Author Topic: SCP history!  (Read 4568 times)

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Offline General Battuta

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I've been reading about a period a couple years ago when the SCP made beams stop piercing shields. While I agree (most wholeheartedly) with the decision to undo that, I'm curious: any commentary on that period? I find the evolution of the SCP really interesting.

Have any other, similar (interesting!) things happened in the SCP's past? Any behind-the-scenes commentary?

 

Offline Stormkeeper

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You'll find out later on.
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Offline Nuke

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after all the coders finish fixing the books and burying their screw ups :D
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Offline General Battuta

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I certainly don't blame anyone for that decision, or find it 'bad'. I'm just interested in the history, the trivia!

 

Offline Romanmolf

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Offline Snail

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What happened to beam whacking?

 

Offline Trivial Psychic

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Features that have been introduced but don't work anymore:

Stencil Shadows
Damage Decals
Cloaking (twice)

Milestones in SCP history:

HTL introduction - 2003 (?)
Environment Mapping (built on shinemaps & diffuse)
Normal Mapping - 2008
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Offline Mongoose

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Multiple docking could probably go in there too, considering how much everyone drooled over the idea before it was possible.

 

Offline karajorma

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Milestones in SCP history:

HTL introduction - 2003 (?)
Environment Mapping (built on shinemaps & diffuse)
Normal Mapping - 2008

I guess it says a lot about me that I consider persistent variables and SEXP arguments bigger than any of those. :p (Well maybe not HTL. That was a huge change).
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Offline Stormkeeper

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Quote from: Trivial Psychic
Cloaking (twice)
Huh? Why twice ?
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Offline Goober5000

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What happened to beam whacking?
I fixed it.  Just like I, er, fixed beams piercing shields. :nervous:


Features that have been introduced but don't work anymore:

...
Cloaking (twice)
...
Actually, cloaking does work now, provided you string about five hacks together.


And let's not forget cross-platform support, FS2NetD, and a metric zillion bug fixes.

 

Offline chief1983

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And normal maps are really under a broader category of GL Shading Language.  There's been quite a few significant milestones.  Along with GLSL will be the return of the PXO-style lobby in this next release.
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Offline tinfoil

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Thaty would be a cool addition to a far into the future campaign.
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Offline Trivial Psychic

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Quote from: Trivial Psychic
Cloaking (twice)
Huh? Why twice ?
For a long while, a cloaking effect was available under OGL (back when OGL was under-supported, and D3D was king) as a cheat... it no longer functions in this method.  The second was only briefly introduced by Bobbeau (I think) under D3D, but was promptly lost when he had some problem with his hard drive.  It never returned.
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Offline redsniper

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When specular lighting was first introduced, we didn't have shine maps and it just used the default textures for shine values instead. Everything was SUPER shiny for a while, but a lot of people were okay with that because it was new. (At least I was)
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Offline Nuke

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Quote from: Trivial Psychic
Cloaking (twice)
Huh? Why twice ?
For a long while, a cloaking effect was available under OGL (back when OGL was under-supported, and D3D was king) as a cheat... it no longer functions in this method.  The second was only briefly introduced by Bobbeau (I think) under D3D, but was promptly lost when he had some problem with his hard drive.  It never returned.

didnt i post a texture replacement script for that some time ago?
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Offline Ziame

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But what does this cloaking mean? Some kind of effect, blur over the ship?
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Offline tinfoil

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speaking of lost effects where the heck did those 3.6.6 shockwaves go?
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