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

#812
So I downloaded the latest version and added the patch; and I get MAV's whenever I get into game. The intro plays fine (for what a mess it is), but after the elevator it just MAV's. It happens with SZL on and off, and it happens even if I disable intro. Funnily enough, it just started happening. It didn't do that before.

Damn, do the developers of this mod even play the mod its self before releasing it?

System specs are here:

Doctor Simmons wrote:I can't even play the game because of the stupid fucking memory access violations that you can't seem to fucking fix
god fucking damn
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Do you kiss your mother with that dirty-ass mouth?

In any case, you could say it politely.

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

#813
SyphenTV wrote:So I downloaded the latest version and added the patch; and I get MAV's whenever I get into game. The intro plays fine (for what a mess it is), but after the elevator it just MAV's. It happens with SZL on and off, and it happens even if I disable intro. Funnily enough, it just started happening. It didn't do that before.

Damn, do the developers of this mod even play the mod its self before releasing it?

System specs are here:

Doctor Simmons wrote:I can't even play the game because of the stupid fucking memory access violations that you can't seem to fucking fix
god fucking damn
Image
Do you kiss your mother with that dirty-ass mouth?

In any case, you could say it politely.
Windows 10 is already enough to say that it might not work. For me, the 0.1.1 version is working fine and for other people too (on YouTube there are some people who had played the mod, but for some it simply lagged). Windows 10 simply has a lot of issues regarding this. But, you are right about the version, 0.1.1 is really a buggy mess (I think the 0.2.0 prototype we have now is even much more stable than the 0.1.1. I hope that the 0.2.0 will work a lot better.
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Re: [1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#814
SyphenTV wrote:So I downloaded the latest version and added the patch; and I get MAV's whenever I get into game. The intro plays fine (for what a mess it is), but after the elevator it just MAV's. It happens with SZL on and off, and it happens even if I disable intro. Funnily enough, it just started happening. It didn't do that before.

Damn, do the developers of this mod even play the mod its self before releasing it?
That's primarily the engine/game's fault, and not that of the mod developers. As such, you can't rely on them to fix gameside mistakes.

As someone in the process of making an SCP:CB mod, Blitz3D can be an absolute pain in the ass to deal with sometimes. And i'm mostly modifying textures, whereas this mod has entirely new code.

The developers of this mod are doing a really good job so far for a project of this sheer size. They're well aware of things like this, and are doing their best to fix them, and i assume they're already stressed out as it is. Be patient.
My mods:
Chaos (coming soon)
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Re: [1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#815
MagicalSpacePotato wrote:That's primarily the engine/game's fault, and not that of the mod developers. As such, you can't rely on them to fix gameside mistakes.
Uh, no, I can blame the developers all I want. The latest patch (which was supposed to fix stuff) broke the game for me. And I can't use the original version I patched since THAT doesn't work. It was all fine before, so Idfk what PXLSHN did.
MagicalSpacePotato wrote:As someone in the process of making an SCP:CB mod, Blitz3D can be an absolute pain in the ass to deal with sometimes. And i'm mostly modifying textures, whereas this mod has entirely new code.
Just because PXLSHN didn't get someone else to help him with the programming, doesn't mean I can excuse the obvious problems with the mod. If he's dedicating himself to this without co-programmers, not my problem.
MagicalSpacePotato wrote:The developers of this mod are doing a really good job so far for a project of this sheer size. They're well aware of things like this, and are doing their best to fix them, and i assume they're already stressed out as it is. Be patient.
"...really doing a good job so far for a project of this sheer size".

You know this mod is a decal generator, right?

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

#816
SyphenTV wrote:
MagicalSpacePotato wrote:That's primarily the engine/game's fault, and not that of the mod developers. As such, you can't rely on them to fix gameside mistakes.
Uh, no, I can blame the developers all I want. The latest patch (which was supposed to fix stuff) broke the game for me. And I can't use the original version I patched since THAT doesn't work. It was all fine before, so Idfk what PXLSHN did.
MagicalSpacePotato wrote:As someone in the process of making an SCP:CB mod, Blitz3D can be an absolute pain in the ass to deal with sometimes. And i'm mostly modifying textures, whereas this mod has entirely new code.
Just because PXLSHN didn't get someone else to help him with the programming, doesn't mean I can excuse the obvious problems with the mod. If he's dedicating himself to this without co-programmers, not my problem.
MagicalSpacePotato wrote:The developers of this mod are doing a really good job so far for a project of this sheer size. They're well aware of things like this, and are doing their best to fix them, and i assume they're already stressed out as it is. Be patient.
"...really doing a good job so far for a project of this sheer size".

You know this mod is a decal generator, right?
As we said, 0.1.0/0.1.1 is a buggy mess and it works for a lot of people pretty fine (the 0.1.1 version, but sometimes with still some lags, but the MAVs appearing at the start pretty much disappeared). I simply removed some code regarding to the ClassD-despawning, which was the MAV thing appearing in 0.1.0 and in 0.1.1 it doesn't crash for me because of this.
I think of releasing a "0.2.0pre" version which is I think even more stable than the 0.1.1, but if anything like crashing is appearing in this version (in 0.2.0pre), then it is something that is unfinished. The mod will mostly still taking a lot of time before the 0.2.0 version is released.
BTW (@Syphen): How many FPS do you get when playing normal SCP:CB?
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Re: [1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#819
PXLSHN wrote:
SyphenTV wrote:
PXLSHN wrote: BTW (@Syphen): How many FPS do you get when playing normal SCP:CB?
Around 70-80. Maybe the certain drop to 60 if SCP-096 is trying to get closer to me.
Ok, that should be enough to play the mod. I really don't know why it isn't working for you (do you have the ability to test it on Windows 7?).
No. Frankly, I don't know why I can't play the mod now, the patch originally worked for me, but then it just stopped. Any seed I played, with or without intro just causes an MAV.