A software developer, currently working on a finance management system for several large charities. MSci degree in computational physics. Obsession with programming mods for the Source engine in my spare time.

Comment History  (0 - 30 of 137)
FTWinston
FTWinston @ Modular Combat 2.0.5 Full Version (Installer)

Ok, the name and description were both wrong here.
This is definately 2.0.5, and its an exe installer; it'll install automatically to the correct directory. I've updated the info to be correct now.

Good karma+2 votes
FTWinston
FTWinston @ Modular Combat

Unfortunately that limit is hard-coded - I've increased it to 200 for the next version, but til then you're stuck with that limit, sorry!

What you can do is use the pvmdir convar to control what directory monster scripts are loaded from, so you can switch between different sets of up-to 63 monster types. Not perfect, but better than nothing!

Btw, feel free to post some of your custom monsters on our forum - I'd certainly be keen to see them!

Good karma+1 vote
FTWinston
FTWinston @ Modular Combat

The servers were crashing and sometimes requiring manual restart. Sorry about that, I think it's fixed now!

Good karma+2 votes
FTWinston
FTWinston @ Modular Combat

The way the "create game" dialog works, you can't see maps that aren't in the mod's own directory; unfortunately there's nothing we can do about that. Once your server is running though, you can change to a hl2dm map, or you could just do "map dm_runoff" for example in the console to start a listen server that way.

Good karma+1 vote
FTWinston
FTWinston @ Modular Combat

The new version just came out - need to give other servers a chance to catch up! As for this being stuck in spectator mode - care to elaborate? (preferably on our forum at modularcombatsource.com/phpBB3) Thanks

Good karma+1 vote
FTWinston
FTWinston @ Modular Combat

It sounds like you're running the steam-based Source Dedicated Server? It doesn't work well with mods. You'll want to download the console-based hlds, run the update command on that with -game hl2dm and then again with -game orangebox. You'll want to then copy the modularcombat directory into the orangebox folder and put some episode 2 models into an ep2 folder there also. I forget specifics right now - will post a proper server hosting guide within a day or two.

Good karma+1 vote
FTWinston
FTWinston @ Modular Combat 2.0.3: Back to basics.

The official servers have been updated to fix the crash. If that works better, we'll release a server-hotfix later.

Good karma+3 votes
FTWinston
FTWinston @ Modular Combat

Adding HL1 NPCs would be fun, and its something we likely will do in the future. As for blocking places from being teleported to - we have had a system for that in the last several releases, but I managed to break it in 2.0.1. We have a bugfix release, 2.0.2, coming out soon, that fixes this again.

Good karma+1 vote
FTWinston
FTWinston @ Modular Combat

Do you have Ep2 and HL2DM installed?
If so, can you try launching each of those, and then launch MC?

Also, do you have Source SDK Base 2007 installed?

If yes to all of the above, check your Source SDK Base 2007 folder for any memory dump files (.mdmp) and send us one with a timestamp corresponding to when you tried to launch the mod. We'll look into it more from there!

Good karma+1 vote
FTWinston
FTWinston @ Modular Combat

Don't worry, we'll be adding more options and more synergy soon. But before you can fine tune things, you gotta cut out the stuff that doesn't work so well.

Good karma+1 vote
FTWinston
FTWinston @ Modular Combat

Due to us modders not having engine access, no. The ForcedMaterialOverride system overrides EVERYTHING. I'm trying to get an alternative working using material proxies, but not had any success yet - I've only succeeded in making overridden monsters turn all golden and sparkly. Which isn't what I'm trying for!

Good karma+1 vote
FTWinston
FTWinston @ Modular Combat

Yes, you can create custom variations of existing monsters; change their health, damage etc. and specify custom models or skins ... though reskinning currenly only works for monsters who use a single material in their skin. Working on a way to nicely reskin the rest of them.

You also can't currently give monsters different attacks, etc... that's something I hope we get into the next version!
Anyway, see the guide here: Modularcombatsource.com

Good karma+2 votes
FTWinston
FTWinston @ Modular Combat

Indeed, we've changed over to just such a "better save system" ... unfortunately, the change over required deleting the old character save system - can't win there!

