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Comment History  (0 - 30 of 58)
MeestorJeebz
MeestorJeebz - - 58 comments @ deadly_realism V2 for AS1 & MoW Gunhang Hotfix

If youre on MoW version and FX start to vanish delete these files in your mod folder
deadly_realism_mow/resource/set/entitymanager.set
and
deadly_realism_mow/resource/set/fxmanager.set

atleast until I can figure out the cause, the game will be nice and FXy again if you do should any problems arise.

Good karma+2 votes
MeestorJeebz
MeestorJeebz - - 58 comments @ deadly_realism V2 for AS1 & MoW

If youre on MoW version and FX start to vanish delete these files in your mod folder
deadly_realism_mow/resource/set/entitymanager.set
and
deadly_realism_mow/resource/set/fxmanager.set

atleast until I can figure out the cause, the game will be nice and FXy again if you do should any problems arise.

Good karma+1 vote
MeestorJeebz
MeestorJeebz - - 58 comments @ Digitalmindsoft

Best Way are the genius masterminds behind the original game design, with DMS used as mostly content creators.

Check it out:
En.wikipedia.org
my worse dreams come to realization, I always thought it was the case but I didnt want to believe it. this explains why men of war has been getting dumbed down. Best Way had integrity when it came to making a challenge and a unique game engine of a war simulator a worthy. Sad.

Good karma+4 votes
MeestorJeebz
MeestorJeebz - - 58 comments @ deadly_realism V2 for AS1 & MoW

try it with the SweetFX mod works for both AS 1 & MoW:
Moddb.com

Good karma+1 vote
MeestorJeebz
MeestorJeebz - - 58 comments @ various

pretty, you should make a Side scrolling terraria/survival game/RPG game with this graphics style

Good karma+1 vote
MeestorJeebz
MeestorJeebz - - 58 comments @ Swamp man

cool

Good karma+1 vote
MeestorJeebz
MeestorJeebz - - 58 comments @ Kono island

very cool

Good karma+1 vote
MeestorJeebz
MeestorJeebz - - 58 comments @ town

wow nice

Good karma+1 vote
MeestorJeebz
MeestorJeebz - - 58 comments @ U.N.I.T. MOD - Global Escalation

keep it up man

Good karma+2 votes
MeestorJeebz
MeestorJeebz - - 58 comments @ Good news. Bad news.

I hope you get the help you need man

Good karma+2 votes
MeestorJeebz
MeestorJeebz - - 58 comments @ Disclaimer

thats great man, I hope you begin your crusade against illicit content use against every single other modder out there as well, we have Garys Mod, we have mods like Full Invasion for Mount & Blade, and we cant tell who uses reduced polygon ripped models and who doesnt, there are alot of illicit and "illegal" things mods do and some get away with it while others dont.
It basically comes down to how many people are complaining, although the only people with any right to complain are the creators themselves, not internet police.

Good karma-2 votes
MeestorJeebz
MeestorJeebz - - 58 comments @ deadly realism for AS2 V2

I may release one more version with some more tweaks but for now im going to make a tutorial on adding fauna and custom animations

Good karma+1 vote
MeestorJeebz
MeestorJeebz - - 58 comments @ deadly realism for AS2 V2

this was after hours of tinkering i was able to increase the level of realism on tank shells by placing a few lines of code in the human.inc file around blast
{on blast_hit overload
line of code, and then I did some redundant but possibly useful additions to the shell code below after
{on "hit-heavy"

Good karma+1 vote
MeestorJeebz
MeestorJeebz - - 58 comments @ deadly realism for AS2

but yes I will make a few tutorials explaining this more and comment code in english

Good karma+1 vote
MeestorJeebz
MeestorJeebz - - 58 comments @ deadly realism for AS2

do you mean improved textures or the amount of blood spawned?
in the human.inc that has the effects check this out

{add_view "blood_droper-2" "blood_b" "head"}{view start "blood_b"}
{delay 15.5 {view stop "blood_b"}}
<snip>
{add_view "#arow-bolt" "burn_fire_b" "head"}
<snip>
{view stop "burn_fire_b"}

all animations for FX are generated and made in this folder resource/entity/particle
and adding a view links an animation to a body part based on a on process_bullet_hit effect which tells the MoW GEM 2 engine what happens to that entity on this process. which is all the FX is. With AS 2 we have built in FX editor so more can be done since its more advanced, we dont even see them using it much for the base game. But you can do all kinds of things yourself, check this folder too
resource/texture/fx/particle
but mostly concern yourself with the entity/fx folder which is what you edit in the AS2 editor or whatever FX editor you use to see how you make them its not really something that needs a tutorial. And the wound system, probably does only in that you must define conditions that play when tags are called for the effects you want played

Good karma+1 vote
MeestorJeebz
MeestorJeebz - - 58 comments @ deadly realism for AS2

hmm if you upload them i might try and use a few sure. Im just going to pick a few and a few non-animal to show people in a few max files

