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It's the removal of the original netcode and adding their cloud based code what bugs me, I wonder if you can create multiplayer games without any kind of royalty too, as you are forced to use their netcode implementation.
I may be wrong, but that could be the catch. In any case, if I'm wrong, please enlighten me.
That's really strange. I had the bug that I was able to click on the Job done option, but the mission never finished. In any case I recommend trying to do the missions for another mechanic, and having both kits beforehand, it worked for me with "Nitro" on Jupiter, and should work with others too.
In any case you will want to take the things you really love to the Red Forest, as there is where tier3 updates are done(although reapiring and all modifications are more expensive there).
Good luck and I hope it doesn't detract your overall gameplay experience :).
Uhm Alundaio already said that tier3 updates are meant to be done only by the Forester as far as I remember.
DdV: You have a normal toolkit or advanced one? If the mission doesn't update when you grabbed it, maybe you got the wrong one, and maybe that's what is causing him not having the Job done option.
Hope this helps, good night :)
What I feel missing is compatibility with others hl1 mods, It's a pitty that we can play for free hl2 mods but hl1 ones are still out of the legal mirror.
In any case, gratz for the release, I hope everything goes well and evolves into a better thing over time, if possible :) (Who knows, maybe even support for other hl1 mods xD).
Have fun and good luck as always :).
Hey, as I said before on other new's for this mod, congratulations for your position on the MotY Award, you really deserve it.
I got stuck in Jupiter's train station because after shooting a "cat" near it because of a huting mission, all loners went hostile against me, including Nitro, the Seller and even Huntsman, killing one of the best spots of the whole game with that.
My question is, is there any way to make them friendly again? and why did they turn against me if I didn't shoot at them?.
I think they should at least get neutral again after going to another map and coming back as I didn't kill any of them, but it didn't help when I went to Jupiter's Underground and came back.
Thanks in advance for any tips about this, it's really apreciated.
I humbly think we should open some kind of Wiki for this mod, it would really help to solve common questions in it.
First of all, congratulations for winning the MOTY award, you really deserve it :).
I ran into a problem, and that is that I was able to say "Task complete" to T-Bone (Clear Sky Mechanic) when I was doing the mission of the Advanced Repair Kit. It did nothing as I would expect, but now that I got the Kit, it still does nothing when saying "Task complete" to him. I would love to remove the task completly and ask him again for the mission to check if it solves it, but so far I don't know how to do it.
In short, I want to eliminate the task about getting the advanced repair kit to make him give the mission again so I can check if it works after doing that.
Using the latest version (1.2.24) with Arsenal Overhaul 3.1 Final.
Thanks in advance, good luck and have fun :)
Hey there, thanks for the work in this mod, it's really appreciated :).
I saw in a earlier comment that this version doesn't has new weapons and to wait to AO3 release, and now that the last AO3 version is out, I wanted to ask a few things:
-This mod just remodel/retexture things, or also adds better animations for the guns? I can't find videos that confirm this in the mod's profile.
-Is this mod compatible with AO3? I wanted to test it out, but it's seems to has really dramatic increase on guns, and just wanted something that felt fresh from someone that played SoC and CoP some time ago, so I don't know what to do, to be honest.
That's all I can think about now, thanks for the time developing/merging this to CoC and also in advance for the response.
Have fun, and Merry Christmas :).
Thanks for the answer, I really appreciate it :). About the multiplayer part, it's ok that you focus on your goals first, as adding new things while the first ones aren't ready yet will make the whole project slow down a lot, but I love to read that it's already on your "implement if and when possible" list.
Also thanks for explaining the combat system you have in mind, I guess I will be able to ask about it deeper after it is more or less implemented and showcased, but it really shows potential :).
Can't wait to see how things get implemented, good luck and have fun :P.
Hi there, first of all you guys had a great idea, and so far the executions looks superb :), so I'm tracking this.
Would love to finally see a game where you are just one more, maybe be able to "exploit" game features and become better than the average npcs, but not the feeling you have on almost all titles that are released these days, be it player centered multiplayer where competitiviness is the main goal, or be it that you are the only one with a brain that is able to do something in the world (TES series, Far-Cry 3 & 4, Dead Island & Dying Light, and so on), so best of lucks with the project :).
