Re: Battery-operated flashlights

#21
Shiplu wrote:
Dr. Maruss wrote:At first, I really disliked the idea of flashlights, as opposed to just brightening everything little. But one of those ultra-giga-terawatt lantern things and introducing 017 could be really cool.
Why did you disliked the idea of flashlights ? I liked it much as they are so cool. :laugh:
because the engine reglias is using dosen't support much dynamic lighting
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(last edited 10/09/2020)

Re: Battery-operated flashlights

#22
hug0905 wrote:
Shiplu wrote:
Dr. Maruss wrote:At first, I really disliked the idea of flashlights, as opposed to just brightening everything little. But one of those ultra-giga-terawatt lantern things and introducing 017 could be really cool.
Why did you disliked the idea of flashlights ? I liked it much as they are so cool. :laugh:
because the engine reglias is using dosen't support much dynamic lighting
Who cares, any flashlight is good. I mean what underground facility would not have at least one flashlight.
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Re: Battery-operated flashlights

#23
hug0905 wrote:
Shiplu wrote:
Dr. Maruss wrote:At first, I really disliked the idea of flashlights, as opposed to just brightening everything little. But one of those ultra-giga-terawatt lantern things and introducing 017 could be really cool.
Why did you disliked the idea of flashlights ? I liked it much as they are so cool. :laugh:
because the engine reglias is using dosen't support much dynamic lighting
Damn it stop saying reglias >.<
Anyways, that's true after all
WOOMY! *squid glibberish*
my water changed to this form by boiling, extensively used for the generation of mechanical power, for heating purposes, etc.

Re: Battery-operated flashlights

#24
This thread + this thread:
http://www.scpcbgame.com/forum/viewtopic.php?f=3&t=2415
Half the facility should be unlit and to get it back on you have to go to the generator room to fix somthing and then head back to the elerical center to swith the fusebox back on. So you have to get a torch, barreries and maybe a few resources to quickly run to a sub level of some sort, fix the generator, go back up, go to the electrical center, flick the switch back on and have the next half of the facility or a new portion of it lit up. its split in three sections now so why not.
Will make the gameplay much longer and more fun.

Re: Battery-operated flashlights

#26
Nice model, would you have a download for it? would love to texture and implat it and see if I can get it practical for the game.

Re: Battery-operated flashlights

#28
garbo wrote:I said that too in the old forum and Regalis said that he can't add a flashlight, the engine doesn't allow it.
yes , but the flash light don't to be a light spot , just add brightness to the area

Re: Battery-operated flashlights

#30
Roller6902 wrote:
dinovincent wrote:I think the flashlight would be an awesome idea, but to make it really useful, you could have unlimited battery, but after you use it for a while, there could be a meter in the corner showing the time you can use it, and if you un-equip it the meter slowly goes back up. So if you completely use the battery, it would take a LONG time to recharge, and you could only use it when it got fully recharged. If you ask why the battery should be unlimited, ITS THE SCP FOUNDATION FOR DARN SAKE.
lol
what is this, Halo?

batteries do not replenish by themselves when not operated
They only replenish either through charging, or kinetic force if such allows it (like those flashlights you can shake to recharge)

maybe if some SCP was a battery with unlimited use, maybe it would be a different story
Flashlights with unlimited battery is not realistic.
I'm done,I'm really done here for now.Screw this bullshit that I'm getting from other people.I can't tolerate this anymore,and I'll fuck off from now.