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Topic: Curious how the SCP is coming along!
Page: « 1 ... 12 [13] 14 ... 56 »
Read 161918 times  

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Explain yourself. Don't keep us guessing at some date. It makes my brainwaves overheat and that makes me drowsy and longing for a cocktail.

6737135630187xdiesp_

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A month and a ½ ago I went for ADaoB 0.3 instead of the still wip SCP, but I'm sure it will be released before my beta. Bugfixing what comes out of Shocked is something in between wrestling an anaconda, and putting your hand in a meat mincer (what comes out is the bugs, and pain).

6737135630511Krytron

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purists cannot be pleased. but then again, anomaly/bugfix/discrepancy mods such as SCP are not meant for purists, but for people who just want to play nicely, smoothly, and enjoy the game as much as possible.

as I've said a couple of times on TTLG, a purist should play the game unmodded on 1GHz p3 cpu based machine with win98se, a 3Dfx Voodoo2, and a 4:3 CRT monitor. that's the way one can enjoy all the original anomalies, disrepancies, and outright bugs to the fullest - no pun intended, a trip to the past can be highly educative, but lets face it, most players are not looking for that.

"...the Angry System Shock Nerd is gonna take you back to the past,
to play with $hitty outright bugs that suck @$$..."
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Explain yourself. Don't keep us guessing at some date. It makes my brainwaves overheat and that makes me drowsy and longing for a cocktail.

2016 is a leap year. The 30th of February will never happen, so I effectively pushed the conceptional release date of SCP into development hell.  :thumb:

67371356308afvoodoo47

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if memory serves, february 30th will happen eventually, as there are still a couple of seconds left at the end of each year, even with leap years - should be around year 3000 I think.
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if memory serves, february 30th will happen eventually, as there are still a couple of seconds left at the end of each year, even with leap years - should be around year 3000 I think.
I think it's more like milliseconds. And for that they just adjust one of the world time clocks every couple of years.
(One calculates after the moon and one after radiation from atoms, the atoms one get's adjusted)
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Time does not exist. It's a human invention and a bad one at that. A turtle told me that.

6737135630f63voodoo47

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there is no proof that anything exists.
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Well you can go that way, but I'm not that nihilistic. I think there is reasonable enough proof that most things really are what we think they are. But time is a concept, despite being treated like a force of nature. As such it can be changed arbitrarily, as we just heard. And we could also get rid of it. People here keep asking when SCP will be released, as if the passing of time would create a mod. Think about the questions they would have to ask without time.

673713563119dvoodoo47

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well, as a person who does not really care about time, barely remembering the current date and my own age, I cannot disagree with that.
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Here's an interesting quote by people who should know:
“I recently went to the National Institute of Standards and Technology in Boulder,” says Lloyd. (NIST is the government lab that houses the atomic clock that standardizes time for the nation.) “I said something like, ‘Your clocks measure time very accurately.’ They told me, ‘Our clocks do not measure time.’ I thought, Wow, that’s very humble of these guys. But they said, ‘No, time is defined to be what our clocks measure.’ Which is true. They define the time standards for the globe: Time is defined by the number of clicks of their clocks.”
(source)
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Feb 30th 2016 sounds a little too soon. Push it back to... idk 2018 or something.
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That should be enough time to add in some nice shaders.  :ninja:
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That should be enough time to add in some nice shaders.  :ninja:

Working flawlessly on both nVIdia and AMD graphic cards? Let's say 2019 then...
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Request for SCP, if it isn't already implemented: Deck 5, Midwife event where you go down the corridor and a door opens behind you to unleash a midwife. This jumpscare is good, problem is the presentation, a monster hiding behind a wall doom style. Instead have the midwife simply idle in the corridor hidden from world, and have the trigger unhide her rather than open the door/wall. This will give the illusion that the midwife followed you rather than hiding behind a panel for no believable reason.
OR simply close that door/wall panel after her so the player never sees it, have a trigger class-exclusive to the midwife to close it behind her.

Edit: I just remembered there are two Midwife jumpscare events on this deck. One in the garden area and one leading up to a seemingly useless room filled with trash once you drop down. The garden event is fine it's the other one.
« Last Edit: 06. December 2013, 16:52:20 by Join usss! »

6737135631b3axdiesp_

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Midwifes are so horrifying, that meeting one always makes for a jump scare in the end. I stopped fearing them only by the Many's map, when I was able to fly by with invisibility. What you mentioned is the jump scare I remember most fondly from my first playthrough, that of Nurse Bloom. It's technically simple, but I would never alter it: a door opens and suddenly your world changes. The most elaborated of these midwifes event, is in one of the offices straight to left when leaving the elevator (there's a vial of toxin A on a table): you enter, pick up the thing, and you can hear the midwife screaming and rush in (good thing you can jump through the window).

6737135631e70ZylonBane

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The garden event is fine it's the other one.
What's the other what is what?

6737135631f6fvoodoo47

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I think he means the one spawned by monstergen 376 - which brings us to the fact that she is not behind any door as far as I'm aware.
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Unfortunately I had a typical human 'moment'. There is no door  O_o My mistake
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