Re: Irrlicht Port

#351
CommanderPro100 wrote:Why is the BoH mod so special?
Because if someone is going to go to the trouble of porting a game to a new engine, they may as well port over their own mods too; why overwork themselves with porting mods that aren't their's? When you make a port of SCP:CB, you can port over whoever's mod you like :D
Hakkla wrote: All in all, I think what'd be great is a distributed "plug-in" mod framework, where you can just select the mods you want and the program does the job (including the downloads), much like Garry's Mod or one of those Minecraft mod managers out there.
That would not really be possible for SCP on Blitz3D because all code must be pre-compiled*. However for the C++ port I was (read: not currently) working on Lua implementation, so that modders could easily add new room and item code.

I did consider adding a resource mod loader for BoH; so you could use BoH with, say, the SCP:CIM mod (goodness knows why you would). This would be possible because you could modify the loadsomething_strict function to load a separate path if specified. Not quite sure why I never did. :oops:

And it's worth mentioning at this juncture that I do have a notice at the bottom of the BoH page for people such as Hakkla who have a working, finished mod and want to add it to BoH, because you can only have one source-code mod active at one time so compiling them together is a much smarter idea :P
"I have something to add to the mod!"
Email me at [email protected] :)
People think this notice is for "I HAVE AN IDEA FOR AN SCP" but it really, really isn't; it's for people who already have content to be added.
SCP - Box of Horrors v0.8.0b
Twitter
Github Profile

Re: Irrlicht Port

#352
InnocentSam wrote:
Hakkla wrote: All in all, I think what'd be great is a distributed "plug-in" mod framework, where you can just select the mods you want and the program does the job (including the downloads), much like Garry's Mod or one of those Minecraft mod managers out there.
That would not really be possible for SCP on Blitz3D because all code must be pre-compiled*. However for the C++ port I was (read: not currently) working on Lua implementation, so that modders could easily add new room and item code.

I did consider adding a resource mod loader for BoH; so you could use BoH with, say, the SCP:CIM mod (goodness knows why you would). This would be possible because you could modify the loadsomething_strict function to load a separate path if specified. Not quite sure why I never did. :oops:
I'm sure that with some clever (read: dark cybermancy) tricks you could load up script files in Blitz3D and have them interact with each other without any need for precompilation, making SCP:CB a dried husk without any mods to beef it up. Sounds fun but right now I've had my mod fix for months to come (it's hard people!...), and besides, I replied in this thread because I think the future of SCP:CB is outside B3D and... juanjpro? juanjpro can you put this in the Irrlicht port? ju-juanjpro where are you going? juanjpro! Staph! I'm only joking! juanjpro nooo!
SCP-079, SCP-294 & other models / SCP:CB Inventory Mod
I confirm you can win SCP:CB on Keter using only a keycard.

Re: Irrlicht Port

#353
Hakkla wrote: I'm sure that with some clever (read: dark cybermancy) tricks you could load up script files in Blitz3D and have them interact with each other without any need for precompilation, making SCP:CB a dried husk without any mods to beef it up.
There is indeed a B3D plugin that allows scripts but I couldn't get it to work. I'm sure Regalis or juanjpro have also considered this avenue to no avail also.
SCP - Box of Horrors v0.8.0b
Twitter
Github Profile

Re: Irrlicht Port

#354
Will this work if I compile this regardless of platform or will it crash and burn as always? :laugh:

EDIT: It crashed and burned.
𝙱𝚕𝚒𝚝𝚣𝟹𝙳 𝙴𝚛𝚛𝚘𝚛(!): 𝙿𝚛𝚎𝚜𝚜𝚒𝚗𝚐 𝚝𝚑𝚎 𝚋𝚞𝚝𝚝𝚘𝚗 𝚛𝚊𝚙𝚒𝚍𝚕𝚢 𝚒𝚜𝚗'𝚝 𝚐𝚘𝚒𝚗𝚐 𝚝𝚘 𝚖𝚊𝚔𝚎 𝚝𝚑𝚎 𝚎𝚕𝚎𝚟𝚊𝚝𝚘𝚛 𝚖𝚘𝚟𝚎 𝚏𝚊𝚜𝚝𝚎𝚛.

Re: Irrlicht Port

#357
CommanderPro100 wrote:
yonzo_rikuo wrote:scp cb is too empty i mean, there is a few scp and the map is big so it make the game feels a little boring
What does this even have to do with the Irrlicht port?
I think he is still complaining about lack of BoH.
honestly i dont see the point of NOT including BoH as it adds so much more to do for the complete experience but its not my port to make calls over ;)
Up and Down and All around.

Re: Irrlicht Port

#358
Ravenxeo wrote:I think he is still complaining about lack of BoH.
honestly i dont see the point of NOT including BoH as it adds so much more to do for the complete experience but its not my port to make calls over ;)
BoH doesn't add a lot to the experience in my opinion. I even think it does the contrary, there are too much SCPs in a so reduced space. Encountering a SCP each two rooms kills the immersion.
SCP classified documents
SCP-895 Containment chamber modification
D-9341 memoirs
Old topics of interest

Re: Irrlicht Port

#360
Even though BoH is a good mod, I think it should just be available separately. Despite the name, Box of Horrors doesn't have that many horrors. It's possible to play the mod without interacting with the things it adds. If it had an active SCP that was hard to avoid, I would port it.

For the same reason, I'm thinking of getting rid of or changing 008, 012, 035, 372, 513, 714, and 1025. Some of these may be scary, but they're so easy to miss it's like they're not in the game at all.