are you sure you had the configs right for the oil drain?
could just be a typo, but in any case went back and redid the whole lantern config system so should be ok in the next update
are you sure you had the configs right for the oil drain?
could just be a typo, but in any case went back and redid the whole lantern config system so should be ok in the next update
Hi! Thanks for the suggestions, but;
1. Windowed mode is already in the game and it works fine from my testing.
2. There is no real benefit to this and you can already do this with custom entities i'm pretty sure.
3. I am not making LODs for the simple reason that they require at least 1 new model for each existing model, which i am not making.
Sorry to disappoint.
to answer the base questions: giving the modified .ho and ent files i think are already a stretch of what can do, so i don't feel comfortable putting more than i already have, to answer the rest of your suggestions:
1. you can already modify FOV but not from the options menu, i'll look into how feasable and doable an option for the fov could be.
2. elaborate?
3. i don't do magic, if you deleted something it's probably in your recycling bin or lost permanently, i can't do a recovery since those files in most cases are no longer accessible, and since i can't share tdd's base assets, i can't do a recovery installer.
4. elaborate, but it would most likely break every custom story menu.
5. cutscenes are directly scripted into the map, i can't just make them skippable without recoding the map, and even if i did, again, i can't share assets, it's up to mod makers to make them skippable.
6. the background menu is a single map, wich would mean you'd either have to go through a loading screen or put every menu in the same map, either way, it's not up to me since it wouldn't be part of the executable.
Hopefully that cleared some stuff up and answered most of the questions.
Remodded is compatible with all default game mods, perhaps you should read the updated installation guide.
it's a problem with hpl, it can be fixed, but i know nothing of what causes it or how to fix it as i know little of how the engine loads models & armatures
more lantern-related functions & scripts will come in 1.1 but for now i'm busy with something else and i'm not entirely sure how to handle different lantern functions
you'd have to compile your own exe, but i don't see why you wouldn't use this one, it was made to be as compatible with the base game as possible, and you can play the entire game normally with it.
(this is me, forgot to sign in on phone)
Nice to see you active again, although I gotta say those screenies are all over the place
You got a pretty nice story and the Maps seem pretty detailed, i'll be glad to play this one
Only problem for me, idk if its just me but the lights seem pretty bright, in fact they are too bright for my taste, but i still like It.
I'll go for any of them but #1 seems better
seems like a nice mod so far, but we would appretiate having pictures of the mod itself instead of google image pictures, not saying that's bad, maybe you don't have anything to show as of the moment, but as soon as you do, please, add in-game pictures
Good luck!
P.S. i can help with mapping if you're stuck at any point
I will be working on the spanish translation
I agree. The plot is overused, but it's the plot i selected, for the Next mod i make i Will try to select a new plot, but until then a long time Will pass
It's the closest i've been to releasing a mod, not even unknown location got so close to being finished, i'll add release month when 2020 comes around, until then, i Will slowly add pictures.
I also hate when moddb releases a Page without me authorizing It, there is much work needed in this page, Expect Big changes soon
i can translate it from english to spanish if you want, i've had cs develeopment experience so i know how the .lang files work
NutBoi
joined
Hi, i do mods and stuff for old games, and maybe even a small bit of my own gamedev.