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3dge 2.0.4 has been released. sse tech works on md5 models only.
Are you clicking the .bat file or the exe?
Are the modders reading these posts? Edge is fairly easy to modify. Also, any doom mod that uses the freedoom doom2.wad is completely gpl'ed source. Just the doom assets are still off limits.
When are you going to update the version of edge used? It's now up to 1.35 and the 3dge spinoff is at 1.36. you could use 3d models in this if you wanted.
It took me a while to get use to the idea of dual mega-weapons too. Just picture of how much longer it takes to finish a boss in b2 than it does in b1 and I think you'll see the upside to this. Using duel minis could get player in trouble fast if these weapons are abused and conserving ammo is a big part of b2's gameplay such as it is.
To bad the original devs got end users adapted to plentiful ammo early in the game. This is the root of much frustration in the second & 3rd episodes.
The drudge lord is Overpowered given the number of instances player has to dodge/combat his fireball spamming ways. Slow down his projectile speed and rate of fire. No other enemy gets the number of complaints he does. Shrink the size and/or offset the boneleech's attached animation so he doesn't completely block player's view (reduce screen size by half).
Get Blood2 working with Jupiter's open source client...
*Slams trailer door*
*Goes back to being a shut-in*
I just tried the filefactory link, it works as far as I can tell. Is it not working for you?
Hi, It's been a while since I've played around with LithtoolZ, I've found a few new ways to handle dtx textures since then, so I'll be putting something together on my days off.
I'll try to get folks a better link with an updated package when I can.
Here's a link to the old package, hope it works for the time being.
My original reason for putting together all the pre lithtech 2.0 editing apps (Kiss Pycho Circus, Blood2, and shogoMAD respectively) was due to the problem of Blood2 and Shogo tools using 16 bit installers for setup. The programs themselves are 32 bit, it’s just a matter of getting passed those installers, that’s the only issue.
Apparently it is possible to move the remotes (any item) into the weapons inventory. I did this today by replacing the "R" key with the "0" key in the defult config and the autoexe config. Unfortunately that slot is probably lost to the weapons defaulted there. I'm also trying to use the config files to detonate the sucker with the alt fire. No success yet.
Why are you patching the nightmare levels? If you have nightmare then you have the latest version of b2. You probably ran the standard non nightmare 2.1.33 patch over NM, which might explain the messed up copy of B2.
Whoa, people are still posting. Damn I wish blood2 wasn't so buggy and hard to modify. Just made a suggestion on the features section. I know you've got more important mods on your list of things to do. Thank you for trying Vgames and most of all, thanks for still responding after 3 years.
Hmmm, seeing as this mod has ground to a halt, it's time for some pointless suggestifications. Of all the explosives in the game, the triggered detonator is the least dangerous to player if badly thrown. Why not double its explosive damage and replace all detonators with its code and skin. That way you get a somewhat useful weapon that player has modest control over even if thrown badly.
M210, I hope it can be fixed with further polishing of the eduke32 engine, but I'm afraid tror 3d geometry and polymer aren't going to work out for this tc. I hope I'm wrong. It don't see it changing though.
It's just the source from the old tow arena. I don't think it will be of to much interest.
Hello VGames, you said at one point you might be interested in looking at some samples of Shogo's code if it were modified or something. That was a long time ago, are you still interested?
Excellent effort on the orb man! That's exactly the way it's supposed to work! They even touch the model they're damaging now. The new flames might look better if they were bigger but to each his own. Also, doubling the amount of time a dead corpse burns would add some grittiness but again, that's just me nit picking.
Suggestions for the behemoth: Double walking/ running speed. Shrink his hit detection box so he can get through narrow or low geometry. Add naga's laser attack.
Sorry to hear that this will bee the last release. On the upside, it sounds like the best one yet.
There's the old sloppy way, give each character there own rez file....
@Zaero: excellent suggestion about the different start weapon for each chosen.
I'm assuming your on windows 7? Go to the blood 2 directory. B2NMSRV, client.exe, Blood2srv and blood2 all have to be in compatibility mode for win 95
VGames, check your pms
Maybe make a secondary fire mode animation for the dual mac 10's that let's them use the slower rate of fire mode but doesn't look like Caleb has 3 arms. That would be the best way I think. I want there to be a way for them to be more accurate. If you can do that I'll reinstate their dual mode via the source code.
I'll give it my best shot. You'll be hearing from me in the next couple of days.
Both of those things are doable. It would be best if VGames did it in source although I understand b2 game api's are picky and uncooperative. If you want VGames, I'll be happy to do it in model edit. I was considering a mod in which only the primary fire worked for duel Mac-10s but player could fire both or just one as needed. ALT FIRE would fire the left mac while normal FIRE would operate the right. This would necessitate eliminating normal alt fire completely tough. Player could bring both guns to bare by pressing both buttons simultaneously in otherwords.
the original b2 got rid of the alt fire animation when wielding duel macs, can't that br replicated? Also, getting rid of the alt fire animation all together is possible in modeledit, Is there anyone who'd miss it?
...And here I am answering a post more than a year old...
Blood 2 DarkAct is a little confusing to set up correctly.
Straight b2 should have a rez order like this in your customs folder.
Nightmare levels enabled should look like this:
If you see souldrudges dragging along the floor after shooting them in the leg, chest burster shikari on the 1st train, and a civilian pacing back and fourth in the laundry room, you've loaded it correctly.
Thanks for you work with this. I love the sharpened textures. As for the fx enhancer, making player over-gunned is the absolute wrong direction for this game. There should be fewer woo mode weapons, not more. Also, speeding up the model animations makes the baddies a bit fiercer, plus improves their navigating. I might submit some earlier work I did as prof of concept.