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beta restoration mod v0.2 alpha! UPDATE! (fix)

Posted: Mon Apr 14, 2014 9:24 pm
by SCP-Sean
UPDATE V0.2 NOW OUT!



I have never really released a mod, but this is my first.


Now i love the 'modern' version of SCP, but as for one thing I think that the old beta had more of a 'scare factor' in my opinion.
Plus nobody has made a beta restoration.

So then.

This mod is as heard, a restoration of the beta. BUT it has a catch! Each zone is a different development version. So instead of Light/Heavy containment and the entrance area, it is now alpha, beta, and mid-dev zones!

changes: Green: done. yellow: Almost done. red: jack shit done on it. orange: Done but will be updated.

173: Old texture from 0.1
106: Old texture from 0.1 to 0.5.6
096: Old texture from 0.6 to 0.6.3
Guards/MTFs: Old plain white texture with odd shadows on the windsheild.
079: Old texture and sounds
049: Nothing to be done.
Zombies: Nothing to be done.
Rubber duckys: Nothing to be done.
035: Nothing to be done.
513: Bell texture and 513-1
682:You get the idea, nothing to be- NAH FUCK IT IM JUST SAYING NTBD NOW!
Class-D/Scientists/janitors: Old textures for D-classes and an edit for the scientists.
mapping textures: Old textures for floors and walls ect.
Box of horrors stuff
ect
Easter eggs

DOWNLOAD:
Spoiler
Glitches: navigator texture is glitched with a white box around it.
If anyone finds any glitches other than this and the normal game glitches


PICS:
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:duck:

Re: beta restoration mod v0.1 alpha.

Posted: Mon Apr 14, 2014 9:43 pm
by hug0905
*sees no images* :'(
AT LEAST POST IMAGES OF YOUR MOD T_T

Re: beta restoration mod v0.1 alpha.

Posted: Mon Apr 14, 2014 9:52 pm
by D-9999
SCP-Sean wrote:Glitches: navigator texture is glitched with a white box around it.
You need to change the background colour to the one in the modern SCPCB build. So just use Paint.NET/Photoshop, use the colour picker tool and paste the old colour into the new one.

Re: beta restoration mod v0.1 alpha.

Posted: Tue Apr 15, 2014 5:27 am
by SCP-Sean
Added pics. Sorry I was in a rush for time because I had to quickly get some milk before I went to sleep. And I wouldnt leave my PC on all night. 079 would be pissed.

Also: If you look at the document on the SCP website called things dr.bright is not allowed to do in the facility, it will say:

creating a file called 079.exe and pasting 011001100110111101110010011011010110000101110100001000000110001100111010010111000010000000101111010100010010111101011000 in it does not give you full controll over 079. :079_2:

WELL, I uncoded it and you get this:

format c:\ /Q/X
I have no idea what this means.

Re: beta restoration mod v0.1 alpha.

Posted: Tue Apr 15, 2014 10:49 am
by hug0905
Did you EVEN change the SFX (Sound Effects)?

Re: beta restoration mod v0.1 alpha.

Posted: Tue Apr 15, 2014 11:08 am
by Zarpox
hug0905 wrote:Did you EVEN change the SFX (Sound Effects)?
He replaced "Blue Feather" with "ventilation".

Edit:
I placed some old sounds in the new folder:
https://www.mediafire.com/?gjqu9vjihscbyji

Re: beta restoration mod v0.1 alpha.

Posted: Tue Apr 15, 2014 12:01 pm
by SCP-Sean
The sounds are in the working.
:0492:

Re: beta restoration mod v0.1 alpha.

Posted: Tue Apr 15, 2014 8:16 pm
by Niborius
Let me know if you want me to make a gameplay video of this mod. :)










:duck:

Re: beta restoration mod v0.1 alpha.

Posted: Tue Apr 15, 2014 10:38 pm
by D-9999
I suggest replacing the Class-D model with the old one, then rigging the old model's mesh to the new one's skeleton to prevent a whole bunch of coding.

Re: beta restoration mod v0.1 alpha.

Posted: Wed Apr 16, 2014 7:52 am
by SCP-Sean
Adding the class-D models will cause the class-Ds to be buggy and not walk towards 173. But Im ok with that. That will be something to try. Also, thats cool if you make a gameplay video. :087_2: