Please refer to 'reviews' for my Bio.
I think it is a great tool, it can make mapping easier and less of a struggle, especially for beginners! The only thing that did a little disappoint me, was that the video had only what some may call music, but no cometary of some sort. I think that would have been extra nice to have.
I don't have call of duty, but I guess it is pretty similar to Quake3 mapping, you could be looking there for tutorials. This here is a rather technical tutorial explaining the mechanics behind the mapping.
looks quite nice :)
We have now 3 winners, the following games are no longer available:
- Alien Colonial Marines
- Alan Wake
And there are now 2x Copies of Insurgency left
Nicely done :)
NOTE: We have 1 winner, hence Aliens Colonial Marines is no longer on the list of games to chose from.
I've been thinking about it and noticed that I don't need a copy of the game to host a server. If you upload the files to the server I can get the server going the instance the server has all the required files. Assuming your internet connection can handle the upload.
And some instructions what commands the server should be started with, along with a decent server cfg would be a great help.
So I can start up the server as soon as all required files are uploaded.
I am not the Developer of the Cygnus Mod I'm just a bit involved in it. How ever, I have notified the Developer about your Comment, maybe he will soon reach out to you.
Perhaps next month I can get a copy of this game, and setup a coop server on a windows server, with ftp access, so you can actually upload changes. I also think that your mod should have a decent installer, I can help you with that, as I have created one for my mod.
I have also a Coop Mod Project, it is on the same engine with Übertools (http://www.ritualistic.com/games/ef2/gdkdocs/content/allclasses_g.html), but with a newer version, thankfully.
We also had to deal with the Master Server going off-line, so I knew a guy who made a new one, basically he modified the one used for quake3 which can be used by anyone. And to our luck, I knew somebody that was pretty good with linux, and he hosted the Master since today it is still running, even thou the original master hast returned after being off-line for almost 2 years.
And the same guy that made the master-server code work got the game-code to work with newer compilers so we started to move the coop code from the scripts into the c++ code of the dll, and now the possibilities are almost endless. And finding solutions for problems is now by far much easier than before.
Well, I'm trying to say if you have a Hobby for so long you are getting better at it and it makes more fun and as long as you have fun who cares how much publicity it has.
The same could be done here, if the game code is available, which it usually is.
How ever, it is all a lot of work and should not be considered as a 1 month 1 man project. I've also seen only 10 Coop servers online during my time with the mod, which is now about eight Years.
But the number of players that play it via lan or any tuneling software is far greater. I only know because of the support requests that he have from time to time if something was changed and doesn't work anymore. I think it is great that you have put so much time and effort into it, so if you ever think of continuing, we can talk and share our expiriances, and perhaps something useful comes out of this :)
We offer support in English and German.
Maybe you have the problem described here: Moddb.com
Please report any bugs that you find, and post any questions you might have. Thanks :)
HANS, our AI-Script testing model, completly harmless, depending on his current AI-Setup :D
Nice, looking forward to it :D
Sounds great :)
Looks quite nice!
I would so like to play this, but MP2 ain't working under Win7 :(
Just Bought Interstellar Marines - Spearhead Edition €36,99 EUR.
Haven't spend that much money on a game since Elite Force II in 2003 ^^
I like it ^^
Thanks, but additional Informations are required.
Please use the contact form or send a Private Message on Moddb, since checking comments is something I rarely do when the posts are a little older.
HZM Coop Mod yes, thanks, but I think they have it well in hand here ;)
You got it ^^
We don't want to spoil to much, do we ? :P
Pretty good so far :), keep it up
Ow, I bet there are only 2 maybe 3 people on this planet that know the answer, so don't be confused ;)
But I'm confident that will change very soon...
Let me know if you have any difficulties.
There will always be players that are annoyed by something, you can not avoid it. But you have to start some where,you could also spawn that enemy with ai off or something so that players can not shoot or get shot and don't see the enemy until the enemy is ready to be killed, I'm sure you will come up with something nice :)
You could alter the mission relevant BOTS to be Immortal when spawned until they are allowed to be killed, that then can be set by script.
Spawn the relevant triggers disabled, then enable them via script when they are allowed to be triggered.
That way you minimize the combinations you have to test.
And with the scripts, ya I understand that it can be tricky to work with the limited commands you are provided by the game :(
I was speaking about the Limit of the Event Handling, set by the Game or Engine code. But I'm pretty sure now that this is not the case here. I was assuming you have been over the scripts and corrected the Singleplayer level-scripts, because that is what a Coop Mod actually does.
My suggestion would be to set triggers, variables and new functions that will trigger in the correct order so that no player can mess it up even if they intend to.
I bet you have been thinking about that already, but I would not know how you could realize it differently. Altering the existing scripts(and levels) is the only solution I can see.
Have you altered the events limit ?
Issues that appear to be random could be happening because the event limit is hit. Commands from script, triggers, ai or players are ignored at that moment, which would include also the Doors.
I meant if you have edited the level scripts for coop, so that they do differ from the original scripts used in singleplayer ?
Have you guys altered the scripts ? (escape2)
When the next big war, uprising or shift in power is coming, not before.
Because your map must be with-listed
What would THE FEDERATION think about this ?
Last update at their site at (dd.mm.yyyy ->)02.06.2009 www.Eraserproject-mod.com
It's really not bad at all!
Although I've been expecting a little bit more from the story, the cinematic sequences and the dialogues, but it will remain in my MP2 Game directory :), since you never know when you need to play it again.
The game is commercial, there is no download for that game.