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Re: Dev Topic #4

Posted: Mon Aug 24, 2015 11:33 pm
by juanjp600
Brunou8 wrote:Coding AI in newer engines is much more simple.
That's debatable.

Re: Dev Topic #4

Posted: Tue Aug 25, 2015 11:32 am
by Regalis
undead003 wrote:Wouldn't it be more appropriate for the MTF to speak cleanly in person? I could rerecord all of the lines I did and provide both clean & radio speech. Just my opinion.

Also, I'd like to add my own radio filter to ItsDuke (the person that voices the MTF currently, for those who don't know)'s lines so that the radio sound between his and my speech is consistent, but he's not around the forum atm. I don't know if it's okay to just take his raw sounds from SoundCloud & radiofy them for the game. :doubt:
I guess it would make more sense, but I also think the distorted radio effect makes them sound much more ominous. It could be explained with some hand-waving, maybe the masks are plated with telekill alloy which muffles their real voices or something...

Technically the license allows you to take the ItsDuke's recordings and do pretty much whatever you like with them. Whether ItsDuke approves of it is another matter, but I doubt he'd have a problem with it, considering that they were recorded exactly for that purpose (adding a radio filter on top of them and putting them in the game).
juanjpro wrote:
Brunou8 wrote:Coding AI in newer engines is much more simple.
That's debatable.
This. I've been programming NPC AIs at work using Unity and an AI engine called RAIN for the past few months, and nothings more annoying than spending hours and hours guessing why some pre-made component isn't doing what I expect it to do or why a simple AI mover component is allocating gazillion megabytes of memory per seconds. At least I can take a look at the actual code and see if I can figure out what the problem is when I'm using Blitz.

Re: Dev Topic #4

Posted: Tue Aug 25, 2015 11:42 am
by undead003
Regalis wrote:I guess it would make more sense, but I also think the distorted radio effect makes them sound much more ominous. It could be explained with some hand-waving, maybe the masks are plated with telekill alloy which muffles their real voices or something...

Technically the license allows you to take the ItsDuke's recordings and do pretty much whatever you like with them. Whether ItsDuke approves of it is another matter, but I doubt he'd have a problem with it, considering that they were recorded exactly for that purpose (adding a radio filter on top of them and putting them in the game).
The best way to see if it's good (or better) is to try it. I'll get on it when I get home.

My throat was pretty sore yesterday, though. I feel much better today, but I'll try to be wary about pushing my voice too much...

EDIT: I did two clips, one not so intense and one intense. I think those are good enough to demonstrate what the MTF will sound like in person throughout the game.

Re: Dev Topic #4

Posted: Tue Aug 25, 2015 4:39 pm
by AveryLP
I know that I probably already have asked that but what will come with 1.2?(Just the number of SCP's, not exactly which ones beside 966)

Re: Dev Topic #4

Posted: Tue Aug 25, 2015 5:54 pm
by AgentParadox
AveryLP wrote:I know that I probably already have asked that but what will come with 1.2?(Just the number of SCP's, not exactly which ones beside 966)
The thing with SCP Containment Breach, is that the updates are meant to be a surprise. You'll see once the update comes out. It's only a short wait now.

My best guess is that there'll be 2 or 3, as is standard with every update. (Except with the 1.0 family which introduced 4 SCPs in 1.0 (SCP-939, SCP-860, SCP-066, SCP-970) and another (SCP-1048) in 1.0.4)

Re: Dev Topic #4

Posted: Tue Aug 25, 2015 6:13 pm
by AveryLP
KirbyMario12345 wrote:
AveryLP wrote:I know that I probably already have asked that but what will come with 1.2?(Just the number of SCP's, not exactly which ones beside 966)
The thing with SCP Containment Breach, is that the updates are meant to be a surprise. You'll see once the update comes out. It's only a short wait now.

My best guess is that there'll be 2 or 3, as is standard with every update. (Except with the 1.0 family which introduced 4 SCPs in 1.0 (SCP-939, SCP-860, SCP-066, SCP-970) and another (SCP-1048) in 1.0.4)
Wasn't 0.5 another exception? Because I think that no SCP's were added in 0.5 but I don't know because I wasn't playing SCP:CB yet when 0.5 came out.
I just am kinda hyped for 1.2 for some reason but then again, you are right with the update surprise.

Re: Dev Topic #4

Posted: Tue Aug 25, 2015 10:38 pm
by superarmandbros
SCP Containment Breach for me personally has been losing focus gradually. All these new SCP's and new events make you forget that the main antagonist is SCP 173. I was thinking that in the next update, Regalis could possibly make SCP 173 far more aggressive (i.e appear in a lot more rooms). Most scares I get in the game are from 173, so I think it's a shame he's being forgotten more and more...


But hey, that's just my opinion. What do you guys think?

Re: Dev Topic #4

Posted: Tue Aug 25, 2015 11:22 pm
by Hubbawubba64
superarmandbros wrote: But hey, that's just my opinion. What do you guys think?
Good idea.

Re: Dev Topic #4

Posted: Tue Aug 25, 2015 11:53 pm
by Cridone
superarmandbros wrote:SCP Containment Breach for me personally has been losing focus gradually. All these new SCP's and new events make you forget that the main antagonist is SCP 173. I was thinking that in the next update, Regalis could possibly make SCP 173 far more aggressive (i.e appear in a lot more rooms). Most scares I get in the game are from 173, so I think it's a shame he's being forgotten more and more...


But hey, that's just my opinion. What do you guys think?
That sounds terrible, actually. I meet SCP-173 a lot already and ACTUALLY disable him because he's annoying as hell, so no.

Re: Dev Topic #4

Posted: Wed Aug 26, 2015 12:05 am
by CommanderMark
AveryLP wrote:Wasn't 0.5 another exception? Because I think that no SCP's were added in 0.5 but I don't know because I wasn't playing SCP:CB yet when 0.5 came out.
0.3, .5 and .6 didn't add any new SCPs.