674107e0d1c9f

674107e0d2a6c
5 Guests are here.
 

Topic: Curious how the SCP is coming along!
Page: « 1 ... 21 [22] 23 ... 56 »
Read 165485 times  

674107e0d326a
"lets study the stars today. I'll bring the crate, you bring the turret."

that would require to change the area completely, something we don't want to do just yet.
I assume that putting some furniture into an empty room is something even purists would agree with. Right? RIGHT?

674107e0d335fZylonBane

674107e0d33bd
Unless that room is supposed to be a cargo bay.

674107e0d351cvoodoo47

674107e0d356b
not much furniture available in the orig resources - would probably have to use custom models. actually, I have already proposed importing some custom decorations for beta2 - von Braun is completely devoid of some small items of common use, like toilet paper, towels, rubber duckies etc. sure must be tough to use those plants for wiping.

674107e0d3612ZylonBane

674107e0d365d
The Many absorbed all exposed biomatter on the ship to expand itself. Paper is wood pulp so... there you go. The Many used all the toilet paper.

674107e0d38edJackTheHacker

674107e0d3942
The Many absorbed all exposed biomatter on the ship to expand itself. Paper is wood pulp so... there you go. The Many used all the toilet paper.

Poor Goggles. He can't even take a toilet break.

674107e0d39f9voodoo47

674107e0d3a47
so "worms ate it" again? ah well, worked fine so far, so why not.
674107e0d3b3d
Toilets on star ships do not use toilet paper, too wasteful.  They all have built in water jets and air dryers.
674107e0d3de4
And don't forget about the three seashells.

674107e0d3fa9Drone-Dragon

674107e0d3ffa
Just wanted to get a quick update on the progress of the SCP, if there is anything to tell. 8)

Also wanted to put out a couple of suggestions...

...there needs to be a reason to get Hack lvl. 6. There also needs to be a reason to get more than just lvl. 1 of Repair. Repair was somewhat addressed in ADaOB, but it still is worthless really.

For the repair issue I still stand by possibly combining Repair's abilities into Maintain to make one skill...honestly it would probably make more sense and be more worthwhile, but that is up to you guys.

As for Hack 6 you'd probably have to make more lvl. 6 crates with better stuff in them for a hacker character and/or change the Hack levels for certain things as well as some of the stuff locked containers hold, I suppose to justify increases in Hack requirements. There are only like 2 or 3 locked lvl. 6 crates which in itself doesn't justify the module use to get max Hack and most of what they tend to contain is not really for most character builds that would have lvl. 6 Hack either. Honestly though, any work done on this would have to be careful to not give you too much stuff in said containers. :hacker:

674107e0d410evoodoo47

674107e0d415e
maxing out almost any skill is not worth the modules, so I don't really see a problem there. yeah, repair is a bit useless (as generally, there is very little stuff to repair), but changing how these things work equals changing the game mechanics, and that's a no-no for SCP. maybe in the enhanced branch sometime in the furure.

as for progress, ZB is hammering on Command, Rickenbacker and Many, I'm going through the rest of the levels looking for any small things we might have missed.

674107e0d4598Drone-Dragon

674107e0d45ea
maxing out almost any skill is not worth the modules, so I don't really see a problem there. yeah, repair is a bit useless (as generally, there is very little stuff to repair), but changing how these things work equals changing the game mechanics, and that's a no-no for SCP. maybe in the enhanced branch sometime in the furure.<------------NAZI!  :P

as for progress, ZB is hammering on Command, Rickenbacker and Many, I'm going through the rest of the levels looking for any small things we might have missed.

K, sounds good. ^________________^

I assume that putting some furniture into an empty room is something even purists would agree with. Right? RIGHT?

More than likely...they'll kill us all for it. XD

674107e0d46a3voodoo47

674107e0d46ee
bad grammar and accidentally hitting the next key are two different things. you fail as a grammar nazi.


also, you do realize that I can edit your post, and various other things, right..? *insert evil laughter here*

674107e0d4ab8Drone-Dragon

674107e0d4b18
bad grammar and accidentally hitting the next key are two different things. you fail as a grammar nazi.

Well, actually I meant because it sounded like Fuhrer rather than future...you killed my joke...dead. :headshot: :P

also, you do realize that I can edit your post, and various other things, right..? *insert evil laughter here*

Oh you diabolical...diabolique, you! XD

674107e0d4c03voodoo47

674107e0d4c52
so this is how the (previously) empty room looks like now:

https://www.youtube.com/watch?v=oARNA-eFIEY

definitely less empty, but I suck as an artist.

