway for a room in worldgen Function to open and close doors behind the player Options menu for mouse acceleration, brightness, and a couple of graphics options PickupDatabaseEditor now uses generic ModuleDatabaseEditor.ShowStoredAssetList(), and also uses the other generic database methods Increased 173's max speed from 15 m/s to 45 m/s Optimized the world loading functions somewhat Player now accelerates and decelerates Added percentage indicator to loading screen Resized loading screen text to be easier to read Better glass shader Unity's new post processing stack! Implemented AO and HDR, as well as color correction to allow true brightness changes. Inventory UI now highlights where to put the item, not where not to 173 can now move diagonally, and faces the player after moving Fixed: Fixed 173_opt floor collider being too high Separated broken tables in 173_opt so that they can be sucked into 106's distortion effect Modified 173_opt - stairs railing is now a separate mesh with mesh collider to give better visibility detection for 173 Fixed the room grid array not being extended correctly when resized during world generation Fixed some SCP signs with duplicated UV maps 173 warping through doors. Added a "door blocker" that immediately enables when closing doors, blocking 173 from traveling through the pathfinding grid Bug where pausing and restarting the game, then pausing again in a new game would make the game get stuck in an infinite paused state Decreased grid size and fixed portals in 173_opt Fixed 173 floating above stairs by clamping it to the ground; may need more work Pedestal in 1123 and 178 rooms now solid
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