Good karma+1 vote
MeestorJeebz
MeestorJeebz - - 58 comments @ deadly realism for AS2

thanks man, oh I forgot, the pistol weapons need to be tagged (the .ammo files) with "pierce" to get the wounding effect via SullenMan's wound system

its this line in his code: (in human.inc)

{on bullet_hit

<snip>
<snip>

else stuff "pierce"
{bullet_detonate}
{call "process_bullet_hit"}
{if volume "body" {call "r***-body"}}
{if volume "head" (mod not "mp" {delay 0.05 {call "r***-head"}}})
{if volume "foot1r" {call "r***-foot1r"}}
{if volume "foot2r" {call "r***-foot2r"}}
{if volume "foot1l" {call "r***-foot1l"}}
{if volume "foot2l" {call "r***-foot2l"}}

see you can basically tag new effects to the hard coded bullet_hit script. But Im not sure if it IS hard coded. it might not be, im working on my own wounds system slowly because im trying to start from my own and its taking awhile. I want to add more tutorials on messing with this stuff but im going to need more time. Next tutorial will be making animals from scratch with 3ds examples.

Good karma+1 vote
MeestorJeebz
MeestorJeebz - - 58 comments @ how tomake flying plane vehicles for MoW version 1

Youtube.com
check that video and the link in the description

Good karma+1 vote
MeestorJeebz
MeestorJeebz - - 58 comments @ Survival: Barren Roads

Why not add vehicles and NPCs and kickstart it, sell for PC. then again you might just get more sales on the iPOD. not bad.

Good karma+2 votes
MeestorJeebz
MeestorJeebz - - 58 comments @ PreAlpha Combat Demo

will we be able to use our mouse to manipulate that arc stuff?

Good karma+1 vote
MeestorJeebz
MeestorJeebz - - 58 comments @ This game has just scaled up to 10!

CHA-CHING, son dats the sound of big money making idea. Dont let the design limitations get you down, kickstarter and hire extra programmers if you need to. I'll back this.

Good karma+3 votes
MeestorJeebz
MeestorJeebz - - 58 comments @ Helicopter test

hey how did you guys do this, I know it is with .inc files but I was wondering what .inc commands you used, is it just an animation loop started when you hit the button? Im guessing you got rid of the vehicles movement and use it exclusively by using set elevation and ani_play commands right?

Good karma+1 vote
MeestorJeebz
MeestorJeebz - - 58 comments @ Roguelands

No NPCS?

Good karma+1 vote
MeestorJeebz
MeestorJeebz - - 58 comments @ New Ship Controls *WIP*

If you managed to add exiting and entering of vehicles in space with boarding parties you will have accomplished what Star Citizen took maybe 25 million dollars to do. Oh wait I dont think they added that yet. So maybe when they reach 100 million dollars.

Good karma+2 votes
MeestorJeebz
MeestorJeebz - - 58 comments @ Men of War: Assault Squad 2

I think for this game you have two types of RTS players, Arma/Battlefield 2 and CoH/Relic Games. Arma players want increased attention to details. Crouch walking, severe wounds, realistic damage and range. All top Down with things like helicopters, rope drops from helicopters, wounded troop carry, improved vehicles and options for them. Etc.

Battelfield 2 players want options, more vehicles, more buildings, larger maps, bigger campaigns, more troops. More explosions and skirmish modes.

Now CoH players want something easy to play Just groups of units shooting each other like decks of cards Jack loses to King Queen beats Jack Jack beats 10, 9 beats 8, Jack beats 8, Ace beats King. Cover doesnt matter, map doesnt map, terrain doesnt matter. Just decks of cards.

We can see that with a CoH you get more $$$$$. So they believe it will be good for the series, but short of removing inventory system this game will never be as simple as CoH. So I don't know they'll just make hardcore fans question their judgement for a niche genre game either way which will never achieve CoH sells. And look CoH 2 is a joke already.

Good karma+1 vote
MeestorJeebz
MeestorJeebz - - 58 comments @ The Power of Armor System for MoW

rigging for armor pieces isnt done through the normal humanskin way but it takes time because the pivot has to be placed right, or the model rotated the right way on the pivot.

Good karma+2 votes
MeestorJeebz
MeestorJeebz - - 58 comments @ The Power of Armor System for MoW

Sadly no, if you wanted to make a system that looked 100% normal you cant because each pieces needs to be rigged separately and made into its own item. By the way I made a second version that has them aligned a bit more so it looks better and ill post a pic of it soon to show you, and obviously you can cut down on the time and pieces by not having so much and having part of the humanskin itself armored for specific types of troops etc.

Good karma+2 votes
MeestorJeebz
MeestorJeebz - - 58 comments @ THIS IS IMPORTANT WHEN YOU MAKE ARMOR

ive noticed some of my stuff getting corrupted when flipped or mirrored for left side armor from right side, no idea why.

Good karma+1 vote
MeestorJeebz
MeestorJeebz - - 58 comments @ Kagemusha

Also imagine this game with a Naruto mod

Good karma+3 votes