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.
Search found 9 matches
- Wed Aug 29, 2012 6:22 pm
- Forum: DXEditing
- Topic: Mdoa Mod: Zombies Mod
- Replies: 10
- Views: 8220
- 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.
- 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.
- 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!
- 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?
- 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.
- 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?
- Wed Jun 15, 2011 8:51 pm
- Forum: DXEditing
- Topic: Using TNM's Scope
- Replies: 3
- Views: 3962
- 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.