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TheMysteriousStrange

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  1. Well, I just learned it by trial and error, but I'll try to help you; when I have time this afternoon, I'll write up some instructions. Many of the lines speak for themselves, basically - 'count' indicates how many particles are spawned, 'life' denotes after how many milliseconds they disappear - so you could probably already start tweaking things just to see if you like it. Edit: I couldn't attach it so I've uploaded it here: http://www.filefront.com/15720619/Particle.docx I hope it's clear enough. This isn't all there's to it, of course, but it's a good start.
  2. It's probably difficult to explain it by words, but look at Edit: Fixed the link.
  3. Here is a list of bugs I found in the 6-level demo. Just to make this mod even better! 1.Bad hinting causing door to 'toggle', if you know what I mean. Show spoiler (hidden content - requires Javascript to show) 2.Misaligned texture Show spoiler (hidden content - requires Javascript to show) 3. Why would the imps put crates on top of the roof there??? Show spoiler (hidden content - requires Javascript to show) 4. Nonclipped rock models and badly stretched texture Show spoiler (hidden content - requires Javascript to show) 5. Terribly repeating texture (and the texture itself is actually a very ugly one) Show spoiler (hidden content - requires Javascript to show) 6. Should've been caulked Show spoiler (hidden content - requires Javascript to show) 7. An entire wall made of z-fighting Show spoiler (hidden content - requires Javascript to show) 8. Nonsolid things Show spoiler (hidden content - requires Javascript to show) 9. Little thingy Show spoiler (hidden content - requires Javascript to show) 10. Misaligned textures on crates Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) 11. Lazy clipbrushing (you can stand on nothing) close to the spawn point. Show spoiler (hidden content - requires Javascript to show) There are also a number of crates in Gromas that have caulk on the backside, even though you can get behind them. This is excluding the ones in the closed Bug thread. Hope this helps to improve the mod.
  4. They're called interrogators, and what you call a bug is actually a game mechanic - they inject a poison that causes hallucinations and slowly kills you...
  5. Anyone seen this thread? It's more active and there are more screenies.
  6. It's September. The 9th month. It definitely wasn't posted today, it's been there for weeks. I hope they're making a testbase revamp as well, it's not up to the standard set by the other levels.
  7. This discussion is always fun: (http://jediknight3.filefront.com/file/Bloody_Dismemberment;24545x#330471)
  8. That's possible. Maybe the blood of Ponda's species flows at a higher pressure... Anyway, the mod only has blood in case of dismemberment, so disable that and you'll be fine.
  9. That's incorrect: Ignore the prequels' lack of blood, they were made for 6-year-olds.
  10. Okay, the mod's ready for download. It didn't get an extremely good review, but the reviewer clearly didn't understand the point of it. http://jediknight3.filefront.com/file/Republic_Commando_Weapons_Effects;103237x#1846593 This was made using ugly, old smoke textures.
  11. Thanks Zerimar, I've uploaded a mini-mod on filefront and another one is submitted but not yet up for download (It's been two weeks...), which does not contain the latest things I've made. I'll post the link when it happens. Here are some updated screenies to please your eyes: Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) I can email you that lightning if you want, I'm not putting it up for release anytime soon. Note that some of the earlier screenies are not up to the standard I can produce now since I did not have any GIMP ability two weeks ago. The summer holiday will end in about two weeks, which means I won't have 4 hours a day to do things anymore (about an hour average, probably). Oh and you may call me stranger instead of 'strange', they just don't allow that many characters here in a nickname:mad:.
  12. Since DarthLinux has not yet replied to the email I sent on Monday, I want to apply for the position of effects maker, for DFmod or DF2mod or both. Here are some screenies: Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show)
  13. To get the menus working, I just put the build.pk3 file in Base.
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