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"Installation Instructions" doesn't really say where we need to put the files.
Cool,Though I must say that I'm not sure if having Deathmatch for the mod would be a good idea,coop maybe (probably would be less buggy then SS2's coop.) But that's just my personal preference.
Wow...I can't wait for this,hopefully this succeeds.Tracking.
EDIT:My question though is,how will the music be handled?Same way as SS1 (midis controlled in game depending on the situation?)
Actually there is a Random Weapon Swapper for UT2k4 that works like UT99's Stuffswapper Mutator
Will we also get the thigh pads armor on top of the body armor as well?
.:..: (aka Dots) already did such with his Unreal to UT2k4 conversion mod.Which also includes the content from Return to Napali expansion and some content from the betas. Here's a link to it Ut2004.ut-files.com
Got it to work now that I put it in it's own folder ( C:\DukeHard ) Awesome so far.Whoever made that Poorman's Library map did an awesome job making my jaw drop with it's mind fuckary.
Tried to play the mod using the latest eduke32 beta (4525 64 bit),Polymere is disabled and so is using autoload (happens with autoload enabled or disabled anyway) and the episode doesn't load even though in the EDuke32 set up I have Dukehard selected as the mod to load.Just regular Duke 3D atomic edition starts up with it's 4 episodes and user maps.
That I would love to see.
Bout time!Was hoping someone would at least try to convert the old UT99 weapons to UT2004.Tracking!
Wait,does that image mean we could possibly meet Vandora in the Resurgence campaign?Cause that would be some **** to actually meet one of the Nali Gods.
Color this Malkavian Intrigued,And red too.Tracking.
Can't seem to use disciplines after rebinding the Use Disciplines key...Do I have to reinstall or something?
I know this is supposed to be the last version of the mod,but I noticed that the Replace Old Unreal Weapons option specifically when used in OldSkool mod's SP Mutators list doesn't work.The Ammo is there,but the weapons are still the same (Automag,Stinger,Ect.)
And Nali Weapons Final is the only mutator being used in OldSkool's SP Mutators list.
Definitely interested in the full version when ever that gets released.
If there's one thing I've known about the Thief fanbase over the years is they'll find a way.If someone could take a version of the UDK to make a custom map for Borderlands 1,It can be done as well on Thief.The only question would be,which version of the UDK will work?
Hell,Thanks to said fan base,We now can make fan missions for Thief DS.
Nah I'm talking about a mutator for the Oldskool Amp'd mod (to play SP Map Packs for UT) that replaces Unreal 1's weapons with those from Nali Weapons
I wanna know,what renderers will this mod support?
That would kick major ***...even if the NaliWeapons had to be rebalanced for Singleplayer playthroughs.Hell even if it ment not being able to use the Oversurrection Features of the guns would be fine.
ok just don't take 3 years to release something this time :P
Why is this listed as a Doom Engine Title?
Major Framerate Drops as Soon as I enter E1M1.Only seems to happen when I'm looking at the decoration in the middle of the area by the Green Armor room.
In some map wads yes,in most no.What's your loading order?
You should check out the full Amiga game (They do have a free download for it on the game's official website.)
Nevermind the options to change the hud's resolution was in the Doom RPG Options menu.Btw the solution to the Only getting exp through combos bug is to just load DoomRPG,Then DoomRPG-Brutal,Then Brutal Doom,Then you should be all set if you don't load DoomRPG-Extras (DoomRPG has Brutal Doom Extentions On by default in the Doom RPG Options menu.)
For people looking to get the download on torrent,it's on piratebay.
no matter what mode I set the alternate hud to it's still too big.
The mod doesn't seem to be worked on anymore.Daemonjax hasn't posted anything or even shown up here for a long time now.
As I told someone else (Probably you) on facebook,Just because a thread of a mod on a fourm has been closed (for good reason knowing most of the troglodytes that scour the zdoom fourms) doesn't mean said mod has been canceled,It's a little something called spreading false information,don't do it.
Fair point but let's be honest here,the source code for Unreal(Gold) and UT99 have never been released.Kinda hard to make a renderer like OpenGL and D3D9/8 while doing things that have been done with Quake 1/2's Source Ports (Tenebrea,Quake2XP,Darkplaces,ect.) without the complete source code.Which Epic won't release.
And the Video Drivers were only made to allow newer machines to play UnrealGold and UT99 without the worry of the drivers causing crashes (Which the OLD OpenGL drivers and Direct 3D drivers are prone for doing on newer tech.)
Awesome,can't wait for the release
Great Mod.But sadly a bug happened when I went from E1M1 to M2 where the hud disappears permanently as soon as the level loaded.I can still switch characters and use the ATMs,the Dealer in the last stall,ect.This was without using HRP and Polymer Rendering Enabled.
Finally a not-half-assed attempt at an UT RPG system.
Yeah but Some team (Either the A-Team who made AHL and AQ2 or another team not sure) made the Quake 3 version of it called Reaction Q3.Was also on UT2004 but that version of the mod quickly died as soon as the first patch for beta 1 was released.
Looks like she's trying to break his neck but he's trying to eat her wrist lol
This long waff and it's still in the demo stage? :D congrats on the release downloading now
Never thought I would finally see a Blood 2 mod posted on here.And it's about ******* time some people decided to revitalize Blood 2 to be more like it's predisesor.Looking forward to the release