Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.1.0) The Big Update

#613
Vane Brain wrote:
SyphenTV wrote:
Vane Brain wrote:I said PXLSHN that version is buggy, but... he release it...
Well, that's his choice/fault. If he intentionally released this version even after the warning you gave him, I feel that he didn't extensively test the mod or version himself and probably only goes by the community's response.
Or because we didn't test our mod on Windows 10
It's not just that, the thing is buggy overall.

Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.1.0) The Big Update

#614
SyphenTV wrote:
Vane Brain wrote:
SyphenTV wrote:
Well, that's his choice/fault. If he intentionally released this version even after the warning you gave him, I feel that he didn't extensively test the mod or version himself and probably only goes by the community's response.
Or because we didn't test our mod on Windows 10
It's not just that, the thing is buggy overall.
I'm sorry that these bugs have ruined your expectations :'(
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Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.1.0) The Big Update

#616
caxanga334 wrote:A few bugs I found (that is not a MAV)
1º: Sometimes the other 2 MTFs stop moving. I don't know if this is random or not
This is from old AI: AI statrts check every room, so that why they stop moving sometimes.
caxanga334 wrote: 2º: In the room where you can resupply ammo. I found this
Spoiler
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This can be bad room generation or it is because Bump Mapping is off.
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Re: [1.2.2/1.2.3]SCP - Nine Tailed Fox Mod (v0.1.0) The Big Update

#619
SyphenTV wrote:
AFTER INTRO:
*Gate A door has no collision - Walking into the blast door after the intro at Gate A will cause you to phase through it out of the map.
K... I will look and fix it.
SyphenTV wrote:*Buttons don't work with guns - If you have the P90 or the Pistol out, you can't press buttons. It will shoot the button instead of pressing it.
False. You can press buttons with weapon if you near the button.
SyphenTV wrote: *Memory Access Violations - When you aproach SCP-860's chamber, you get an MAV. Actually, no matter what you do (Compatibility settings, running as admin,) you get MAV's fucking EVERYWHERE. And I've never had MAV troubles with Containment Breach, for as far as I know.
If this MAV in 860 you got many times, then it is something in room not loaded. If you have this one time then it was ClassD spawing bug. We wil try to fix that.
SyphenTV wrote:*MAV troubles in introduction - If you turn off the intro you get an MAV.
This is something frong when player turn off SZL. (I've said it PXLSHN during testing)
SyphenTV wrote:
*Animation troubles in introduction - MTF's sometimes stand up instead of sit in the intro.
Never met this bug.
SyphenTV wrote: *The facility isn't full in introduction - You can see below and outside the map in the introduction.
If we will do it, you will got 5 fps in intro.
SyphenTV wrote: *Outside the helicopter in the intro - In the introduction, textures outside the helicopter are clipping.
I thought that I fixed it...
SyphenTV wrote: *Animation trouble with guns - If you run out of ammo, you still play the firing animation even though it makes a clicking noise, that signals no ammo.
We are not animators. what? don't like it? can you do better?
SyphenTV wrote: *The cross hair is too big - the cross hair is too big and bulky. The only way to hit things are if you get the tiny ass space in the middle on the target. A more effective method is just fucking spraying bullets at the enemy and hope you hit them. Allow the player to customize the cross hair. Thickness, size, color, look overall.
Or you can just turn off cross hair.

OTHER:
SyphenTV wrote: *Pressing Q is too god damn annoying to switch weapons - You really should let the player use the mouse wheel to change weapons. If not that, at least the number keys 1, 2, 3 and 4.
We will do it when redo HUD.
SyphenTV wrote: *Sounds are too loud - Some sounds are WAY TOO FUCKING LOUD. They drown out other things. (I.E: The Helicopter drowning out all the voices in the intro.)
Thats why we add new sound option!
SyphenTV wrote: *Shorter then other MTF - I don't know if it's just me, but it's weird how the other MTF's are the same height, then you're just there, the same height as D-9341.
K... we will think about it.
SyphenTV wrote: *Achievement box in menu - In the menu, the achievement box slider looks and works very weird.
This box slider like Map Creator box slider. We will fix it too.
SyphenTV wrote: *Half of the voice commands don't work - Seriously? Half of them don't work, and it's retarded how some of them work only with the gas mask off. All of them are pretty much telling your teammates shit. Force the gas mask on. (Don't let the player have the option to take it off in game, cut down the overlay a bit so you can actually fucking see. The gas masks for the MTF are different the one D-9341 gets.
These commands are available only in special moments, for example if in an empty room press Spotted. And who's he Spotted?! Nobody! that's why!
SyphenTV wrote: *Class-D system can be more in-depth. - Really, make it a bit more in-depth. Make it so you actually can use them for recapturing SCP-106, or other SCP's. (For 106 for example, you can capture one and use him as a lure subject.)
This you want from alpha version?
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Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.1.0) The Big Update

#620
SyphenTV wrote:Well, that's his choice/fault. If he intentionally released this version even after the warning you gave him, I feel that he didn't extensively test the mod or version himself and probably only goes by the community's response.
Well it's not a fault by me and from nobody else. We already like delayed the mod tons of times and I wanted to do some things to it. Everything, even the Intro, is still UNFINISHED! I didn't had time to implement stuff like doors. And about the MAV at the start of the game: It will be fixed in 0.1.1, the patch I'm releasing any time soon today. Modding the game in a level like this is very hard, especially if you have school during that time. But for feature versions (like 0.1.2), we WON'T release any release dates, so that we don't need to hurry because of a new version of the mod. The 0.1.2 version is being planned to be the "Additional Update", which will most likely add all the stuff I originally planned for 0.1.0.
And about the Intro BTW: Thanks for the suggestions. I will try to make some of these in the 0.1.2 version :wink:
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