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Re: SCP - Containment is Magic Mod

Posted: Fri Sep 12, 2014 3:45 pm
by Foxtrot_CZ
Will you ever update first page of this topic? It still says that version of mod is 0.3BB, which is not true. Or is 0.3BB something like last stable build and newer ones are only development?

Re: SCP - Containment is Magic Mod

Posted: Sat Sep 13, 2014 8:15 am
by deonix36
Foxtrot_CZ wrote:Will you ever update first page of this topic? It still says that version of mod is 0.3BB, which is not true. Or is 0.3BB something like last stable build and newer ones are only development?
why not? imo, the new version (1.0) is worse than an old 0.3BB.

Re: SCP - Containment is Magic Mod

Posted: Sat Sep 13, 2014 1:26 pm
by Sparta_Creeper
deonix36 wrote:why not? imo, the new version (1.0) is worse than an old 0.3BB.
Not throwing anyone here under the bus in particular, but there have been a few questionable additions to the mod itself in 1.0, this is true. While I did say personal touches were important, the additions of room that do basically nothing and crash the game as soon as you enter it seem a bit...odd, to be honest. Though, I digress, there really is nothing wrong with having those rooms, it just seems odd. For example, we added a new "Offices" room that features the names of a few of the people that worked on this project. Why don't we simply convert the offices room that already exists, or delete the pre-existing office room and replace it with the version that was just created?

Plus, some of the loading screens feature LTF's/SCP's that aren't even in the game. (Specifically speaking about Tirek, though I know there are more). It's cool to have in-universe lore like that, but it utterly serves no purpose otherwise.

Sorry if I'm sounding harsh; it's certainly NOT the approach I was going for. Let's just chalk up most of the things I said for "Future Changes".

Re: SCP - Containment is Magic Mod

Posted: Sat Sep 13, 2014 3:36 pm
by Precipitator
Sparta_Creeper wrote:
deonix36 wrote:why not? imo, the new version (1.0) is worse than an old 0.3BB.
Not throwing anyone here under the bus in particular, but there have been a few questionable additions to the mod itself in 1.0, this is true. While I did say personal touches were important, the additions of room that do basically nothing and crash the game as soon as you enter it seem a bit...odd, to be honest. Though, I digress, there really is nothing wrong with having those rooms, it just seems odd. For example, we added a new "Offices" room that features the names of a few of the people that worked on this project. Why don't we simply convert the offices room that already exists, or delete the pre-existing office room and replace it with the version that was just created?

Plus, some of the loading screens feature LTF's/SCP's that aren't even in the game. (Specifically speaking about Tirek, though I know there are more). It's cool to have in-universe lore like that, but it utterly serves no purpose otherwise.

Sorry if I'm sounding harsh; it's certainly NOT the approach I was going for. Let's just chalk up most of the things I said for "Future Changes".
I think the updated setout and the updated features are so much better than the 0.6.6 or whatever it was that the 0.3B/BB was in...

Re: SCP - Containment is Magic Mod

Posted: Sat Sep 13, 2014 7:32 pm
by Ejbiak
In which version, I can now play?

Re: SCP - Containment is Magic Mod

Posted: Sat Sep 13, 2014 11:25 pm
by WillWow_mc
I know the rooms crash the game which is why I disabled them, but they got re-enabled again, because when we combine our updated stuff we sometimes don't get the newest parts of one into the other, so that's why the rooms appear still. But, it is a pain because I can't really do much to fix it an then test it because my GPU has suffered heat damage last Wednesday... :(

Re: SCP - Containment is Magic Mod

Posted: Sun Sep 14, 2014 2:57 am
by Sparta_Creeper
@Precipitator: True. The updated features ARE good. I liked the new sprinting sound in particular. Mainly, I'm just bellyaching about the new rooms, so pay no mind to me :P.
@Ejbiak: Any version, really.
@WillWow_mc: Darn. That sucks. Hope everything works out for you in the end.

Re: SCP - Containment is Magic Mod

Posted: Sun Sep 14, 2014 9:13 am
by deonix36
Sparta_Creeper wrote:
deonix36 wrote:why not? imo, the new version (1.0) is worse than an old 0.3BB.
Not throwing anyone here under the bus in particular, but there have been a few questionable additions to the mod itself in 1.0, this is true. While I did say personal touches were important, the additions of room that do basically nothing and crash the game as soon as you enter it seem a bit...odd, to be honest. Though, I digress, there really is nothing wrong with having those rooms, it just seems odd. For example, we added a new "Offices" room that features the names of a few of the people that worked on this project. Why don't we simply convert the offices room that already exists, or delete the pre-existing office room and replace it with the version that was just created?

Plus, some of the loading screens feature LTF's/SCP's that aren't even in the game. (Specifically speaking about Tirek, though I know there are more). It's cool to have in-universe lore like that, but it utterly serves no purpose otherwise.

Sorry if I'm sounding harsh; it's certainly NOT the approach I was going for. Let's just chalk up most of the things I said for "Future Changes".
Anyway, the mod is totally unfinished, and the original SCP too. Better to don't play it yet. I understand you need more people to do the mod much better, but who wants to do all of this? No one knows.

Re: SCP - Containment is Magic Mod

Posted: Mon Sep 15, 2014 12:44 am
by Sparta_Creeper
Considering the lack of people out there willing to do work like this, and considering we aren't entirely drawing large crowds to us, it's going to take us much longer to actually get everything done. True, more people could be needed, but we already have SCP:CIM and WillWow_mc. With only two people actually good at coding/animating/modeling, it's is going to take us a lot longer to get anything done, but we will get it done. It's just going to take us considerably longer.

Re: SCP - Containment is Magic Mod

Posted: Mon Sep 15, 2014 8:02 am
by SCP-CIM
*sighs*

I've nearly got V1.0.0.4 ready for upload.

I might delay the public release for a while.

@willwow_WC: I'll upload it to :REDACTED: for the dev team.

@Sparta_Creeper: The guard lines you did are awesome. I'm adding them to next patch!

DEV NEWS:
The intro script is now up for everypony in the dev team.