Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#632
ahim wrote:I found some bugs in the 0.1.1 version first of all when i change zones the other MTFs walk up to a wall permenantly and nothing distracts them.
This is a bug with AI when MTF not goes with waypath. In the future we will correct it.
ahim wrote: Second every time a class D shoots an NPC i get a MAV
I noticed today this bug. We'll fix that too.
ahim wrote: and sometimes in certain rooms i can see through walls but i dont get an FPS drop
hmm... what settings do you stand?
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Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#633
i have disabled bump maping so that may be the problem.... also i can't teleport into any rooms and sometimes the class Ds are impossible to shoot (i can see bullet holes in front of them) and there's a problem with scp 049 sometimes if the voice line: "nine tailed fox to control.. an active scp 049-2 instance detected" doesn't play the game shows a black screen
Last edited by ahim on Wed Jan 20, 2016 1:33 pm, edited 1 time in total.
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Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#634
Zackonark wrote:Actually, Commander, You hit the nail on the head.
BOTH of them are to blame here, I just didn't want to get in the middle of it.
Nothing should be released half-finished and expected to be praised, and shifting the focus is a blatant cop-out. Just own up to it, it's not that hard.
I do think you guys have learned your lessons though, and that it won't happen again. After all, you have apologized for it.
I had to put it in. Don't hurt me!
Yep, he's right, we learned our lessons and we accept all the critics. We try to fix as many bugs as of them. But, it also means that I will NEVER release any release dates anymore. So, if somebody wants to ask when the new version is coming out, then I will simply say "I don't know" or such AND I will right now won't give you any details on how far the development is for this mod on the first page. So, you guys have to wait for screenshots/videos or even have to wait for a new version.
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Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#637
I am actually quite happy that this mod is active, since at least something's gotta keep SCP:CB truly alive, doesn't it?
I especially like that new intro, it adds some depth to the facility.
But the SCP additions are good as well(I don't get what SCP-109 does however)(I will not the mention the bugs since they have been mentioned a thousand times....oh wait)
Spoiler
I've seen some hints on some future SCP additions in the SFX folder....
Playing SCP : Containment Breach since v0.6.5.

My favorite SCP's: Pretty much all of them

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Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#638
AveryLP wrote:I am actually quite happy that this mod is active, since at least something's gotta keep SCP:CB truly alive, doesn't it?
I especially like that new intro, it adds some depth to the facility.
But the SCP additions are good as well(I don't get what SCP-109 does however)(I will not the mention the bugs since they have been mentioned a thousand times....oh wait)
Spoiler
I've seen some hints on some future SCP additions in the SFX folder....
Thanks :D, and yes, there are already hints about new SCPs (I think I forgot to put these SFX files out).
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