So, what's the status of this?
You get paid? Can't have that.
Cool to see that the game is still supported by its fans.
Well, source is a bitch to work with.
So.. Theres this mod and this mod:
What's the biggest difference between them?
And shouldn't they sort of merge considering both of them are in the same universe?
Been following this since it started here on moddb, eager to see what comes when it releases :)
You can make custom monsters with the monster_generic entitiy in hammer.
It's quirky, but with some neat effects, they could do it without touching C++.
Hmm.. Haven't had any issue playing with him before, but you maybe you're right. Guess I'll have to try it one more time.
We used gentool, we live in Sweden/Norway, no AI units used.
Great mod, really cool new units and the music was great.
However, I had a sort freeze lag every 5 second in multiplayer (tried both custom and normal maps) for the units, I could chat normally.
So due to the lag we uninstalled the mod as it was unplayable. =/
Thx for the answer, I'll check it out.
So, how does one play this in multiplayer? I tried gameranger but it wanted an .exe file, and since the shockwave mod uses a launcher to launch the game, it didn't want to allow it.
So.. Can it be played in multiplayer?
Yeah, I guess so. =/
About the "Special" gamemode, do you know what I need to name my mission to? cooperative.mi leads to cooperative gamemodes, but naming it special.mi didn't seem to do anything.
Nice! Did play this mod when it was active, good to see it's up and running!
Hi guys, seems like this is the place to go for people who have knowledge about the editor.
A) Is there any good site out there that has tutorials for the editor? Most of what I can find are just random youtube tutorials (with people that like to talk a lot) and forums threads with people asking stuff (mostly about F3 mode).
B) I have a map that I want to be playable in cooperative mode, does cooperative mode only support people sharing the control of one player, or can I setup somewhere that user1 should control player 0, user2 should control player3 and so on?
Thanks! I've been looking around for tutorials and what not, but most of it seems to be spread around in random youtube videos and forums threads.
Found this mod while googling around, I'm currently making a finish cooperative map for the Valour mod, could probably port it to this mod too.
It seems you know your way around the editor and I couldn't find it anywhere.. Do you know where you can define which players should be user controlled in multiplayer?
I have player 0 and player 2 that I want to be user controlled, since at the start of the map I made player 1 the soviets.
I agree with this comment.
Either make it a skillshot or a passive with a cooldown.
Right click on the game in steam and disable Steam overlay.
Some minor feedback:
Can you lower the volume of the HMGs a little? Sure they sound awesome, but have more than 2 in the same area and I can barely center my camera over there cause of the GIGANTIC SOUND OF FIRING.
Can you increase the size of the grenade buttons? (F1-F3), the number showing how many grenades you have is quite hard to see.
There still are, just hop into the servers at the weekends.
Now that is pretty badass.
Sorry guys but this has to be one of the most confusing install zips I've used for a mod.
I get it that I can't use 32bit for this mod, but did you really need to say it at around 3-4 different places in the 7zip file? Wouldn't it be better to include 1 Readme file at the beginning called "Install.txt"?
Please try, it would be awesome to play on a LAN.
Looks like a firetruck. That makes fire instead of defeating it.
So.. Will you release the source files for part two?
Release source files, etc? Would be neat to look at.
Level 2 should be more of level 1 but with added stuff rather than wooden crates that look weaker than level 1 :)
No need to model the rest of the body. Ey ey.. .. D:
"This is in case an offline player wants to use it."
Steam has an offline mode too?
I notice the CSS spectator GUI there. Any plans on porting it to CS GO? Should be fairly simple since almost all textures are custom made and the lighting would improve how it would look :)