Re: v1.3 Update

#551
I love it. The fact you have to do things in each zone to get out of them is AMAZING. Not to mention, the fact 049 actually has a role now and isn't just a one-time wasted npc is pretty great.

I was recording a full run of the game, i still haven't figured out how to get out of the heavy containment zone yet, it's fun to actually have to figure out things like this again.

It's a bit unstable sometimes, but otherwise it's pretty awesome, amazing job. :)
Sad_ness wrote:
tl;dr: 049 appears before being let out, and a random glitch that probably had to do with me using console commands
This is because you're noclipping and triggering several events. Don't noclip if you want to actually play/bugtest properly. 049 does not appear normally until he's triggered to do so in that security room.
sup

roger copy bravo tango mango

Re: v1.3 Update

#552
Irontaco wrote:I love it. The fact you have to do things in each zone to get out of them is AMAZING. Not to mention, the fact 049 actually has a role now and isn't just a one-time wasted npc is pretty great.

I was recording a full run of the game, i still haven't figured out how to get out of the heavy containment zone yet, it's fun to actually have to figure out things like this again.

It's a bit unstable sometimes, but otherwise it's pretty awesome, amazing job. :)
Sad_ness wrote:
tl;dr: 049 appears before being let out, and a random glitch that probably had to do with me using console commands
This is because you're noclipping and triggering several events. Don't noclip if you want to actually play/bugtest properly. 049 does not appear normally until he's triggered to do so in that security room.
Got a link for me to watch your recordings?

Re: v1.3 Update

#557
KirbyMario12345 wrote:The Dr Maynard 005 note is still in the files. It should be removed if it isn't actually used.
If you haven't noticed, a LOT of stuff is in the files that isn't actually used. I don't see why they haven't been removed any, would save a bit of space.

Re: v1.3 Update

#558
SyphenTV wrote:
KirbyMario12345 wrote:The Dr Maynard 005 note is still in the files. It should be removed if it isn't actually used.
If you haven't noticed, a LOT of stuff is in the files that isn't actually used. I don't see why they haven't been removed any, would save a bit of space.
Yeah, probably...
sorry
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Re: v1.3 Update

#559
Irontaco wrote:I love it. The fact you have to do things in each zone to get out of them is AMAZING. Not to mention, the fact 049 actually has a role now and isn't just a one-time wasted npc is pretty great.

I was recording a full run of the game, i still haven't figured out how to get out of the heavy containment zone yet, it's fun to actually have to figure out things like this again.

It's a bit unstable sometimes, but otherwise it's pretty awesome, amazing job. :)
Sad_ness wrote:
tl;dr: 049 appears before being let out, and a random glitch that probably had to do with me using console commands
This is because you're noclipping and triggering several events. Don't noclip if you want to actually play/bugtest properly. 049 does not appear normally until he's triggered to do so in that security room.
well... It should say that 008 is not contained and You should contain it
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Re: v1.3 Update

#560
Finally played 1.3, and I must say it is well done, especially 1499, the 939 extension and the new 049 event.
Also, that new ambience is pretty creepy.
However, for some reason, the 1499-1 instances began attacking me directly after entering the dimension, despite me not doing anything.
Playing SCP : Containment Breach since v0.6.5.

My favorite SCP's: Pretty much all of them

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