Good karma+1 vote
FTWinston
FTWinston @ Modular Combat

The convar you're looking to change is mc_perlevel_modulepoints.
There's a bunch of other stuff you can change too, see this tutorial:
Moddb.com

Good karma+3 votes
FTWinston
FTWinston @ Modular Combat

Even if you could tell us what server it was on, and it still existed ... if you don't know the username, I don't see how we could help find it!
A couple of previous releases have required a character wipe, so chances are your account isn't there anymore, sorry.

Good karma+2 votes
FTWinston
FTWinston @ Setting up a deathmatch map for MC

Jack, see my reply to your forum post here:
Modfidelity.com
You are trying to use commands that are not actually mentioned in this article. 'addspawn' 'savespawns' etc are highly outdated and are *not* mentioned in this article!

Good karma+3 votes
FTWinston
FTWinston @ Modular Combat

We have an updated version coming out pretty soon, but its likely that bots won't be included in there. They can play like hl2dm currently, and buy modules and weapon upgrades, but when it comes to using active modules, there's a lot of customisation needed there, and some of the modules (particularly lasers) are causing some real headaches for the Omnibot guys in terms of how to get the bots to avoid them.

Rather than include sub-standard bots in 1.77, we will probably just release a server update when bot support is finished. The Omnibot guys are doing some very impressive things, and I think we all want that to be reflected in the state of the entire finished product, and not have bots being easily exploited.

Good karma+4 votes
FTWinston
FTWinston @ Modular Combat

Before step 6, type sv_lan in the console - has it changed back to 1?

Good karma+2 votes
FTWinston
FTWinston @ Modular Combat

The name of the mod in the command line is just the name of the mod folder, so in MC's case, its modularcombat. You absolutely should not need the server distribution for a listen server, they contain nothing different to the client distribution. I don't know of anything else to suggest regarding your hosting problems, if it works for hl2dm and TF2 (or something else on OB engine), then I don't know what to suggest.

Good karma+1 vote
FTWinston
FTWinston @ Modular Combat

Both these things were originally unintended / unexpected, but we decided to leave them in to help with spotting cloakers.

Good karma+2 votes
FTWinston
FTWinston @ Modular Combat

Depends how they're getting on. Some of the logic for modules (and for avoiding things like lasers) is a lot more complicated than anything they've done with omnibot before. That challenge is what made them want to bring it to MC in the first place, but it might mean that its longer before they're finished.

Currently bots play just like its hl2dm, and buy weapon upgrades. As far as I'm aware, they don't avoid lasers and magmines, or standing in front of turrets. These things would be pretty exploitable if we released them as they are.

Good karma+1 vote
FTWinston
FTWinston @ Modular Combat

:) good to know!

Good karma+2 votes
FTWinston
FTWinston @ Modular Combat

It can be confusing, but my tactic for all source games is this:

start a game
type in the console:
sv_lan 0
net_start
changelevel <mapname>

and then everyone else will be able to join, assuming you've forwarded the right ports on your router (check portforward.com for that)

Good karma+2 votes
FTWinston
FTWinston @ Modular Combat

There isn't one, unless they talk about it on their website, though I'd be suprised if that were the case.
They're just ... doing it. And it kicks my *** already :(

Good karma+2 votes
FTWinston
FTWinston @ Modular Combat

If you're eligable for either the nvidia or ati promotions, you can get hl2dm free through both of those!
Steampowered.com
Steampowered.com

Good karma+2 votes
FTWinston
FTWinston @ Modular Combat

Just to clarify; Yes, HL2DM is required. Its a mod of HL2DM, specifically.

Good karma+2 votes
FTWinston
FTWinston @ Modular Combat

Cool, hope you enjoy it! :)
Let us know if you have any issues

Good karma+1 vote
FTWinston
FTWinston @ Modular Combat

We've been debating exactly how to do this best for a while now, and we're still not completely decided. Its definately something we want to do, though, and we'll get it in as soon as we can.

Good karma+1 vote
FTWinston
FTWinston @ Modular Combat v1.76b (Hotfix) released!

In the current build, you can throw cars, and that'll probably stay.
As for the level limit, custom servers can now change it, but it'll probably stay for now on official servers.

Good karma+2 votes
FTWinston
FTWinston @ Modular Combat

We have team-specific arms?
That's news to me, unless I'm going crazy.

Good karma+2 votes