i miss you :(
you have to install the Intellectual Techno Hell Standalone folder into the sourcemods folder. It won't work properly otherwise
you have to install the Intellectual Techno Hell Standalone folder into the sourcemods folder. It won't work properly otherwise
No, you have to install the Intellectual Techno Hell Standalone folder into the sourcemods folder. It won't work properly otherwise
there are no plans for an android version
I am unsure of what causes the framerate issues, but I'm certain it's due to the unoptimized maps or the new bots. I plan on moving this to source sdk 2013 base ce multiplayer (https://github.com/Nbc66/source-sdk-2013-ce) which should improve optimization and stability, but I'm busy with multiple projects right now. I will work on this again when I'm finished though.
Try moving forward and then pressing the jump button every couple of seconds. It takes a bit to get used to.
I've actually thought of a single player campaign actually! Maybe kinda like quake 3 arena or something. But then again instant action mode is a thing so idk.
there are plans for more things to get added to the mod in the future. It's still in early access so don't expect the mod to always be like this.
Extract the zip file, then move the extracted folder into your sourcemods folder then launch
Extract the zip file with the default windows zip extractor, then put the resulting folder in the sourcemods folder, then launch it with the batch.
Extract the zip file with the default windows zip extractor, then put the resulting folder in the sourcemods folder, then launch it with the batch.
Make sure Source 2013 Single Player is installed AND you have the mod in your SourceMods directory. It will not work any other way.
I tested this with the regular version of SDK 2013 Singleplayer. I'm not sure if having the beta version installed matters but it shouldn't.
go to options > multiplayer > advanced and disable both shaders.
You do know there is a FIREFIGHT RELOADED ModDB page, right?
Anyways, good job.
You should of made this its own standalone mod because it will be broken the next time I release a big update for the mod. I don't mind people modding the source code, but you should have given some credit.
To explain, this is the same version I used for FIREFIGHT RELOADED, SMOD3, and SURVIVOR. Worked nice on all 3 projects.
You can still get VS 2013 here: Microsoft.com
Mainly working on FIREFIGHT RELOADED and other smaller projects at the moment. I plan on working on this soon.
It is already an addon for it. Will update the image.
when gzdoom/zandronum loads, it prints errors about overriding classes. Will fix this later today.
I am getting class errors with this one.
Thanks, I will update the mod with this.
UPDATE: Fixed some ammo-related bugs and added an addon for the UDV HUD (You need to load this with AND after the Project Brutality mod for the HUD or it will not work correctly).
I tried to make this an addon for Project Brutality but it had errors about class definitions.
The Death Dealer spawns with almost every weapon (including some secret ones). RED's blood level is larger than ovedrawn at blood bank (RED spawns 999 blood particles/decals while overdrawn at blood bank uses 666). Reason why I can't make this an addon is that the DECORATE and almost every weapon's code has been modified so they can have 999 rounds overall.
They should show up in the menu before you choose a difficulty or episode. I only tested this on Zandronum 3.0, so I don't know if it'll work as well for other ports. If you can't find the settings to change your class then just see if you can change them in options > player setup.
Found a bug in the latest version:
You can aim down the sights and have the weapon in the normal position.
Source SDK 2013 Multiplayer with the beta_test beta enabled. Instructions in the download page's description.
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