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Topic: SCP Beta 4 Issue Reporting
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6700b8f4a16b6voodoo47

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I thought we were going with the three seashells. anyway yeah, I think we should do this (we kind of already started the process by making sure all bathrooms have doors and sinks with water faucets), as long as the props fit seamlessly (a bunch of extra props in Christine's fan missions are kind of.. too sharp? can't quite point my finger at what is making them look somewhat out of place, but something is there), and are indeed spread around with moderation.
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I wouldn't mind, but if I created and added those props, I'd put them in a mod (SCP) so people notice the difference.

6700b8f4a19cdVegoraptor

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Not too much into the idea of "unique" stuff in peoples' cabins, but your everyday commodities should definitely be there.
Also, have nanites become so ubiquitous that people simply don't need to do laundry anymore?

6700b8f4a1cfcZylonBane

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I wouldn't mind, but if I created and added those props, I'd put them in a mod (SCP) so people notice the difference.
Well yes, this is an SCP thread.

6700b8f4a1e5bCheburator900

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It would be better if you guys made random generation of items in the boxes, there are only drinks and cigarettes.

6700b8f4a2012voodoo47

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funnily enough, a container loot randomizer script already exists.
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I may have asked this before, but I'm curious what everyone's thoughts are on adding new props to the base game (in moderation). I'm talking about things that make no damn sense to be missing-- plates in the dining halls, glasses in the bars, pots and pans in the kitchens, toilet paper in the bathrooms, etc.
One would really have to think about things like that. TP on a spaceship in 100 years? Probably only when the gravity is off (emergencies). Are pans in the kitchen still used? Do glass-glasses make sense on a spaceship when everybody has closeable thermomugs (probably even with a maglock for safety for when the ship accellerates or brakes)? If it makes sense I'm in, but that is a rather delicate topic, and can if done in a bad way immerse you even less. If we reach consensus on some items, absolutely.
Acknowledged by: RoSoDude

6700b8f4a24e9Cheburator900

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In the same place there are electric stoves and in general complete debauchery, booze, cigarettes. Cigarettes on vape can be changed.

6700b8f4a263bvoodoo47

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generally, it doesn't seem like anything ultra hitech is being used in any of those areas - as far as we can tell, (vonBraun) people still use normal toilets and other necessities, take showers, eat regular lunches prepared in a traditional way with standard utensils etc, and items scattered around the ship should reflect this.

nothing too extreme, a few plates around the kitchen, maybe some towels here and there, a bunch of toilet paper rolls (or those three sea shells), stuff like that. as with most of the SCP additions, the regular SS2 Joe won't even notice, most likely.

6700b8f4a2776ZylonBane

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Yeah somehow I doubt future people drink wine out of coffee mugs.

Still, the existence of the Recycler does allow handwaving how barren the environments are. I'm certainly not proposing going full Christine and filling rooms up with 3-ring binders and shampoo bottles.

There's also the problem that anything added that's small enough to pick up, should be allowed to be picked up. Then you have to add an inventory icon and descriptive text.

6700b8f4a286cCheburator900

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As for plates, everything can just be disposable and rapidly decaying, and toilet paper, too. Do not know correctly in English said with the help of Google. I would add some tubes like toothpaste.

6700b8f4a2982kozodoefff

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Hi guys! At the very beginning of the game, when we jump into a room with a charging station, there is no voice of Dr. Polito in MFD either. Without SCP, everything is fine. Here is a video with SCP youtube.com/watch?v=pS3gufNywuw and without SCP youtube.com/watch?v=z5y7G74S9Gg
Sorry, I do not know English well and I use Google translator :)

6700b8f4a2ae9ZylonBane

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Yes. If you skip all the training on Earth, SCP assumes you don't need to be told how to charge a battery.

6700b8f4a2d2bZylonBane

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A quick attempt at sort of reproducing how some attacks in SS1 affect your HUD. Probably won't keep.

https://www.youtube.com/watch?v=pz5vJL44sSU
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Probably nice as a standalone zap-mod.

6700b8f4a2f16voodoo47

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I think we need a proper script that would make you dunk more.

6700b8f4a308aicemann

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That's really cool (HUD effects from attacks).
Acknowledged by: Kolya
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A quick attempt at sort of reproducing how some attacks in SS1 affect your HUD. Probably won't keep.

I like that! Maybe you could make the severity of the effect inversely related to the player's cyber affinity, so that a cyber affinity of 1 lets the full glitching take affect, whereas a cyber affinity of 6 results in none of the effect at all.

Or if you think that wouldn't be a good addition, gameplay-wise, then could you maybe make it into a standalone mod that has the effect regardless of cuber affinity or any other stat, and that way the player can install the mod or not, and if (s)he does install the mod then the effect always occurs when an appropriate attack takes place against the player?

I'd keep the mod installed, as it does add to the immersion, I think.

6700b8f4a3579ZylonBane

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So it turns out there's a store counter model in SS2 that never got used because someone entered the wrong model name in the gamesys ("reccounter" instead of "reccount"), so it never worked. Not sure if should use. It doesn't look bad.

6700b8f4a367dvoodoo47

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looks alright, I wouldn't be too afraid to use it where appropriate.
Acknowledged by: ThiefsieFool

6700b8f4a3783ZylonBane

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Seemed a shame to let all that hidden geometry in the station shuttle bay go to waste.

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I think you should use the models, it looks good.
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