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by nihilisthetics
Sun May 08, 2005 12:37 pm
Forum: Mod Projects
Topic: Project : Contagion ( collaboration )
Replies: 21
Views: 6351

Thanks for replying. Those 3d skills would help us a lot. Im sure you also have a few worthwhile levels ideas too, so if you want to msg me, or post email address or send an email to dcollaboration@hotmail.com, you could be involved as much as you want. Its a bit early for beta testing ;), but we ne...
by nihilisthetics
Sat May 07, 2005 10:14 pm
Forum: Mod Projects
Topic: Project : Contagion ( collaboration )
Replies: 21
Views: 6351

After hunting about a bit, I decided the best way was to start with 3d max *.ASE format models ( you can get 3dmax on a 30 day free trial, by the way, so you dont need to loaded to do it) then convert them using a sed or perl script. All of the model information required is in the ASE files, which a...
by nihilisthetics
Sat May 07, 2005 9:22 pm
Forum: Mod Projects
Topic: TC's
Replies: 12
Views: 2014

Just a thought, but if you and your mates are thinking of doing a mod, or <breathes in sharply> a TC, why not join forces with our collaboration. There are four (maybe five) of us just getting started. You can see a screenshot on another post ( Project : Contagion ). Its all open to discussion at th...
by nihilisthetics
Sat May 07, 2005 9:13 pm
Forum: Mod Projects
Topic: Project : Contagion ( collaboration )
Replies: 21
Views: 6351

hehe. I thought your username sounded familiar ;)

Thanks for replying. Ill send you an email with details of whats going on in the project at the moment. Then let us know if you want to help out.

N
by nihilisthetics
Sat May 07, 2005 8:11 pm
Forum: Mod Projects
Topic: Project : Contagion ( collaboration )
Replies: 21
Views: 6351

Project : Contagion ( collaboration )

The collaboration project, now with the working title "Project : Contagion" is under way. The plot ( complete with twists ) and levels are taking shape, and work has officially begun on the mod itself. Its time to post a taster screenshot. This is an early version of the Dune-inspired Wyrm, a creatu...
by nihilisthetics
Thu May 05, 2005 10:50 pm
Forum: Mod Projects
Topic: effects.txt
Replies: 6
Views: 1573

I believe these effects are applied to sound files ( .OGG ) that are triggered by entity events. Check the sounds.txt. Looking through now, some of the effects seem never to have been used in the original game. The flanger, for example. Im sure that would sound impressive. Maybe on lasers ? I played...
by nihilisthetics
Mon May 02, 2005 11:10 pm
Forum: Mod Projects
Topic: Feature Request
Replies: 80
Views: 13465

Id like to be able to set the root folder for all your mod files from within a script
by nihilisthetics
Mon May 02, 2005 10:50 pm
Forum: Mod Projects
Topic: collaboration
Replies: 26
Views: 3695

There are some pretty nice ideas in there. You should come along to #collaboration next time we meet. There are four of us who have been kicking some ideas about. It sounds like its going to be pretty good. We are working on concepts for the individual levels at the moment, and we could use some of ...
by nihilisthetics
Sun May 01, 2005 5:02 pm
Forum: Mod Projects
Topic: collaboration
Replies: 26
Views: 3695

#collaboration on undernet seems to be the unofficial meeting place for discussing the mod, so Im going to hang out there on and off for the next couple of days and see who turns up. Weve already discussed the very basic concepts of plot, levels and what will be possible on there, so why not drop in...
by nihilisthetics
Sun May 01, 2005 4:49 pm
Forum: Mod Projects
Topic: collaboration
Replies: 26
Views: 3695

if you make the safe area a primary objective, you could have a kind of clock on the objective screen which tells you the count of units in the safe area.
by nihilisthetics
Sun May 01, 2005 11:46 am
Forum: Mod Projects
Topic: collaboration
Replies: 26
Views: 3695

What! Has Sepulveda learned nothing the first time round? :) Seriously, I like the sound of the 'up against time' idea, and I also like the idea about the number of guys in one location being depandant on the previous location. Im pretty sure they are both possible. As for reusing missions from the ...
by nihilisthetics
Sat Apr 30, 2005 6:20 pm
Forum: Mod Projects
Topic: collaboration
Replies: 26
Views: 3695

Yes, we'll need a place to start brainstorming ideas. Lets do it next weekend. That should be enough time for everyone who might be interested in taking part to have seen this topic. Thats not to say we should be resting on our laurels. Start thinking about concepts and what we will be able to do wi...
by nihilisthetics
Sat Apr 30, 2005 12:13 pm
Forum: Mod Projects
Topic: collaboration
Replies: 26
Views: 3695

collaboration

Is anybody interested in collaborating on a mod? Modding is a lot of fun, but it takes up quite a lot of time to get a half decent mod finished. There have been a few mods released already, probably a lot in development, and no doubt a lot of knowledge out there. So, I wondered, is anybody out there...
by nihilisthetics
Fri Apr 29, 2005 1:35 am
Forum: Mod Projects
Topic: Guide : Using lights in your mod
Replies: 11
Views: 11512

lights

Also, from messing about, I have learned that the x and z components can have a value between 1 and -1. This is the distance along the x and z axis of the map, where 0 is the midpoint. Its good to have 2 lights opposite each other 1 light at, say, -1 -1 and the other at 1 1. This way you always get ...
by nihilisthetics
Thu Apr 28, 2005 11:32 pm
Forum: Mod Projects
Topic: new mod
Replies: 18
Views: 9904

working with 1.2 now, I hope

I have made the changes to get it working with 1.2. The new rar is at http://www.sendmefile.com/00000355 Still needs the sounds.txt file in data, though. Played through it again, and Im sure they have changed the code for the way ants behave and the turret also has a longer range. This changes the d...

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