Re: Dev Topic #3

#312
Oh dear Serimah, you will always be sane in my eyes :3
its all the others here I think are insane, and guys, Regalis is using the engine hes using because its what he knows best.

Live with it or port it to another engine yourself.
What fun is there in making sense?
Now, if you will excuse me i have some chaos to wreak.
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Re: Dev Topic #3

#313
Léonard wrote:
InnocentSam wrote:That's a retarded way of thinking. Regalis has made an excellent game using an old engine, and I can't think of a single SCP that can't be done with Blitz3D.
How about that ?
You know you're lying here and there are at least a hundreds of scps that can't be done because of the engine limitation..
You know, there are plenty of ways to implement dynamic lighting/shadows in Blitz3D and plenty of ways to implement SCP-017 without even using dynamic lighting. I honestly can't think of any SCP that couldn't be added because of engine limitations.
Ltn Vasquez wrote:hug, the old engine is dead. Just work with a new one. If we stay on the old, we'll never make any good progress.
I don't know about you, but I'd say I'll make the most progress with an engine that I've used for years and that I'm comfortable with. If I did change to another engine, the progress in the first months would probably be along the lines of "got the main menu to compile", "managed to render text on the screen" or "rendered a mesh successfully".
Léonard wrote:But still there are the MAVs and the SCP's AI and all that stuff so yeah..
Which are mostly caused by bad programming, not the engine.

Re: Dev Topic #3

#314
Regalis wrote:
Léonard wrote:
InnocentSam wrote:That's a retarded way of thinking. Regalis has made an excellent game using an old engine, and I can't think of a single SCP that can't be done with Blitz3D.
How about that ?
You know you're lying here and there are at least a hundreds of scps that can't be done because of the engine limitation..
You know, there are plenty of ways to implement dynamic lighting/shadows in Blitz3D and plenty of ways to implement SCP-017 without even using dynamic lighting. I honestly can't think of any SCP that couldn't be added because of engine limitations.
Ltn Vasquez wrote:hug, the old engine is dead. Just work with a new one. If we stay on the old, we'll never make any good progress.
I don't know about you, but I'd say I'll make the most progress with an engine that I've used for years and that I'm comfortable with. If I did change to another engine, the progress in the first months would probably be along the lines of "got the main menu to compile", "managed to render text on the screen" or "rendered a mesh successfully".
Léonard wrote:But still there are the MAVs and the SCP's AI and all that stuff so yeah..
Which are mostly caused by bad programming, not the engine.
yay reggy is talking again, i was worried because you didn't talk on the fourms for 3 days, regalis :D so, did you made any additions to the game, now?
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(last edited 10/09/2020)

Re: Dev Topic #3

#315
Regalis wrote:
Léonard wrote:
InnocentSam wrote:That's a retarded way of thinking. Regalis has made an excellent game using an old engine, and I can't think of a single SCP that can't be done with Blitz3D.
How about that ?
You know you're lying here and there are at least a hundreds of scps that can't be done because of the engine limitation..
You know, there are plenty of ways to implement dynamic lighting/shadows in Blitz3D and plenty of ways to implement SCP-017 without even using dynamic lighting. I honestly can't think of any SCP that couldn't be added because of engine limitations.
Regalis wrote:
Léonard wrote:But still there are the MAVs and the SCP's AI and all that stuff so yeah..
Which are mostly caused by bad programming, not the engine.
Then I must've underestimated the power of this engine, sorry.
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Re: Dev Topic #3

#316
[youtube]fBGWtVOKTkM[/youtube]
Dynamic lights would be awesome.
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Re: Dev Topic #3

#317
Regalis wrote: You know, there are plenty of ways to implement dynamic lighting/shadows in Blitz3D and plenty of ways to implement SCP-017 without even using dynamic lighting. I honestly can't think of any SCP that couldn't be added because of engine limitations.
So, dynamic lights are not an issue? Does that mean we can get flashlights, SCP 017 and other light/shadow based SCP now? :gasp: If this is true then that is awesome news! 8)

Re: Dev Topic #3

#319
TheRooster09 wrote:
Regalis wrote: You know, there are plenty of ways to implement dynamic lighting/shadows in Blitz3D and plenty of ways to implement SCP-017 without even using dynamic lighting. I honestly can't think of any SCP that couldn't be added because of engine limitations.
So, dynamic lights are not an issue? Does that mean we can get flashlights, SCP 017 and other light/shadow based SCP now? :gasp: If this is true then that is awesome news! 8)
Dynamic lights aren't in Blitz3D by default. While there are lots of ways, the maps have pre-rendered lights, so that is a hindrance. However, a solution to that would be to place "invisible" lights using FillRoom and they are what project your shadow. But it'd be a lot of touch-and-go with it.

And again, SCP-017 could be implemented without dynamic lighting.
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Re: Dev Topic #3

#320
hug0905 wrote:yay reggy is talking again, i was worried because you didn't talk on the fourms for 3 days, regalis :D so, did you made any additions to the game, now?
I didn't do much this weekend besides celebrating Juhannus and the end of the military service. :) Although I did add Night's new 096 model yesterday and fixed some bugs pointed out by MonocleBios. There's also a little addition in 079's room, a hard-as-fuck puzzle which reveals you some major details about the cause of the breach if you manage to solve it.