Never mind my above comment, apparently my WinRAR wasn't compatible, but the latest version of 7Z worked just fine.
Never mind my above comment, apparently my WinRAR wasn't compatible, but the latest version of 7Z worked just fine.
I've downloaded this archive from all the available mirrors, and each of them give an error when trying to extract it. Basically states that there's an unknown method found on each file, and that there's no files to extract.
I'm having an issue with the ground. It's pretty bland and lacking any depth, and the road past the first camp isn't blending in with the grass. Any idea what I can do to fix this? Going to try to get some screens here.
Alright, nevermind. Found my way into the forums which had the r110 pk3.
You know, funny story here...
I wanted to try to get a few friends in to play this mod, but I'd have to tell everyone how to do it. I'm currently on a Mac, and I don't have the slightest idea what I'm doing... It took me about 3 days just to get SkullTag running on here - and that was thanks to a YouTube video detailing the process.
Now why couldn't I get the actual instructions from the SkullTag forums? Apparently I'm banned there, and I have never even been there in my life. True story. Something about some BlackWidow guy...
So would it be possible for you to port any instructions, or give me an idea of what I'm doing here to get this up and going on OSx, please?
This is looking great. I like the innovation behind the looks for each of the Sins. Looking unique. Great job.
I was just getting ready to do some research and create some threads recommending either SoC or Clear Sky mods. Since I haven't played either for a long time...this just saved me a lot of time :D
Looks great, can't wait to get it installed and going. Hopefully you didn't add too much new stuff so I can beat it or get far enough in before Borderlands unlocks D:
oh, this would explain why you're never on Tork anymore.
Name changes >:|
Oh you know, a bit of this--a bit of that.
Yourself?
I suppose there is immense truth in that. Then again I would have been interested anyways since he's an eFriend, lol.
This sounds awesome, been wondering what it was all about ever since I saw the first logo - and now it's all clear to me and it's pretty impressive.
Only complaint I have is that Pathard is dead-weight on your team!
jk.
Yes, we are still alive.
School has raped most of the member's free time, and I've currently had a situation regarding a hi-jacker who ruined our forums and the sort.
So, we are pushing forward, slowly.
You can do some amazing stuff with just Valve's Hammer though.
Provides enough entities and other additions to actually create a mini-mod with zero programming or anything.
Other mapping tools suck though, and I'm not too pleased to hear about this mapping tool since I'm an active member at FPSBanana, and all I see there is a flood of freaking horrible maps. The easier the tool, the more crap that will have to be sifted out of the good.
>:( FRIDAY!?
Blasphemy.
Either way, I'm happy to hear about the Steamworks implemention.
I really hope that it helps to gain this mod the respect and attention it deserves.
FF > All fortress games (but not QWTF :P)
Well, it's not going to change for the better.
So I reckon you will not want to see the delusional enemies D:
Sorry.
For sure.
Zombie mods just don't really get that fun unless they are unique.
Brainbread, Zombie Master, and Zombie Panic are currently my top favorite HL2 mods as they bring more than just...zombies.
There's also an awesome CoD4 Zombie Mod as well.
I don't know, I didn't get very far into that mod :P
I think I got to the first fight, and stopped playing because of GoldSRC's lovely hit detection.
That and the low FOV really makes me nauseous.
I might attempt to play it again here soon though.
Well, tbh, I wrote all of this at work. In the restroom. lol.
Yeah, that's a current plan.
There will be 0 default HL2 weapons.
You can look through our screens to see the majority of weaponry to come in Episode One.
Those models that you see above, are just "place holders".
We are currently rebuilding our arms (too high of polies the first time, too hard for the animator to rig them). And texturing our current models.
Then after they are all animated, that's when they will be implemented.
I don't really see that happening unless we get really really really bored.
Which shouldn't be happening.
We are getting UVMappers on the team now, and most of the skinners are taking up tutorials on how to UVMap as well.
We hope to have some of these textured for you guys by next week :D
Well, some parts of the game will heavily revolve around melee combat.
So I like the idea of numerous weapons with their own attributes.
Just another way to try to gain some replay ability for a SP mod.
It's an infection.
Might want to go to the clinic...ASAP.
Sebhael
Kyle joined
Just an enthusiast gamer. Sometimes the right mod can bring a whole new level to a game, so there's nothing better than a nice mod. Also, being as I'm looking to go to college for game development. I figure I might want to start looking into the scene now. :D