Yep! Load up BSP_TORRENS in the script editor :)
Yep! Load up BSP_TORRENS in the script editor :)
This project isn't dead by any means, I just don't upkeep these ModDB pages regularly. The project is maintained over on GitHub! If you download the ModDB version it should auto update to the latest GitHub version when you first launch :)
If you're editing config files OpenCAGE provides the ability to restore them to defaults, no backups required! Editing textures and scripts will however require manual backups due to the size of the files. Keep copies of your ENV folders :)
Yep! Check out the alien behaviour editor for specific parameter configs, or the behaviour trees for more global behaviours.
Implemented in some regard now! Work still continues, but this early release allows for initial editing functionality.
Not too sure on your confusion. Visual Studio isn't required to run the program, simply copy the "Mod Tools.exe" from the "Mod Tools" folder and place it in your Alien: Isolation folder. Brainiac Designer needs to be installed to be able to read and edit the behaviour trees, and a download link for that is available on the README.
You can download the mod on the EoCIV website: Eociv.mattfiler.co.uk
Personally I don't like the new design of V5. The V4 design is old-fashioned but it does the job.
This new design is just a re-skin and doesn't actually add anything new, in-fact it removes some stuff, like being able to customise mod pages CSS - something that is a core component of ModDB.
If V5 fixed some actual issues with the site like the limited ability to showcase screenshots and videos on the mod page, it would be a lot better. For now, this just seems like it is an oversimplified version of the original site. More suited to mobile than desktop.
I stick to my original feedback that I left a number of months ago before the V5 testing began, and I say that the mod pages should be more suited to the Steam layout if you're going to remove the ability to customise CSS. Make the pages feature videos and screenshots in a large area with details about the mod to the side, then further details and comments below.
The website will be back up soon, there's an error with my server which I'm trying to sort out.
As of October 2016 the EoCIV launcher is no longer functional. To get around this and play the game, drop the two .bat files inside this download in your EoC folder and run the corresponding file when you want to play SP/MP.
Download link: Mediafire.com
You have to uninstall before you can re-install to a new location.
When you install it just select your Jedi Academy folder and the installer will add the /GameData/ folder name for you. Don't install it to /GameData/GameData/.
Sounds good! Can't wait to see what you've been working on.
Awesome! Have you looked at implementing DOF? Might be a tricky one since I'm not sure if the Q3 engine supports it natively.
Apologies for the delay in replying. I'm working on putting some things together ready for the re-release. I think the community's going to be quite happy with what's currently being worked on.
Unfortunately, it's going to take a lot longer than previously expected however and it may be better to estimate the re-release to be around December time (maybe even slightly later). There's a lot more to do than originally estimated for reasons that I won't go in to, but the end result is looking very promising.
Sorry to be so vague, but I'm not going to explain much in these still somewhat early stages in case it all falls through (which hopefully it won't!).
Regarding the final build of EoCIV, yes it is no longer on ModDB as explained in the latest news post due to the copyright reasons mentioned. You can still download it on the website however, so no need to host it on Dropbox! Here's the link: Eociv.mattfiler.co.uk
But yeah, like I say, more information will be announced in the coming weeks/months and at the moment it's looking positive, and I'm hopeful that the community will be pleased with the finished product at the time of re-release.
There is a chance that I have managed to fix this mod so that it no longer crashes at certain points in the campaign. Just need to do a bit more play testing.
Will update with more info soon!
Glad you like the mod! Will look at making an alternate version without unlimited ammo.
It might have been because it was a scripted sequence. When I tested it against the Xeno it seemed to work alright.
Hey, just stumbled across this project and it looks awesome!
If you need any help with web stuff or promo videos just give me a shout. I can provide past examples if you want to see my work, I'd be more than happy to help!
This looks amazing! Definitely keeping and eye on this project.
Apologies for the delay. Should be fixed now.
Thanks for all the bug reports and apologies that I've only just got back to fix them, it's been a busy time recently.
The issue where androids were able to survive attack from the pistol has now been fixed. The mod should be working fine again!
Looks impressive! Does it not make the game a lot tougher though?
You can still download EoC through our website: Eociv.mattfilerfilms.co.uk
The download link is down while we work to fix up the issues in the mod, please read the latest news post for more information.
I've got some things in the works, more information soon. The download you saw wasn't ready to be uploaded just yet so I took it down.
As I said in the last news update, I'm planning on hopefully bringing the mod back in early summer 2016 when I've fixed up the issues. I may run some kind of beta for the members of the Discord chat, but I'll finalise things like this nearer the time.
Sorry for the late reply, I tested some fixes but nothing seemed to work. The fan-made mod tools for this game are very limited so without trying to reverse engineer the game's .exe, this is all I can do for now. The issues are just something you'll have to work around.
Apparently this project is no longer being worked on, but you can download everything that was created so far here: Gaming-nexus.net
I've been so busy recently that I haven't had any time to work on it this past month. The latest version of the tool I've developed will import and export textures just fine, but I'm having some issues with DirectXTex - it doesn't seem to want to export correctly which is creating some issues in-game after importing custom textures.
When I get some time I'll go back to the project and try to finish it off. If I can't get it 100% working then I'll just have to release it as a "working prototype" type thing.
Make sure you put it in the correct folder (your Aliens Colonial Marines folder).
MattFiler
Matt joined
I don't use ModDB regularly anymore - please tweet me if you have any questions! My projects are all open source on GitHub.