That said, I'm interested in knowing how the combat will be, the recent released "Reign of Kings" has a really visceral melee combat, and was something I really missed on M&B (Beign able to Cut parts of the opponents body, blood splats, capturing others and then executing them yourself on guillotine or other instruments, etc) and would be awesome to see something like that inside the game, as it shows the power of the weapons used.
Also I would like to humbly ask if, after release, if everythings goes well, there could be any plans to expand the gameplay and be able to play the game with other people, nothing too big, just a group of 8, 4 or even 2 like most Co-Op games these days, although that I guess multiplayer is something hard to achieve, but being able to play with friends this game would be priceless, even if it is made as a mod :).
Said that, it takes me to the last question, and it is: How mod-friendly will be the game? I would love to see what the community has to offer for this game, and modding could help a lot with that :P.
Thanks in advance and sorry for the text wall, have fun and again, good luck :)
I don't see the random generated guns balanced and implemented in survival as the game advertised back before it even went beta, that was one of the mayor vending points, alongside a lot of others that can't recall right now but I can assume aren't getting into the game.
So, what I feel you acomplished was to create an engine, or at least added a lot of features to an existing one making it almost a new one and shipped it with a tech demo, demostrating a bit of what you could achieve with it, but not real game was shipped, imho.
Now, I'm not sure how much modding is supported or will be supported for this "game" in the future, but for the sake of it's survival, I hope it is fully moddable.
Otherwise, I have a bad feeling for the future of this game (I hope I'm wrong) as if a game that didn't felt finish is labeled as it is by the devs, making those that invest money on a game in EA hoping it will improve will stop founding the title, and those who investigate the forums to see if it really deserve to buy it will decide in most cases it isn't worth if it isn't going to get any better, killing the support in no time, making the game dead.
Again I hope I'm wrong here, only time will tell us.
And please, if you lost faith on the project, just tell the truth, I prefeer that than the bullsh-t PR from big companies tend to use.
I'm following this game since it's "Free to play" times, so I hope this game get's to where it deserves, with or without the main devs developing it.
I'm really sad that some indie games die or never get to where they planned in the first place, be DarkOut lack of multiplayer, Plannetary Annihilation's lack of proper campaing, features and even off-line save DRM-free features (these last should come eventually, but not at release when they said they would).
All and all, only time will tell what the fate of this game (StarForge) will be.
Nice to see they finally made up their minds to make something totally standalone, but I would like, as most people here, some kind of Beta: Final, Sneak-Peksy version of the actual state of the mod before the port to UE4, would make us able to get an idea of how's the mod/game state is right now and give us something to tinker and have fun before the REAL beast comes out.
Anyway, good luck with the project and have fun with it :).
Just found it thanks to groupees and got it :P.
Anyway, I would humbly ask the devs what are the main differences from this game and banished, apart for the obvious graphic design.
Thanks in advance and good luck, it's always nice to see a constantly updated game :).
The game looks awesome, I hope someday a we can see a mp mod for this game, it trully deserves it.
I got a question about the game though, it is able to be run without steam running on background? If so, you got a new buyer :).
Anyway, have fun and good luck with the project.
Edit: It seems you are using 1€ = 1$ conversion, I would recommend to set the prices in each region accordingly, or at least a bit more fair, any currency converter can help, or pages like steamprices. Again, have fun a good luck :)
I just discovered the game and I must say I'm amazed by it.
I was going to ask if there is a way to pre-purchase it and if there was any aviable beta to test it, but those questions got solved some comments before this, so there is no use to re-ask it :).
If it is going to be drm-free and have a fair price rightly converted between currencies, then I will be sure to support you :).
Good luck with the project and hopefully I will be able to leave my first impressions about the game soon :).
Edit: I missunderstood a august post from 2013 to be this year, so where I can check for the beta? Thanks in advance :).
I have been following this game since I saw it's page on Steam, I already own the first, and played countless hours with it.
