Search found 9 matches

by Vexus
Wed Aug 29, 2012 6:22 pm
Forum: DXEditing
Topic: Mdoa Mod: Zombies Mod
Replies: 10
Views: 8220

Re: Mdoa Mod: Zombies Mod

That's the old version which was somehow spread publicly. The new version, however, is still being worked on and is not publicly released.

@DJ, Mdoa and I are both working on the Mdoa zombie mod. I'm the same Vexus from fgs and dxalpha.
by Vexus
Thu Aug 09, 2012 3:44 am
Forum: DXEditing
Topic: Mdoa Mod: Zombies Mod
Replies: 10
Views: 8220

Re: Mdoa Mod: Zombies Mod

Like I said, they shouldn't have it. Don't ask around for it.
by Vexus
Wed Aug 08, 2012 4:11 am
Forum: DXEditing
Topic: Mdoa Mod: Zombies Mod
Replies: 10
Views: 8220

Re: Mdoa Mod: Zombies Mod

It's not released yet, karky and die shouldn't have it. Don't ask around for it.
by Vexus
Mon Jul 30, 2012 8:40 am
Forum: DXEditing
Topic: Terminus Machina - A DX Mod
Replies: 278
Views: 205851

Re: Terminus Machina - A DX Mod

Sounds brilliant, check your pms!
by Vexus
Mon Jul 30, 2012 7:34 am
Forum: DXEditing
Topic: Voice Actors Required for Return of Denton
Replies: 12
Views: 9336

Re: Voice Actors Required for Return of Denton

Do i have to email you? Or can i just post here?
by Vexus
Sun Jul 29, 2012 1:24 am
Forum: DXEditing
Topic: Distributing game
Replies: 74
Views: 54851

Re: Distributing game

Any news? This looks interesting. Just hope you can get it working properly for us.
by Vexus
Fri Jun 17, 2011 8:59 pm
Forum: DXEditing
Topic: Using TNM's Scope
Replies: 3
Views: 3962

Re: Using TNM's Scope

Hmm, so I'd have to create my own player class?
by Vexus
Wed Jun 15, 2011 8:51 pm
Forum: DXEditing
Topic: Using TNM's Scope
Replies: 3
Views: 3962

Re: Using TNM's Scope

Bump
by Vexus
Sat Jun 11, 2011 7:58 pm
Forum: DXEditing
Topic: Using TNM's Scope
Replies: 3
Views: 3962

Using TNM's Scope

I was wondering how I would go about replacing the regular dx scope with the tnm scope. It's a lot better looking. I just wanna change it on some of my mod's weapons, not changing anything in dx itself.