674107e0d4cf4ZylonBane

674107e0d4d3f
Video currently being processed... waiting... waiting...

674107e0d4dedvoodoo47

674107e0d4e35
crap, forgot to adjust the brightness. it's probably going to be slightly dark. anyway, should be up in a minute or so (audio lag is the result of a slow pc).

also do notice the now not so all powerful assault rifle.
« Last Edit: 24. February 2014, 21:40:10 by voodoo47 »
674107e0d5012
I still want to know just what the hell this place was originally intended to be, besides a cool shortcut. Cargo holds or Cargo transport fits the bill, all stuff already mentioned, but meh. Oh well, we can now believe the place actually had a purpose :)

No brush/geometry crates from the holds though? Further populate the area with them and hide a lootable crate behind a stack? Just a suggestion. The above is an improvement but it still looks like the place was barely used.

Edit: I just see one of those crates right there. Doh. More would be nice though I think.
Gah, still makes no damn sense with those sloped windows though.

I quite liked ZB's suggestion of crates being transported on an elevated electric rail. I should have spoke up.
« Last Edit: 24. February 2014, 21:55:46 by Join usss! »

674107e0d50e4voodoo47

674107e0d513f
I assume it's because they were making the levels on the fly, basically just creating rooms and filling them with stuff (or not, sometimes), not really planning what should be where. that's why the levels make little sense, and they would certainly not fit properly into the spaceship displayed in the cutscenes. they should have hired some trekkie versed in spaceship construction to help them out with this.
674107e0d526e
Yeah but it's one of few rooms we assume was actually designed with no real purpose asides from a benefit to gameplay. The designer must have had in his head "hmm, what am I making here". Takes a little while mapping as you know so you have plenty of time to think what you are actually building. Hmm, perhaps it was intended as an alternate means to get to the elevator etc when the coolant tubes are being purged, or something. Still doesn't seem too practical even as a emergency passage though.

I have no idea...

674107e0d533cZylonBane

674107e0d5386
Not bad, but could use some tweaking to bring in line with SS2's design language. For example, IIRC there's nowhere in the game that they applied wall damage decals to doors, or propped pipes up against crates.

As for the eternal question of what this area is for, perhaps the best explanation is that it's literally not for anything. Remember, a major part of the Von Braun's backstory is that its construction was rushed and poorly managed.

674107e0d547cvoodoo47

674107e0d54c7
decals over doors is certainly not the most common thing, but they've done it at least once - see door 1510 on command2. I've added the decals exactly because I want to stay in line - I believe that all undamaged doors in the game can be opened somehow, so we need to place an obvious "you shall not pass, move along" hint in case such fake doors are added. also, propping things against other things is not all that rare as well.

but as mentioned, complete redesigns are not my thing - while I'm reasonable good at restoring things that are broken, I'm bad at creating from scratch. that's why you will never see a voodoo-made SS2 FM.
674107e0d5908
Not bad, but could use some tweaking to bring in line with SS2's design language. For example, IIRC there's nowhere in the game that they applied wall damage decals to doors, or propped pipes up against crates

Purist  :P

I don't think that matters at all, but to each his own. I don't remember anywhere with red mist either but it just makes the game better and needs no in-game explanation. Maybe the original devs should have propped a pipe up against a crate, for more variety. Yeah you try to stay true to the original design as much as possible but damn you're strict.

Another point: there is nowhere in the game with stalls for the toilets, but you added that. It just improves the design as far as we can see. If there is death and destruction on the ship it's fine to believe a door got damaged, even if the decal is usually used on walls, so what? It fits doesn't it?
Perhaps I am missing the point, perhaps not.

^Oh, those conventions are in the game anyway.
« Last Edit: 24. February 2014, 23:51:44 by Join usss! »

674107e0d59edvoodoo47

674107e0d5a3f
there are also two really nice broken weapon models in the game resources (broken shotgun and broken emp rifle), I was very tempted to place them next to the corpses. but then again, as they are not used anywhere, this would create an inconsistency.
674107e0d5cd4
this would create an inconsistency.

Yeah for common items like weapons it would (unless you place a few more broken on other maps next to corpses too), but for a pipe against a crate? Overly purist, now restore the hybrid's inventories!  :awesome:
5 Guests are here.
I’ve spent days awkwardly crammed between my desk and wall, reconnecting wires, with plenty of Doc Brown moments.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
674107e0d669b