Hey! Thanks for quickly replying!
I will definitely give this a go. Check your email if you can Han, I had to ask you a couple things, I asked you the same question here, but also some other things.
Thanks, man!
Search found 49 matches
- Tue Jun 07, 2016 1:47 pm
- Forum: DXEditing
- Topic: Where are the native coders :D
- Replies: 3
- Views: 5757
- Mon Jun 06, 2016 9:27 pm
- Forum: DXEditing
- Topic: Ideas for improving EditorEngine.
- Replies: 5
- Views: 6951
Re: Ideas for improving EditorEngine.
I have a suggestion, not sure if it's possible with what limited, public source you have for the engine to work with, but maybe a mesh viewer for guns so the modder can easily set the offset of the weapon's 1st-person view mesh, along with maybe setting the mesh's origin, rotation, etc. so that way ...
- Mon Jun 06, 2016 9:23 pm
- Forum: DXEditing
- Topic: Where are the native coders :D
- Replies: 3
- Views: 5757
Where are the native coders :D
Hello there, it has been awhile. I was looking places for a C++ coder to simply make ONE simple native function for my team for our mod, Hatchet. The code is simply controlling a mesh's drawscale, but it can be changed by the X, Y and Z axis. So like SetScaleXYZ(float x, float y, float z), it would ...
- Tue Apr 08, 2014 3:26 pm
- Forum: General Discussion
- Topic: Help keep DXMP alive.
- Replies: 0
- Views: 14311
Help keep DXMP alive.
I am almost certain most people in these forums don't care about DXMP, but if you could help us out with this problem, we'd deeply appreciate it! :D As some of you may know, GS is shutting down all related Master Server Addresses (MSAs). However, luckilly there is one that we can rely on. The name o...
- Sun Sep 29, 2013 2:37 am
- Forum: DXEditing
- Topic: Deus Ex Physics
- Replies: 16
- Views: 17581
Re: Deus Ex Physics
Some native code could create great new better physics for the game, but Deja told be that it would create problems. I am not sure how.
- Thu Jun 06, 2013 2:53 pm
- Forum: DXEditing
- Topic: HX - A DeusEx Coop Modification
- Replies: 51
- Views: 53199
Re: HX - A Deus Ex Coop Modification
Basiclly all players who are playing the mod, must be linked...
if a player picks up the dragon tooth sword, tell all the other players that that goal has been completed, not just for the guy who picked it up.
if a player picks up the dragon tooth sword, tell all the other players that that goal has been completed, not just for the guy who picked it up.
- Tue Apr 23, 2013 4:10 am
- Forum: DXEditing
- Topic: Help With new Sodacan model(milkshape)
- Replies: 17
- Views: 17249
Re: Help With new Sodacan model(milkshape)
yeah in deus ex you can go up to about 8000 polys... it is fine people. lol
(unless you have a slow PC lol)
(unless you have a slow PC lol)
- Sun Apr 21, 2013 5:41 am
- Forum: DXEditing
- Topic: Request (for those native coders)
- Replies: 10
- Views: 10390
Re: Request (for those native coders)
Ah.... Well okay... just wonderin. Thanks anywayDDL wrote:Alright, well: that aint gonna fucking work.
You'd have to first code up replication-compatible versions of everything, then make a mutator that replaces them.
- Sat Apr 20, 2013 8:58 pm
- Forum: DXEditing
- Topic: Can't place PlayerStart
- Replies: 5
- Views: 7001
Re: Can't place PlayerStart
You must place a PlayerStart actor in the map...
NavigationPoint --> PlayerStart
NavigationPoint --> PlayerStart
- Sat Apr 20, 2013 4:14 pm
- Forum: DXEditing
- Topic: Request (for those native coders)
- Replies: 10
- Views: 10390
Re: Request (for those native coders)
What I mean, is that it takes all actors, and it makes them work in Multiplayer... basic replication.DDL wrote:What do you mean by replicating, anyway? Replication means something very specific in multiplayer code, and 'replicates all actors it finds on a map' doesn't really fit the mould.
- Fri Apr 19, 2013 2:47 pm
- Forum: DXEditing
- Topic: Request (for those native coders)
- Replies: 10
- Views: 10390
Re: Request (for those native coders)
easy there, tiger.Hanfling wrote:Again, read the fucking article.
- Sat Apr 13, 2013 8:04 pm
- Forum: DXEditing
- Topic: Help With new Sodacan model(milkshape)
- Replies: 17
- Views: 17249
Re: Help With new Sodacan model(milkshape)
What you can do, is name the object with 01 at the end...export as Autodesk 3DS, then use 3ds2de to convert it... then try it.
- Sat Apr 13, 2013 12:41 pm
- Forum: DXEditing
- Topic: Request (for those native coders)
- Replies: 10
- Views: 10390
Re: Request (for those native coders)
Er, I don't know much about Unreal networking at all, but wouldn't replicating all objects to all clients (and the server) be a really bad and pointless idea, and pretty much miss the point of the networking architecture/role system in the first place? Well I didn't mean JUST to the clients or serv...
- Sat Apr 13, 2013 12:29 pm
- Forum: DXEditing
- Topic: Request (for those native coders)
- Replies: 10
- Views: 10390
Re: Request (for those native coders)
I have tried many ways of replicating.... Things still do not work. lol
- Fri Apr 12, 2013 3:07 pm
- Forum: DXEditing
- Topic: Smoke vented doors possible?
- Replies: 10
- Views: 10781
Re: Smoke vented doors possible?
It may be best to script a mover that does this when opened, not closed... can't be hard. If I get around to it I will do it.