This member has provided no bio about themself...
Some pretty Planetside-y looking props there. ^^
Also scene tho.
The steam workshop version is actually slightly newer, as I noticed some errors after uploading it here.
I imagine that one day the mod will have it.
I'll definitely give that guide a read, looks like it could actually help make some important progress.
However, I still want to get more map building stuff done first so that some decent and varied maps can be available alongside multiplayer/skirmish modes.
I haven't tried making the content of the mod multiplayer/skirmish compatible so I have no experience on what needs to be done to program it in.
It doesn't help that I don't really have any personal interest in the multiplayer or skirmish modes in MoW, I pretty much just got the game for the editor as I enjoy messing around with sandbox style games.
Quite a while ago someone did make a foundation for multiplayer in the mod but I lost the files long ago and I've yet to find who it was in all my ModDB emails. Skirmish/Multiplayer isn't completely off the table but it's probably still a long way off.
I do plan to try out making flying vehicles at some point, the issue is that, if they work at all, they would just act like the planes found in the base game.
Sorry for the ridiculous reply time.
There unfortunately hasn't been any additional work done on the mod up until now.
However, as I'm thinking of getting back into the mod, I will likely make the first update be a collection of smaller/easier to add things like helmets and weapons.
And I suppose with no other specific direction to go, universal helmets for all factions would be a nice addition (saves me having to make an equal number of helmets for each faction when I can just change some colours on NS ones)
I would like to, the issue is that as far as I know, I would have to make a whole new vehicle entity just for a different turret and with so many other things to work on, I just haven't thought about putting time into minor changes like that.
I haven't been able to replicate the error so far. If you happen to have another large mod loaded that might be what's causing it.
I've never considered actually advertising for help on the mod but I'd always be open to people offering to contribute to the mod. I have had help in the past where I showed what needed to be done and sent some files to be worked on but just for working on props and set-pieces
Very cool video! I'm actually surprised to see both mods work that well together haha
Thank you for the praise, I'd love to see the video!
Can you elaborate a bit more? My initial ideas for the stats on the infantry weapons follows this sort of pattern: NC(low accuracy, high damage) | TR(medium accuracy, medium damage) | VS(high accuracy, low damage)
I don't recall people complaining about the weapon stats as a whole before, occasionally the odd single weapon.
Also not sure what's going on with your textures, sounds like something is blocking the code from grabbing them from the common folder.
Sorry I never replied to this, I haven't looked through the comments on the article for quite a while.
Thank you for the link! These could actually be very useful once I get around to adding more variations in the voices for the various factions.
I'll PM you about it
Ahaha, it sounds like your own little Christmas mod list. We'll just have to see how the year goes. The time I'm most likely to get back into modding is summer, just like when I first started.
Thank you for the link, I've actually reported this mod as well now.
I also urge people to report this Dark Rising mod as well because its creator has indeed been taking content from my mod and including it within his own, without contacting me at all.
I'm not sure when air vehicles would be implemented, they're not exceptionally high on the to do list but they aren't completely out of the question either.
And if you PM me about maps we can discuss about including them with the mod or alternatively you can upload them as addons so that you can release updates whenever you want.
Merry Christmas to you too!
And it's just nice to see people enjoy something that took up so much time to make so far haha
I'm glad to hear that you continue to enjoy the update.
I still have a list somewhere of planned features for Version 10 but very little progress has been made as of now. I'm on somewhat of a hiatus you could say. Got myself to a point where I didn't even want to play Planetside 2 after looking at it so much haha.
And I've tried in the past to deal with the stupid physics on the vehicles but I'm just not sure what does it unfortunately.
I didn't go back and change all of the older weapons to the new scale, just the ones that I thought were really bad until I knew if people liked the new scale. Organising the weapons into folders does sound like a good and convenient idea.
Not sure when I'll get around to it, I haven't really been working on the mod at all in the recent weeks. I've gotten quite busy recently and haven't been able to bring myself to work on the mod at all.
Hopefully it won't come to uploading in parts but you never know.
And there is already some flora available, though currently only some trees and small ferns.
A vast majority of what I know now has been from trial and error and adapting work from pre-made working items to the Planetside models. But I also found out a lot by asking others who have been modding MoW for longer than me.
If you mean the mod.info file you use notepad. If you mean the actual mod folder you'll probably need winrar
The only thing I can think of that could cause such a difference would be height. In my battle included with the mod the spear turrets are elevated quite high above the tanks, shooting down at them, both the top and turret of the tanks have separate armour from the side and front so it wouldn't surprise me if it's just easier to destroy the tanks from above.
For the next update I've already increased the size shell that the spear turrets use. Though even before that, in most of my Fort Alpha tests the turrets would completely decimate any vehicles the NC sent, leaving the NC infantry to get slaughtered by the TR even with superior numbers. So I have been quite skeptical about keeping the shell change.
Haha thank you, that curved entrance at the back was a true nightmare on earth.
Let's just hope that Daybreak and their legal department are just as appreciative as you are then haha.
It's a shame to hear about the ai's performance in your otherwise awesome sounding battles, but hearing about its almighty ****-ups is nothing new.
In terms of armour ratings and such, I don't think there's any way to improve the defensive capabilities of the sunderer because it's listed as a car in the code, but believe when I say that I'm still looking into ways to change that.
As for the tanks, because they don't work on a health bar system, it's either a case of being really hard to kill or being one-shotted. I'm thinking of fine tuning their defense stats to be one-shotted by other heavy tanks and AV turrets, but pretty much immune to attacks from infantry weapons, if that sounds more plausible.
As for the AV sunderer, if I do go with that idea, which I may do, it will likely have the same attack capabilities as an infantry rocket launcher, so able to combat most vehicles except heavy tanks.
With the next version being 9.0, I'll list when I think/know I'll have them ready.
-Lightning camo: 9.0
-Auto cannon: 10.0 if there's no problems
-Infantry grenade launcher: 10.0
-AT grenades: 10.0
-C4/Mines: I've already had a go at mines and couldn't get them to work correctly with various issues following after each other. It's possible I'll be able to get AP mines working but AV seems unlikely. I got AV working to an extent but they just wouldn't damage the Planetside vehicles at all, then I broke the code and they stopped working completely so I put them on hold.
-Vehicle AV launcher: 10.0 maybe depending on how powerful some of my other plans for that update turn out to be.
-AV Mana: 10.0
A fair amount of stuff has been pushed back to the next update because the new skins took me much longer than I was expecting and I'm wanting to get all the new stuff out so I can clear up my checklist a bunch.