This all looks extremely cool! Thank you for the articles it's always really fun to read!
All these features are making it difficult for me to decided who I'll play as first.
This all looks extremely cool! Thank you for the articles it's always really fun to read!
All these features are making it difficult for me to decided who I'll play as first.
They look so good, I love it.
I love the frequent updates on progress, even though it's so early there's some awesome things to keep watching evolve. I especially like the animated cycling of faces showing the races.
Thank you for your hard work!
A really awesome mod! The light fx and animations on your vehicles are especially fantastic.
That glow is gorgeous, I didn't even think that was possible in the GEM engine. Very impressive
Some pretty Planetside-y looking props there. ^^
Also scene tho.
The steam workshop version is actually slightly newer, as I noticed some errors after uploading it here.
I'll definitely give that guide a read, looks like it could actually help make some important progress.
However, I still want to get more map building stuff done first so that some decent and varied maps can be available alongside multiplayer/skirmish modes.
I haven't tried making the content of the mod multiplayer/skirmish compatible so I have no experience on what needs to be done to program it in.
It doesn't help that I don't really have any personal interest in the multiplayer or skirmish modes in MoW, I pretty much just got the game for the editor as I enjoy messing around with sandbox style games.
Quite a while ago someone did make a foundation for multiplayer in the mod but I lost the files long ago and I've yet to find who it was in all my ModDB emails. Skirmish/Multiplayer isn't completely off the table but it's probably still a long way off.
I do plan to try out making flying vehicles at some point, the issue is that, if they work at all, they would just act like the planes found in the base game.
Sorry for the ridiculous reply time.
There unfortunately hasn't been any additional work done on the mod up until now.
However, as I'm thinking of getting back into the mod, I will likely make the first update be a collection of smaller/easier to add things like helmets and weapons.
And I suppose with no other specific direction to go, universal helmets for all factions would be a nice addition (saves me having to make an equal number of helmets for each faction when I can just change some colours on NS ones)
I would like to, the issue is that as far as I know, I would have to make a whole new vehicle entity just for a different turret and with so many other things to work on, I just haven't thought about putting time into minor changes like that.
I haven't been able to replicate the error so far. If you happen to have another large mod loaded that might be what's causing it.
I've never considered actually advertising for help on the mod but I'd always be open to people offering to contribute to the mod. I have had help in the past where I showed what needed to be done and sent some files to be worked on but just for working on props and set-pieces
Very cool video! I'm actually surprised to see both mods work that well together haha
Thank you for the praise, I'd love to see the video!
Can you elaborate a bit more? My initial ideas for the stats on the infantry weapons follows this sort of pattern: NC(low accuracy, high damage) | TR(medium accuracy, medium damage) | VS(high accuracy, low damage)
I don't recall people complaining about the weapon stats as a whole before, occasionally the odd single weapon.
Also not sure what's going on with your textures, sounds like something is blocking the code from grabbing them from the common folder.
Hey there,
Sorry I never replied to this, I haven't looked through the comments on the article for quite a while.
Thank you for the link! These could actually be very useful once I get around to adding more variations in the voices for the various factions.
Ahaha, it sounds like your own little Christmas mod list. We'll just have to see how the year goes. The time I'm most likely to get back into modding is summer, just like when I first started.
Thank you for the link, I've actually reported this mod as well now.
I also urge people to report this Dark Rising mod as well because its creator has indeed been taking content from my mod and including it within his own, without contacting me at all.
I'm not sure when air vehicles would be implemented, they're not exceptionally high on the to do list but they aren't completely out of the question either.
And if you PM me about maps we can discuss about including them with the mod or alternatively you can upload them as addons so that you can release updates whenever you want.
Merry Christmas to you too!
And it's just nice to see people enjoy something that took up so much time to make so far haha
I'm glad to hear that you continue to enjoy the update.
I still have a list somewhere of planned features for Version 10 but very little progress has been made as of now. I'm on somewhat of a hiatus you could say. Got myself to a point where I didn't even want to play Planetside 2 after looking at it so much haha.
And I've tried in the past to deal with the stupid physics on the vehicles but I'm just not sure what does it unfortunately.
I didn't go back and change all of the older weapons to the new scale, just the ones that I thought were really bad until I knew if people liked the new scale. Organising the weapons into folders does sound like a good and convenient idea.
Not sure when I'll get around to it, I haven't really been working on the mod at all in the recent weeks. I've gotten quite busy recently and haven't been able to bring myself to work on the mod at all.
Hopefully it won't come to uploading in parts but you never know.
And there is already some flora available, though currently only some trees and small ferns.
Thank you!
A vast majority of what I know now has been from trial and error and adapting work from pre-made working items to the Planetside models. But I also found out a lot by asking others who have been modding MoW for longer than me.
If you mean the mod.info file you use notepad. If you mean the actual mod folder you'll probably need winrar
The only thing I can think of that could cause such a difference would be height. In my battle included with the mod the spear turrets are elevated quite high above the tanks, shooting down at them, both the top and turret of the tanks have separate armour from the side and front so it wouldn't surprise me if it's just easier to destroy the tanks from above.
Colt0512
joined
This member has provided no bio about themself...