Search found 97 matches
- Sun Oct 11, 2009 5:24 pm
- Forum: Mod Projects
- Topic: New Modding Features
- Replies: 164
- Views: 141992
Everyone else gave up on this patch years ago. I suggest you do the same - it isn't going to happen. Ever. You are right about the forum - it is deader than <insert favorite Cat phrase here>. Rather than raising old threads from the dead, why not get working on a mod or something to breath a bit of ...
- Fri Jul 10, 2009 2:29 pm
- Forum: Mod Projects
- Topic: GuideGridTool - Converting between guide grids and images
- Replies: 9
- Views: 19692
Line length limits are courtesy of the OS. Even Linux imposes limits based on line buffer sizes which are hardcoded at kernel compile time (IIRC). I dont get it. A file is just a big lump of bytes, some of which just happen to be newline or carriage return characters. I cant see how the OS could li...
- Tue Jul 07, 2009 4:24 pm
- Forum: Mod Projects
- Topic: GuideGridTool - Converting between guide grids and images
- Replies: 9
- Views: 19692
- Mon Jul 06, 2009 6:00 pm
- Forum: Mod Projects
- Topic: GuideGridTool - Converting between guide grids and images
- Replies: 9
- Views: 19692
I love it when people post up cool little utilities like this. Well done. Anyway, I remember the largest map size was 127*127. Edit: I dont own Multiwinia, but I would love to know if it could go higher than 127*127 (I know, I know I'm sad that way). Anybody want to test and post up the results ? Th...
- Sat Jun 13, 2009 6:52 am
- Forum: Mod Projects
- Topic: 3d Object Convertor supports Darwinia
- Replies: 6
- Views: 12960
Marquise Fishy! How far you have come - I remember you when you were plain old TGF :) Sorry to bring up this old chestnut again but I'm out the loop. Are you still lobbying (perhaps not the correct term, but you know what I mean) to get the Darwinia source released or is that dead horse well and tru...
- Sat May 30, 2009 4:50 pm
- Forum: Mod Projects
- Topic: 3d Object Convertor supports Darwinia
- Replies: 6
- Views: 12960
Hi Cyberdyne. You may remember me from such failed mods as the Collaboration Project :) I think its excellent that the 3D Object Converter guy added Darwinia shapes to his list of supported formats. Did you explain the format to him or did he figure it out himself? Funny thing is I see support was a...
- Thu Jan 31, 2008 10:49 pm
- Forum: Mod Projects
- Topic: Moddable Darwinia - An semi-official word
- Replies: 9
- Views: 5423
- Sat Jun 09, 2007 9:36 am
- Forum: Mod Projects
- Topic: Expired: nihilesthetics.info: Archived Here...
- Replies: 4
- Views: 3283
- Thu Jun 07, 2007 12:32 am
- Forum: Mod Projects
- Topic: Expired: nihilesthetics.info: Archived Here...
- Replies: 4
- Views: 3283
Hi Brice, Yes, unfortunately it seems you are right - it has expired. Apologies to everyone who still found the site useful, but I have searched in vain for a local backup of the content, to no avail. I will contact the hosting company, but realistically it seems like Nihilesthetics Modding Pages is...
- Tue Apr 24, 2007 10:38 pm
- Forum: Mod Projects
- Topic: .shp .gmax .max ......
- Replies: 6
- Views: 3965
I wrote a java applet that will convert from max ase files to darwinia .shp files. However, it used the JOGL applet launcher and it seems this has been changed and my applet doesnt seem to work anymore ( it was here http://www.nihilesthetics.info/DarwiniaModding/ShapeViewerConverter.htm ). I just do...
- Fri Dec 22, 2006 8:21 pm
- Forum: Mod Projects
- Topic: New Modding Features
- Replies: 164
- Views: 141992
Thats jolly decent of you - but where to start ! There are already compiled lists of requests around the forums somewhere, but my favourites are 1. Separate images for Darwinians in different teams 2. Script driven change of Sepulveda image (Edit : < --- Done already !? ( Should read more carefully ...
- Sat Dec 16, 2006 11:47 pm
- Forum: Mod Projects
- Topic: MOD/Screensaver Idea
- Replies: 75
- Views: 70767
- Sat Dec 16, 2006 11:37 pm
- Forum: Mod Projects
- Topic: MOD/Screensaver Idea
- Replies: 75
- Views: 70767
- Sat Dec 16, 2006 10:32 pm
- Forum: Mod Projects
- Topic: MOD/Screensaver Idea
- Replies: 75
- Views: 70767
The PurityControl script comand used to kick you out of the game and open a browser window. At least I think it did - its been a while since I looked at Darwinia in any detail. Id have to take my hat off to anybody who found a practical use for this seemingly utterly useless command. However, what y...
- Mon Dec 11, 2006 1:16 am
- Forum: Mod Projects
- Topic: Friend or Foe?
- Replies: 14
- Views: 5736
Dont be tempted to dive straight in creating your levels from the ground up. If you plonk a few landscapes, add some spawn points and a safe area then move them about until the level just kind of works, then you might make an OK mod, but it wont be a spectacular mod. The reason this is tempting is b...