![]() ![]() Added pathfinding grid to room4_opt walkway for npc events.Added pathing colliders and lights to room4_opt.Pathing colliders to lockroom to keep 173 from phasing through walls diagonally into inescapable areas.DistanceFromPlayerToObject condition, to evaluate a distance between the player and some object, found by name.This is huge as any field can be tracked, as long as it is primitive. CheckParamValue condition, which can check and compare the values of primitive fields in game event messages.Added console commands "enable173" and "disable173".Fixed wall collider in 173_opt blocking the player from clicking buttons on the outside.Fixed door collider not being wide enough to block the player from "seeing" 173.Now using 7 points for 173 sight detection so that corners are included, should move a lot less when seen.Fixed broken references to codex and resource slot prefabs.Therefore, moved message creation out of Awake() for game services It must happen before any game service component(UI, etc) adds a message or those will be destroyed. Messenger Cleanup() now happens when engine reloads.Cursor is now hidden and locked during gameplay.Buttons now use lists of target actors so that they can enable / disable multiple objects.Changed codex doc labels to differ from the actual documents so it's easier to read. ![]() Fixed codex breaking when disabling / enabling the PDA.Increased door collider so that 173's arms are no longer visible through the door.Fixed audio manager losing references to used sounds when reusing them.Refactored RoomCache to use far fewer lines.Fixed bug with walking sound playing at running speed when holding run key but out of breath.This meant that dying and restarting broke events, as the scene is reloaded and the times became irreconcilable. Fixed TimeSinceEvent condition using two a different check, timeSinceStartup, then the event itself, which was using timeSinceLevelLoad.Because they are stored in a queue, this ensures that oldest sounds are used first, hopefully after they've played for a while(less jarring for the player) it will attempt to utiliize any free audio sources before reusing currently playing sources. The audiomanager now stores playing sounds in a queue, so that multiple 2D sounds can be played at once.Functions to reload and quit the game on game over.Added functionality to audio manager to play sound sequences as well as repeat sounds only for a certain number of times.The timer starts out at x seconds if 173 respawns enough times without discovering the player, it will decrease the respawn timer down to once per second. 173 now searches the map for the player.Try different solutions, and if your graphic card isnt listed dont matter, try your normaly card and a smaller solution, ingame options had a Text-rendering, activate it and you will see the Text very clear and if the Game dosnt work in fullscreen use the borderless screen.First Version of SCP: Unity with recorded changelog. Try running the game in different compatibility modes Try different resolutions and running the game in full screen Make sure your graphics card drivers are up-to-date "Unable to set graphics mode" when launching the game, try the following: If you're getting an error such as "Memory Access Violation" or You might run into problems when trying to run it on newer systems. SCP-CB uses an engine called Blitz3D, and since it's a fairly outdated one, Select which resolution you want to use and click the LAUNCH-button. Run SCP - Containment Breach.exe in the game folder. ![]() Hey, I found this discuss and tried to run this game last month. ![]()
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