Thank you.
Thanks and I had fun making the music for your mod back then.
Thanks and happy new year to you too. Sorry didn't see the comment earlier.
A perfect balance, I had the time finally to play your mod through the whole game, and it was a lot of fun. Great work.
Love that kind of stuff, lately RPG games abandoned this and is a shame, because little things like that IMO help to make you explore wanting to know more of what it sorrounds you.
I still remember reading every book (even if they were short) in baldur's gate, and even the training books in Morrowind.
It would be cool to do so, but sadly Raven didn't release any modding tools for Wolf 2009, so is virtually impossible to produce anything. They totally changed the Id Tech 4 engine, so even using stuff like GTK Radiant won't work.
Plus the archives are encrypted and can't extract or repack anything, just few files that I used for this mod.
Is not about having the talent or not, is about having the tools :p.
Tracking, it surely looks interesting and make me remember the good old days playing Eye of The beholder and Warriors of The eternal Sun.
A question, did you develop your own engine for this game?
Ir bring me back at D&d: Warriors of The Eternal Sun.
Thanks to everyone that supported this little mod. I was thinking to do a last version before quit it, as you know the SDK never got released so I can only adjust few more things.
Thanks for the reply, downloading :).
There is the 32bit executable too for the sandbox?
There is already a prototype of megatexture in doom 3 and works pretty well, search around the net, there should be still a download.
Did you guys ever think to make also modules for NWN 2? Bw thats a neat job.
Nope, is just that there isn't media to show for now, only a bunch of scripting and coding. Will show something new next month.
I think the free SDK is aiming more on total conversion than just simple map packs for the valve games.
Hey man, nice to see you here releasing your awesome maps.
Maybe another feature for your next version is to include those options directly in the mainmenu, it shouldn't be too hard and 6thvenom menu is pretty well organized to work on.
Tutorials and trial & error.
The only thing that can be done is to make more corpses stay on screen at the same time. In Wolf there are a max of 5 corpses at one time, the mod increase it to 10. I tried to increase it more, but in some areas it make the game crash as it reach the entity number limit. Sadly can't do better than this, I agree that corpses should stay there.
Everytime, as it contains some commands to run the mod configurations. I suggest to make a shortcut of the bat on your desktop. There is also an icon included if you want to use it.
"Cevat discussed how importing the modding community is to them", I think it should be important? Sorry not trying to be an ***, just pointing it out :).
Yeah, keep this version. A hud doesn't need to be fancy graphics, I like when you have more screen space possible.
How you are planning to show objective informations?
Simple and informative, thats how I like it.
Giosuè Carducci ate a basket cow.
Awesome interiors.
IMO, use the music at key points and let the rest have ambient sounds.
Yes, not like the fast travel but with a trick. Example:
If enemies around show message of not using kit
else use kit
Still have to tweak it but it seems to work for now.
Finally a good RoQ utility.
@|Tyler| - The more I look at it, the more I agree, I need to learn a little more on modelling that kind of stuff.
@sgtNACHO - I'll ty to add those things, I need just to get better at UV mapping, thats where is my fault, but thanks for the feedback, also the serial number is a good idea it will make the barrel less empty.
Just one thing to add, this is obiviously a fictional pistol in design it follow as example the glock in Tomb Raider and HL2 games, but I'm not too experienced to make a real life gun, so I always add my personal style.
Neurological
joined
Australian cakes are the root of all evil.