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Topic: Curious how the SCP is coming along!
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6740f0d8ab3e9voodoo47

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I don't have any problems with propping stuff against stuff.
now restore the hybrid's inventories!  :awesome:
actually, I think I'll make a dml minimod that would allow to apply the ADaoB shotgun hybrid inventory fix to ANY mod/gamesys out there. *insert more evil laughter*
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*insert more evil laughter*

Noooooo!

I don't have any problems with propping stuff against stuff.

 XD

6740f0d8ab996ZylonBane

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Another alternative to the security door would be a broken cargo lift shaft, similar to the one on Ops deck with the flying barrels.

6740f0d8abd2bRocketMan

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Ughh.. no offence but that ugly bright teal destroys the atmosphere this hallway used to have.  Nothing against the props but I'm going out on a limb and calling this a maintenance corridor.  Remember how SS1 did their maintenance ambiance?  That would be much better.  This image looks like ss1 medical which is a high traffic area.

Any kind of a cargo life or door would be appropriate because regardless of what this space is supposedly used for, there would be a need to fit large things into it, bit it machinery or boxes or w/e.

6740f0d8abfbdZylonBane

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Ughh.. no offence but that ugly bright teal destroys the atmosphere this hallway used to have.
What? He didn't change the lighting.

6740f0d8ac0bcvoodoo47

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yeah, the only additions were the fake doors, and the deco crates/junk. nothing else has been changed.

6740f0d8ac1caRocketMan

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Well I feel pretty stupid.  Maybe the brightness makes a big difference or something but I always remembered it being pretty gloomy and industrial looking.

I'm going to shut up for a while.  I seem to be batting a thousand lately and blurting out a bunch of unfounded stupidity so I'll be back when I have something useful to say.  Sorry.
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We've all been there. Only human.  :D

6740f0d8ac3d4voodoo47

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it's false memories, it happens all the time. for example, I was almost sure that the spiders were walking around properly in the eng2 Many sequence when I have played the game back in 1999, so I've assumed a NewDark issue at first - had to go back to a v2.3 install of SS2 to find out that they were indeed always broken, even under the original engine.

[old hammerite voice]my memory fails me.[/old hammerite voice]

6740f0d8ac7f1ZylonBane

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Well I feel pretty stupid.  Maybe the brightness makes a big difference or something but I always remembered it being pretty gloomy and industrial looking.
Ummm... it is gloomy and industrial looking. Did you actually watch the video, or are you just looking at the hideously overbrightened YouTube thumbnail?

I seem to be batting a thousand lately
Cough.

6740f0d8ac90aRocketMan

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Where I come from, that expression is usually used in a sarcastic tone to mean the exact opposite ;)

...it's like saying "you've been doing one hell of a job so far", when someone's been fucking up left right and center.

6740f0d8aca48voodoo47

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had a look at the potential dml addon for SCP that would modify the item size, and unfortunately, it's not doable, as the physics dimensions need to be modified for the shrunken objects, and physdims is one of the few props that absolutely cannot be modified via dmls.

so this will either have to be included in the main branch.. or not.
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Well, I hope you guys will include it then.

6740f0d8ace89ZylonBane

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Worm Piles: Currently indestructible (unless you have the implant that lets you eat them). This makes absolutely no sense, considering you can slaughter every other annelid life-form in the game. It would be trivial to make them killable, but... should we?

6740f0d8ad02evoodoo47

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worm piles are weird, we have no idea what they are or from where they come from. they contain infinite amount of worms when you collect them into beakers, yet finite amount when you use them to heal yourself. making them destroyable by explosive or anti annelid damage would make sense, but little difference (it's more preferable to just leave them alone, as they are actually a valuable resource).

I was actually thinking about them a while ago, but did not come up with a way of making them consistent and less nonsensical - the best idea I've had was that they represent a blob of proto worms that oozes from a lump of annelid biomatter hidden under the floor, and should disappear once used for healing or collected into beakers, then regenerate after a period of time. no idea whether something like this could be implemented. whether such a solution wouldn't be too much of a gameplay change is another question.

but what could be implemented relatively easily (I believe) is an improved effect when eating the worms - instead of letting them just instantly vanish, we could use that effect from the Bafford's scepter in the original Thief demo and let them shrink into nothingness instead.
« Last Edit: 17. June 2014, 20:32:25 by voodoo47 »

6740f0d8ad1beZylonBane

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As a player, I'd really like to destroy them because they're a navigation hazard. Just smashing a pile with the wrench should be enough to get rid of it.

It might be possible to set up beakers so that they damage worm piles, so you could only get so many beakers fills per pile. It could be assumed that healing uses an entire pile of worms.

I don't see how the worm piles instantly vanishing when you consume them is a problem. Every other object in the game instantly vanishes when you pick it up, so why would worm piles be any different?

6740f0d8ad2f1voodoo47

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not really a problem, I've just thought it would look better. not sure about normal damage - smashing, or shooting with bullets into a slimy pile of little tough worms probably wouldn't accomplish much. also, making them not infinite may severely limit the amount of worm ammo that can be collected, not sure whether that is a good idea.

I don't know, feels like whatever we do here, we'll end up shooting ourselves into the foot. this one is a can of worms. well, a pile actually.
« Last Edit: 02. March 2014, 20:55:39 by voodoo47 »
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In a way making them destructible opens up more tactical gameplay opportunities: do I destroy this annoying hazard or leave it for later to collect worms?

Making them destructible or leaving them as they are, either way seems like a good choice.

6740f0d8ad4e1voodoo47

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also, that would make them the only destroyable worm decal in the entire game. I don't know - it's up to ZB again, I guess.

6740f0d8ad5b3ZylonBane

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Never really thought of them as a decal. They have a physics model after all.

6740f0d8ad6bevoodoo47

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but they are not an enemy (AI) either. that's part of the problem, what the heck are they? anyways, I'm fine with both leaving them alone or making them killable for beta1 - then we should maybe explore whether the respawning scenario would be doable/viable.

6740f0d8ad7a5ZylonBane

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They can kill me, so they're an enemy.

Anyway, I'll just leave them alone for now.
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