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Re: SCP-860 implementation list + discussion

Posted: Wed May 29, 2013 2:42 am
by Mirocaine
Thanks for the comments guys :)

Annnnd MonocleBios and risingstar are still here! Great, I was a bit worried everyone had possibly departed; I'm still working to organize a finalized list of what still needs to be finished, but I should have assets ready for implementation by the first week of June.

-update on testing, I got access to another windows OS laptop for testing SCP:CB, (as well as cutback on the amount of testers needed for Desdemona :laugh:) no need for anymore fancy workarounds.

@Risingstar64
Oh, SCP:CB on Unity? Sounds great! I honestly wish now Development would swap over to a new engine. I feel Blitz3d is so ancient and a lot of people are unable to play the game with rendering errors/crashes & the lack of better shaders. (Oh god the lack of better shaders..)

The cafeteria sounds nice; it's definitely going to be a big room, there's plenty to discuss on designs, prob. Will be similar to max security cafeterias? :P

@Hug0905
MonocleBios found out a way to make my simple plane tile system collide with the player in SCP:CB. 3d world studio DEFINITELY does not have compatibility with Blender. If you want to contribute scene meshes for 860, do them in Blender and export them to me.

Re: SCP-860 implementation list + discussion

Posted: Wed May 29, 2013 3:16 am
by MonocleBios
So, I still haven't ported 860-1 to 0.7.1 due to my leave and the lack of posts prior. I'll get on that probably next week.

Re: SCP-860 implementation list + discussion

Posted: Wed May 29, 2013 1:51 pm
by Juicy
Unity? Awesome :D

Re: SCP-860 implementation list + discussion

Posted: Wed May 29, 2013 11:30 pm
by Destructoid
MonocleBios wrote:Well would you look at that, MIrocaine is back. I can still work, I just need assets/implementation details.
YAY! HE'S BACK!

Re: SCP-860 implementation list + discussion

Posted: Sun Jun 02, 2013 4:54 am
by MonocleBios
So it turns out porting the procedural generation test to 0.7.1 was way easier than I thought it would be.
Everything is the same as before, let me know if anything seems weird.
DL: https://mega.co.nz/#!tAwTEKKT!BtvaU3a3W ... 5taufd5cdk

Re: SCP-860 implementation list + discussion

Posted: Sun Jun 02, 2013 3:07 pm
by Daniel123Shaw123
I try putting forest.zip into (by forest.zip you mean 860_scpcb_zip)? but yeah, i was map and it didn't work could someone who somehow did it correctly post the download on MediaFire sio I can see what the 860 forest is like.

Re: SCP-860 implementation list + discussion

Posted: Wed Jun 05, 2013 12:51 am
by MonocleBios
Set up foliage and the like(used the class-d model as a temp), here's the test with fog.
DL: http://www.mediafire.com/?f8xsp2ji1908chu
ZIP for those of you that are having issues: http://www.mediafire.com/?wybl7ob1upoa8ao

After you teleport to the forest, check your console after it initializes. Let me know how many milliseconds it takes.

Re: SCP-860 implementation list + discussion

Posted: Wed Jun 05, 2013 2:03 am
by Ltn Vasquez
Daniel123Shaw123 wrote:I try putting forest.zip into (by forest.zip you mean 860_scpcb_zip)? but yeah, i was map and it didn't work could someone who somehow did it correctly post the download on MediaFire sio I can see what the 860 forest is like.
Make sure to put all the extra pic files and stuff in the SCP:CB Game/GFX/MAP
The text on options for the forest go in Data/rooms

I tried the application myself, but Memory Access keeps popping up for me.

Re: SCP-860 implementation list + discussion

Posted: Wed Jun 05, 2013 5:35 am
by MonocleBios
New method of generating the map I thought you guys would prefer. The tile mapping is generated at the start of the game and whenever you leave the forest. Tile and foliage meshes are created and positioned one tile per frame. This happens as you play through the game regardless of where you are. As of now the only ways I believe the forest has an effect on the speed of the game is when you exit the forest (Some older crappy cards take a while to delete meshes 'en masse'. Mine takes 13ms for 25*123 tiles + 4 'trees' per tile, to put it in perspective) and possibly extend frame time slightly while the map is generating meshes(If this does pose to be a problem for some of you it is easy to reduce the generation to every 2nd 3rd 4th... etc. frame).

DL: http://www.mediafire.com/?7hq3pxh0jbcyf7o
Use the zip I posted earlier and replace the executable with this.

Re: SCP-860 implementation list + discussion

Posted: Wed Jun 05, 2013 7:42 am
by Mirocaine
MonocleBios wrote:New method of generating the map I thought you guys would prefer. The tile mapping is generated at the start of the game and whenever you leave the forest. Tile and foliage meshes are created and positioned one tile per frame. This happens as you play through the game regardless of where you are. As of now the only ways I believe the forest has an effect on the speed of the game is when you exit the forest (Some older crappy cards take a while to delete meshes 'en masse'. Mine takes 13ms for 25*123 tiles + 3 'trees' per tile, to put it in perspective) and possibly extend frame time slightly while the map is generating meshes(If this does pose to be a problem for some of you it is easy to reduce the generation to every 2nd 3rd 4th... etc. frame).

DL: http://www.mediafire.com/?7hq3pxh0jbcyf7o
Use the zip I posted earlier and replace the executable with this.
Nice, I'll give it a shot & reply how it goes.

EDIT:

Nice work :D the class d placeholders made it look like a Slenderman forest though, haha.

They're doing a 3 tree per tile method? My previous calculations based on the SCP-860 article image was around 50 trees in view at almost any given time, each tree being around 200 polys total (10,000 polys in view possibly max; adding in the monster [4-5,000 polys] + foliage could be around 16-20,000 polys total at most.)

The test was lagging horridly though thanks to my awful Windows PC, so it was a bit hard to test. I think the The fog density should be reduced a bit, everything felt quite unclear and I found it difficult personally to navigate the forest following the red path tiles. No need to worry about this PC and increasing the frame time to generate, cause this thing can barely run even minecraft at the lowest graphical settings. :P