Will she roam freely in the factory or will she be in a room then? :oMirocaine wrote:That Same Anon wrote:then the game would be too hard
It'll be different, players who want to get Ending E will have to understand the danger of keter based reality benders. It WILL require studying on several foundation tales to get around her (hint: GOC reality bender profiles..). I'm sure some will be frustrated, or even scared, but it'll ultimately make one of the hardest pieces in the puzzle of the plot, even harder to get.
TL;DR: you'll have to swap up your game play understanding a lot when you meet her.
Re: Dev Topic #4
#322all i get for that on google is Dr. Ronald Stimpson's personnel file.Mirocaine wrote:(hint: GOC reality bender profiles..)
I Survived SCP-106's Pocket Dimension And All I Got Was This Stupid ID Card
Re: Dev Topic #4
#323Halls of scarlet red - 009 potentially, or perhaps something involving 096Mirocaine wrote:A poem for 1.0:
Halls of Scarlet Red, yarn thats for you
here or there, I just want to talk to my son!
Whether frozen vats or wet basins, forget not
what just happened moments ago.
Teeth, claws, a-1 replica, oh god - No..
blue mists, blue key, yellow eyes in the forest.
Déjà vu or was I here before through these corridors?
Sleep no more, here is what you're for,
grinding gears of rot and wear, relic of a long lost
there is no escape
All of them are stalking you now..
Whether frozen vats - Unknown, slight nod to 409?
Teeth, claws, a
Déjà vu or was I here before - 970
aaaaaaaaaaaAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Re: Dev Topic #4
#324Regalis, could you please give us an exact release date for 1.0?
Playing SCP : Containment Breach since v0.6.5.
My favorite SCP's: Pretty much all of them

My favorite SCP's: Pretty much all of them

Re: Dev Topic #4
#325... guy, an exact release date is unpredictable, even for the maker of the game. ive read somewhere that it will be released around mid july, but i dont know if this is actually true.AveryLP wrote:Regalis, could you please give us an exact release date for 1.0?
Re: Dev Topic #4
#326AveryLP wrote:Regalis, could you please give us an exact release date for 1.0?
Release date... near the 20 of July, I hope for that.Regalis wrote:Anyhow, I promise the update will be out by the end of next month {July} (at the latest).
Waiting... Waiting is hard.
You are like an annoying house fly! Buzz buzz buzzbuzz- Slap! It's time to swap the fly!
Re: Dev Topic #4
#327AveryLP wrote:Regalis, could you please give us an exact release date for 1.0?
http://youtu.be/0d6yBHDvKUw
Re: Dev Topic #4
#328I don't mind waiting. Patience pays. Please Regalis, take as much time as you need to perfect version 1.0 
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History is written by the victor~Winston Churchill
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History is written by the victor~Winston Churchill
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Re: Dev Topic #4
#329Yeah, sorry to keep you guys waiting, but it's looks like the release will be at the end of this month (so about three weeks to go). There's still some programming and sound work to be done on the new SCPs additions, and on top of that, I recently got some new SCP models from Mirocaine and I definitely want to include them in the update as well. :) The promo video by Lotims Productions should also be ready by the end of this month, and it would make sense to release both at same time.
I've spent the past week doing some optimization and it's given the game a major performance boost. The game used to run at around ~35-40 FPS on my PC, now it's stable at 50 FPS. There's also a lot less random FPS drops, mostly thanks to some major changes in the MTF pathfinding AI (I've done some major improvements to rest of the AI as well, not just the pathfinding).
- The rooms behind the player (outside the camera view) are now hidden, which cut down the time it takes to render the world for about 30%. Rendering was the largest single cause for the performance issues, so the effect is quite significant.
- The previous MTF pathfinding tried to find the complete path all the way to the target room, which obviously wasn't good for performance. Now it just finds the the path to the closest room that is closer to the target room than their current position. Also, the actual pathfinding algorithm is only used if the MTF are close enough to the player, otherwise they're just teleported to the next room.
- Linepicks/entitypicks are used much more sparingly (as they're pretty expensive). There was some really retarded stuff involving entitypicks especially in the NPC code, such as doing a pick to determine if an NPC can see the player, and then doing the exact same pick in the Shoot()-function to determine whether the shot hit the player or not.
- I replaced most of the "create a pivot, position it at NPC's coordinates, point it towards something and do an entitypick/get the angle" -parts with much faster vector calculations
Speaking of the MTF, Mirocaine finished Night's MTF model and it's now added. I also decided to use the same model for the guards, although I changed the head and did some texture changes.
The guards
The textures still need some tweaking: the vest looks distorted, the knee pads look horrible and the E-11 (Epsilon-11) tag is a leftover from the MTF texture.
The MTF
Still need to add normal maps. I think I'll also try some kind of glow effect for the lenses.
I've spent the past week doing some optimization and it's given the game a major performance boost. The game used to run at around ~35-40 FPS on my PC, now it's stable at 50 FPS. There's also a lot less random FPS drops, mostly thanks to some major changes in the MTF pathfinding AI (I've done some major improvements to rest of the AI as well, not just the pathfinding).
- The rooms behind the player (outside the camera view) are now hidden, which cut down the time it takes to render the world for about 30%. Rendering was the largest single cause for the performance issues, so the effect is quite significant.
- The previous MTF pathfinding tried to find the complete path all the way to the target room, which obviously wasn't good for performance. Now it just finds the the path to the closest room that is closer to the target room than their current position. Also, the actual pathfinding algorithm is only used if the MTF are close enough to the player, otherwise they're just teleported to the next room.
- Linepicks/entitypicks are used much more sparingly (as they're pretty expensive). There was some really retarded stuff involving entitypicks especially in the NPC code, such as doing a pick to determine if an NPC can see the player, and then doing the exact same pick in the Shoot()-function to determine whether the shot hit the player or not.
- I replaced most of the "create a pivot, position it at NPC's coordinates, point it towards something and do an entitypick/get the angle" -parts with much faster vector calculations
Speaking of the MTF, Mirocaine finished Night's MTF model and it's now added. I also decided to use the same model for the guards, although I changed the head and did some texture changes.
The guards
The textures still need some tweaking: the vest looks distorted, the knee pads look horrible and the E-11 (Epsilon-11) tag is a leftover from the MTF texture.
The MTF
Still need to add normal maps. I think I'll also try some kind of glow effect for the lenses.
Re: Dev Topic #4
#330Thanks for the update! 
Really eager to see how it all turns out.
Best of luck with the upcoming release.
Really eager to see how it all turns out.
Best of luck with the upcoming release.

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SCP Containment Breach Sound Designer.
Favourite SCP is SCP-1845-1.