That said, as much as I want to help it's development, I'm afraid 20$ is not 20€, and paying more for the same game is something I don't feel it's fair, imho, so I will wait until it gets fair priced or for an steam sale, whichever comes first.
Thanks in advance and good luck with the project, if anyone is interested in know how fair priced are the games, I humbly use www.steamprices.com , not sure if there are other websites that do the same, if so use whichever you like :).
In a utopian world, I would choose money, but seeing how nowdays everything that money touch tends to get corrupted, I chosen the Physical Trophy.
But also seeing how mod teams nowdays can have their devs scattered across the Earth I would choose, (depeding on how the physical Trophy would be, if one for each dev or just one for the team) hardware instead.
Not to be rude, but to be honest the prize should be for the mod with the best content not the one with the best PR-Team, and a money reward would make it worse, imho.
That said, good luck to every team, and remember, "it's not the goal, but the path walked to get it, the real reward"
Not offense intentions at all, just that imho a community fix which objective is to be used as an standarized base for all future community releases usually limits the changes to the official stuff into balance adjustements and bugfixes, so it caught me by surprise to see new stuff added over vanilla content, which is usually limited to plugins/addons, that's all :).
About the original content being untouchable and perfect, well nothing is perfect in this life and didn't want to say that neither, just asked about it from a nostalgic point of view, nothing more, as when I asked Runestorm where I could find BW 1.5 and such as I missed some things that got changed on 2.0.
My experience on this mod has been mostly personal, having played just once on a public server when 2.0 was released and with a friend some time after against bots, so for me the vast customizations this mod had been always an awesome feature, as I could tinker the game to my own tastes, so I didn't have any idea of what could hurt or not the gaming community, and I trust you all are doing your best to keep it together, so keep enhacing the original game and, yet again good luck, you all deserve it :).
PD: Sorry for any grammar and orthographic errors, I'm almost slept on the keyboard, I hope everything is correct, thanks in advance.
I see, just like to have all the options possible and to keep the vanilla things as pure as they can, or be able to at least.
Don't take me wrong I love new stuff like the most, but being it a fix, I think things that change the gameplay from the vanilla theme that weren't an unintended bug (like the personal artillery shoots going down too fast) should be optional imho.
All is getting used to the changes, but an option to toggle the extras like that would be appreciated, maybe something like a toggleable option to enable old vanilla weapons could do the trick, if it isn't hard to do.
Anyway, thanks again for your time and answers, I will check what I can do and also enjoy the new enhacements while I discover them, have fun :).
Thanks for all the info, I will try as soon as I get in the mood for it. I will scavenge the info from the modders.txt from the fix, the official BW modding info with a bit of googling and see what I can do myself.
About the fix, are there plans on making the new mechanics for vanilla weapons toggleable? (like making the one barrel shotgun only have the normal shot and the melee, without the poison shot and true iron sights for some vanilla weapons, to name a couple)
Thanks in advance, and good luck again, I think I will go to the forums for any future suggestions/questions about the fix/WP, as it is much easier to ask there than in comments on moddb :P. Have fun :)
Well thanks for the answers :). It's shame that Ballistic Enhanced has been put on ice for whatever reasons there, I hope they get solved in the future.
About compiling non-compatible assets, I was certain about keeping it private for obvious reasons, but thanks for pointing it out again, it's always good to have some reminders sometimes, and could help others which didn't have it clear.
About experience coding, I have some little knowledge on c++ and java, but zero on UT modding, that's why I asked for any pointing in the good direction to the tools and for what to aim in the code to make it compatible.
Also don't worry about asking others to make it for me, I like to get my hands dirty in these cases, that's why I asked where I can get the info to do it in the first place :P.
Thanks for your time solving my questions and good luck in the future with any BW or non-BW projects.
First of all, congratz for the release of the fix, I can't wait to test it :).
Second I would ask if there are plans or been contacted with the authors of the CF Mutator and Herr Doctor WP for future compatibility with the fix and well, if there are any tutorial out there to make personally compatible versions of non-fix ready releases, like a link to how to compile and uncompile assets and what to look for to make the files BWfix ready until a proper official solution is made from the author themselves.
