Awesome work Captain!
Did you have to delete every Actor and relight the scenes or was there some trickery you did to easily transfer the maps as .unr without DX content except for the textures?
Keep it up!
Search found 78 matches
- Thu Oct 10, 2013 9:33 am
- Forum: DXEditing
- Topic: I finally Figured It Out (Unreal to Unreal 2004)
- Replies: 33
- Views: 25245
- Thu Oct 10, 2013 8:14 am
- Forum: DXEditing
- Topic: [TIP] Custom Loading Screen
- Replies: 1
- Views: 12992
[TIP] Custom Loading Screen
I finally figured out how to implement a custom loading screen for my mod and in case the solution isn't clear to some people here's the simple process; Create a custom console class of your own focusing on the DrawLevelAction function. For example: //================================================...
- Mon Jun 10, 2013 7:42 am
- Forum: TNM Help & Support
- Topic: TNM AI Issue?
- Replies: 4
- Views: 10681
TNM AI Issue?
I am not certain if this is meant to happen but in levels involving infiltration (World Corp, ABI etc.) I stay crouched and don't make a sound yet when I enter the guards' "sense" range they act as if they heard a sound, look around for a moment and decide to trigger the alarm. Forgive me if this is...
Re: AI Barks
Would it be possible to do a switch instead?
E.g
switch(aiBarkType)
{
case "BM_AreaSecureOther"
constringname = constringname $ "beingRapedByAHorse"; break;
}
Where aiBarkType is simply a string...or a name?
E.g
switch(aiBarkType)
{
case "BM_AreaSecureOther"
constringname = constringname $ "beingRapedByAHorse"; break;
}
Where aiBarkType is simply a string...or a name?
Re: AI Barks
Thanks for the very informative reply DDL! I did as you said and got my custom bark manager extending barkmanager with those additionalBarkMode int checks with var int additionalBarkMode in my custom player class. Problem is that the barks aren't working :/ Here's my scriptedpawn function: function ...
AI Barks
Hey gang, So I am thinking of adding new AI barks with my own conversation. For argument's sake let's say I'd like CharacterName_BarkSomething to be played. I can do the scripted pawn coding for that, but the problem is within my custom bark manager. I have // ---------------------------------------...
- Wed Jun 29, 2011 7:02 am
- Forum: DXEditing
- Topic: Summer 101 Release?
- Replies: 18
- Views: 13834
Re: Summer 101 Release?
Summer 101 is released! Check moddb! Thanks for everything guys!
- Thu Jun 23, 2011 8:12 am
- Forum: DXEditing
- Topic: Summer 101 Release?
- Replies: 18
- Views: 13834
Re: Summer 101 Release?
Even with different DeusEx.exe it doesn't work
- Fri Jun 17, 2011 2:24 pm
- Forum: DXEditing
- Topic: Summer 101 Release?
- Replies: 18
- Views: 13834
Re: Summer 101 Release?
Thanks Darma! All we have to do now is tackle this when I open 31_SchoolInterior Log: Loading: Package bookmodsummer101 Critical: appError called: Critical: Assertion failed: InPos<=Size [File:..\..\Core\Inc\FFileManagerWindows.h] [Line: 57] Critical: Windows GetLastError: The system cannot find the...
- Fri Jun 17, 2011 6:35 am
- Forum: DXEditing
- Topic: Summer 101 Release?
- Replies: 18
- Views: 13834
Re: Summer 101 Release?
Just an update The alpha build works fine aside from: Warning: Failed to load 'bookmodsummer101': Can't find file for package 'bookmodsummer101' Warning: Failed to load '31_SchoolInterior.dx': Can't find file for package 'bookmodsummer101' Warning: Failed to load 'Level None.MyLevel': Can't find fil...
- Wed Jun 15, 2011 5:59 am
- Forum: DXEditing
- Topic: Summer 101 Release?
- Replies: 18
- Views: 13834
Re: Summer 101 Release?
Thanks man I'll open the email and have a test...maybe add one some REALLY small things that don't wreck the whole system. Yeah I don't have too many fond memories of DX modding but by releasing s101 I will feel that I have accomplished something. I spent loads of time fooling around with UED1 in th...
- Tue Jun 14, 2011 11:38 am
- Forum: DXEditing
- Topic: Summer 101 Release?
- Replies: 18
- Views: 13834
Re: Summer 101 Release?
Long time I haven't been here... Hey simon, as you may have guessed, I have not enough time to work on summer 101 too; as I don't have enough time to work on TDP... So yeah, what I recommand you is to release it with the source code and all (That is actually what I did with TDP, can take care of yo...
- Tue Jun 14, 2011 8:25 am
- Forum: DXEditing
- Topic: Summer 101 Release?
- Replies: 18
- Views: 13834
Re: Summer 101 Release?
Thanks for the replies!
You recommend I not just send the maps but ALL the code? Especially the code that was hard to sort out and all that? Guess that's what you mean by source. Yeah you never know if proving potential in this mod could make it better. Just hope we still get credit for it
You recommend I not just send the maps but ALL the code? Especially the code that was hard to sort out and all that? Guess that's what you mean by source. Yeah you never know if proving potential in this mod could make it better. Just hope we still get credit for it
- Mon Jun 13, 2011 5:29 am
- Forum: DXEditing
- Topic: Summer 101 Release?
- Replies: 18
- Views: 13834
Summer 101 Release?
Hello fellow Deus Ex Fans, The mod Summer 101 (http://www.moddb.com/mods/summer-101) was going to be the first mod I'd ever do. It was a long time wish for me to make a mod for the best game ever, Deus Ex. I tried doing mapping, modelling, coding and other things but I needed a team just like with e...
- Sun Sep 19, 2010 6:05 am
- Forum: DXEditing
- Topic: Modeler Wanted!
- Replies: 3
- Views: 3777
Re: Modeler Wanted!
Yeah that's fine, unless anyone else is willing to help you'll do