Good idea. It's not necessarily vital at this point. Unless the game is extremely un-optimized (which I wouldn't expect from a programmer like you and MonocleBios)answer42 wrote:I think I'll postpone the scalable multithreading for now, and focus on the other parts of the game mechanics, then make changes later to make use of TBB.
Re: SCP: Containment Breach C++ Conversion
#72I'm really digging the tree-climbing feature, it feels almost as if I'm walking straight up the trunks.tux3 wrote:Hello everyone !
I'm new to the forum, I discovered this game like 5 days ago, I really loved it but the loading was so painfully slow, and I always wanted to code a game in 3D, so I tryed to make my own C++ conversion.
Well it's not technically a conversion since I dind't looked at the Blitz code, I just rewrote it from scatch. Then I discovered the forums and saw this thread.
Anyway here is what I've done, I hope you'll like it.
https://mega.co.nz/#!HgJEhKrI!ar5pTm7S7 ... McRGOt1Y7M
You don't have to put it in the game folder, it runs as is.
It's made in C++ wih the 3D engine Irrlicht (supports OpenGL, DirectX and software rendering natively).
I've also heard somewhere that Irrlicht could execute some Blitz3D code, but I'm not entirely sure about it.
At the moment the engine, bascic physics and launcher are ready (game reads/save config in config.ini) and the in-game menu is almost finished.
It still lacks AI, random level generation, inventory and save system though.
All the models I used are from the original game, there is one version (SCPP-SB) that just loads the room from the game's intro and another (SCPP-CB-forest) that loads 860's forest map.
PS:Source is not included, I can upload it if someone is interested.
10/10 better than the original!
Re: SCP: Containment Breach C++ Conversion
#73Just a stupid question... What type of graphical enhancements will be available after the engine update?
Cuz CB would look too friggin cool with shaders.
Cuz CB would look too friggin cool with shaders.
Re: SCP: Containment Breach C++ Conversion
#74Github?InnocentSam wrote:What's that thing called where other devs can upload changes\improvements? Do that
"... your rubber ducky has also gone AWOL, captain."
Re: SCP: Containment Breach C++ Conversion
#75I̶ ̶c̶a̶n̶'̶t̶ ̶f̶a̶p̶ ̶t̶o̶ ̶t̶h̶i̶s̶.̶ CB's lighting style is 2 kool for shading.MrGuilkeyFace wrote: Cuz CB would look too friggin cool with shaders.
Re: SCP: Containment Breach C++ Conversion
#76Which version is the C++ type of the game on right now?
Edit: Lol. Just noticed it is just the menu screen.
Edit: Lol. Just noticed it is just the menu screen.
Re: SCP: Containment Breach C++ Conversion
#77I have a dream where SCP:CB
Can be played on anything anywhere on any way Fully not just parts of it but the full everything made for every coding system, operating systems,consoles,phone and anything other

Can be played on anything anywhere on any way Fully not just parts of it but the full everything made for every coding system, operating systems,consoles,phone and anything other
Re: SCP: Containment Breach C++ Conversion
#78So I was thinking, after CB has been ported, can we throw out bump-mapping? I honestly think it looks horrible. Switching it out for high-quality texture filtering would be nice.
Also, for dynamic lighting (Like in places that have light, Gate B for example) there should be low quality shadows, due to the fact that the game should be supported on devices with less processing power. By low quality, I mean like just a round "Circle" shadow that doesn't take much processing to render.
Finally, I think that the blink system should be improved, like if 173 is behind a wall and you can't see him, he can still move but not into your line of site.
Any other ideas?
Also, for dynamic lighting (Like in places that have light, Gate B for example) there should be low quality shadows, due to the fact that the game should be supported on devices with less processing power. By low quality, I mean like just a round "Circle" shadow that doesn't take much processing to render.
Finally, I think that the blink system should be improved, like if 173 is behind a wall and you can't see him, he can still move but not into your line of site.
Any other ideas?
Re: SCP: Containment Breach C++ Conversion
#79The wonders of HTML5...thekill9714 wrote:I have a dream where SCP:CB
Can be played on anything anywhere on any way Fully not just parts of it but the full everything made for every coding system, operating systems,consoles,phone and anything other
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Re: SCP: Containment Breach C++ Conversion
#80SCP in full direct x 9...
Im liking this idea!
3DP CB 