Thanks in advance and have fun, it's always great to see that BW community is still alive :).
I will be honest, when I saw the news picture I said "It can't be, an indie game finally taking the ropes and doing something like RDR for PC, that's what I ever missed since they released it for consoles! yay!".
Then I saw it's another GTA Like sandbox game for PC. Well don't get me wrong, I love to see more variety on the sandbox genre on PC, but we have also plenty of those, all with their own twist, be it the Saint's Row Saga, the wheelman, Watch_Dogs and, of course GTA itself.
I desire you the best, to accomplish this game, and to make it unique, just that the news picture was missleading for me and that made me be a bit sad, nothing more.
Good luck and have fun, thanks for your time for reading this :).
Nice progress since I tested the Free 2 Play version, good work on this :).
So far, I miss Ragdolls from dead bodies (from 7.5 fresh beta), it was a real pain in the arse with the small non-hostile npc, but never had a problem with the worm-like hostiles going ragdoll mode, as they seem to brake themselves thanks to it's body, which was really good.
I also noticed that now, when you drop something, it has a probability to spawn on the floor something totally different from what you dropped.
Another thing that I would like is a way to loot faster, as each time I get something from a box, both menus reset, making it slower to get everything.
I would also like that the inventory had memory, so I don't have to scroll always down to where I want, and also memorized what tabs I have colapsed and what not, It's annoying to have to scroll though 57 BPs that I already have to see my other items.
Other thing I wouldn't say no are some buttoms to Collapse all/compress all tabs, and a show only items in inventory buttom too. Finally an option to hide all already reseached bps on inventory would be really useful to fast check if you got anything new to research.
Being able to select a group of items with ctrl + click and shift + click like in any os explorer would become handy too.
That's all I can remind so far, I understand it's a beta, but still I think by now the inventory should be as straighfoward and intuitive as possible, and all these things could contribute to that, imho.
Thanks for your time, good luck, and see you in the game :)
Not much time lately, but I would love to be invited, from Spain (EU).
Edit: Forgot to say that I'm following the mod since it's beginnings, loved some things back then, like the explosive arrow (not sure if it still there), also liked that you had to charge the bow to adjust distance, a long way since then, back then I had hope for another now dead western hl2 mod).
Have fun, and thanks for reading this :).
Yet it doesn't fix the worst flaw (imho) CryEngine itself has: No multiplayer AIs, be it NPCs or Simulated PC. I deserve this mod the best, but it still missing what I really miss on vanilla wars.
Have fun :)
Ok, for those that had the same problem as me (and everyone who downloads this very same pack should have as it is an error inside it): Get the "Static Meshes" folder's files (should just be 1) and move it to "StaticMeshes" UT's folder (Notice the space in the folder inside the pack, which is causing the error)
Or you can just rename the folder inside the .rar file and delete the space in "Static Meshes" so it becomes "StaticMeshes" and it should go to the right place when you uncompress it.
I hope this helps :).
I just checked and comments from ModDB and IndieDB are shared, a really smart idea knowing that most of us use ModDB mostly for everything.
Said that here is an small gift that I already posted on the greenlight page of the game, to make the wait for those eaging to get their hands into the game a bit shorter:
The guy who plays it seems to have more interest in exploring than in building stuff, but thanks to the comments and the chat between the devs and the streamers you should get a good idea of what to expect from the release.
See you all tomorrow (for me at least here in Europe), have fun and good luck with everything :)
It's funny to see that some mod for the Gldsrc Engine releases their code before than the engine itself... Valve should learn from this.
Thanks, you really gained my appreciation.
Have fun and good luck with NS2 future and your future projects :).
Well thanks to everyone who made this mod awesome. I hope at least we can get the last version of this, even if it a development one.
Thanks for the time used to make this great mod, and I hope it will get the attention it deserves.
Good luck, and have fun :).
Nice show, but I really miss some masterpieces of moding aswell as good know ones from the old days, like Firearms (Half-Life), Sven Co-Op (Half-life), Infiltration (UT99) and well I could continue listing, but I think everyone with age and knowledge know it.
Besides of that, is good to see an small footage of modding history :).