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map1.1

Posted: Sun Nov 22, 2009 12:26 pm
by Deviss
CLOSED

Re: DEV's Side Mod 2.2

Posted: Sun Nov 22, 2009 12:30 pm
by Darth_Spiderpig
Very nice. I assume you have fixed a few (small) bugs.

One download you have for sure, DEV'. :thumbs: :clone:
Hidden/Spoiler:
Hehe, loads of smileys :P

Re: DEV's Side Mod 2.2

Posted: Sun Nov 22, 2009 12:54 pm
by Anakin
Darth_Spiderpig wrote:
Hidden/Spoiler:
Hehe, loads of smileys :P
Hä??

@deviss are there maybe pics? because i only download where i can see pics and which are good because other wise it will be to much

Re: DEV's Side Mod 2.2

Posted: Sun Nov 22, 2009 1:04 pm
by RogueKnight
I noticed that he's in the screenshots, is my 49th commander included in the mod?

Re: DEV's Side Mod 2.2

Posted: Sun Nov 22, 2009 2:14 pm
by Toa of Magnetic
Very nice mod, DEVISS-REX.
I hope, you made more cool mods how this. :thumbs:

Re: DEV's Side Mod 2.2

Posted: Sun Nov 22, 2009 2:20 pm
by Nova Hawk
Dude, this is probably your best update yet! Nice work! Will download. :thumbs:

Re: DEV's Side Mod 2.2

Posted: Sun Nov 22, 2009 2:31 pm
by Darth_Spiderpig
@Anakin:
DEVISS-REX wrote: ...
Screenshots Galleries
...

Re: DEV's Side Mod 2.2

Posted: Sun Nov 22, 2009 2:32 pm
by Deviss
Darth_Spiderpig wrote:Very nice. I assume you have fixed a few (small) bugs.

One download you have for sure, DEV'. :thumbs: :clone:
Hidden/Spoiler:
Hehe, loads of smileys :P
yeah very time also improvings ones :P
Anakin wrote:@deviss are there maybe pics? because i only download where i can see pics and which are good because other wise it will be to much
lol read the first post where say SCREENSHOT GALLERY XD
DarthRogueKnight wrote:I noticed that he's in the screenshots, is my 49th commander included in the mod?
no, is my 442nd commander :wink:
Toa of Magnetic wrote:Very nice mod, DEVISS-REX.
I hope, you made more cool mods how this. :thumbs:
many thanks man :wink:
Nova Hawk wrote:Dude, this is probably your best update yet! Nice work! Will download. :thumbs:
many thanks and i though in wait for DUCK's new commando but i didn't want delay the new mod version XD

Re: DEV's Side Mod 2.2

Posted: Sun Nov 22, 2009 6:36 pm
by Nova Hawk
Hey, when I downloaded the file I only got the ABC folder and not the ingame file. Is this supposed to happen? Plus, when I played my game I had double of almost all the Conversion Pack maps.

Re: DEV's Side Mod 2.2

Posted: Sun Nov 22, 2009 7:09 pm
by Labj
Great !! Seems that you ffinally could get this into the internet...
Nice job :thumbs:

Re: DEV's Side Mod 2.2

Posted: Sun Nov 22, 2009 7:27 pm
by Deviss
Nova Hawk wrote:Hey, when I downloaded the file I only got the ABC folder and not the ingame file. Is this supposed to happen? Plus, when I played my game I had double of almost all the Conversion Pack maps.
ouch so sorry Ingame.lvl, and yes because i added many maps from BF1 assets
Labj wrote:Great !! Seems that you ffinally could get this into the internet...
Nice job :thumbs:
yeah lol and many thanks all your help my friend ;)

Re: DEV's Side Mod 2.2

Posted: Sun Nov 22, 2009 9:23 pm
by Nova Hawk
Alright, this mod is quite fun to play. But I do have a couple complaints.

1. I'm surprised you haven't fixed the floating icons, since I believe that was a problem with your earlier version.
2. Almost all commanders carry the DC-15A rifle instead of the DC-15s. If you want it more movie-like, I suggest changing that.

I will be back later with more bug reports! Until then, good luck Deviss!

Re: DEV's Side Mod 2.2

Posted: Sun Nov 22, 2009 9:35 pm
by Deviss
Nova Hawk wrote:Alright, this mod is quite fun to play. But I do have a couple complaints.

1. I'm surprised you haven't fixed the floating icons, since I believe that was a problem with your earlier version.
2. Almost all commanders carry the DC-15A rifle instead of the DC-15s. If you want it more movie-like, I suggest changing that.

I will be back later with more bug reports! Until then, good luck Deviss!
floating icons is fixed use my ingame ;)
2. well also one must add self not? lol

Re: DEV's Side Mod 2.2

Posted: Sun Nov 22, 2009 9:39 pm
by Nova Hawk
I did place your ingame.lvl in the LVL_PC/SIDE but they still appear.

EDIT:
I found the problem! I didn't put it in the right place... :oops:

Re: DEV's Side Mod 2.2

Posted: Sun Nov 22, 2009 9:49 pm
by Deviss
Nova Hawk wrote:I did place your ingame.lvl in the LVL_PC/SIDE but they still appear.

EDIT:
I found the problem! I didn't put it in the right place... :oops:
lol i knew that XD, and great avatar :wink:

Re: DEV's Side Mod 2.2

Posted: Mon Nov 23, 2009 8:52 am
by hunting shadow
For what i can see on the screenshots great mod :thumbs: , But may i suggest a small thing:
Why don't you use FragMe!'s floating icons fix? It would save us from overwriting our ingame.lvl.

Re: DEV's Side Mod 2.2

Posted: Mon Nov 23, 2009 8:55 am
by Deviss
hunting shadow wrote:For what i can see on the screenshots great mod :thumbs: , But may i suggest a small thing:
Why don't you use FragMe!'s floating icons fix? It would save us from overwriting our ingame.lvl.
because i changed all weapons msh names XD

Re: DEV's Side Mod 2.2

Posted: Mon Nov 23, 2009 9:00 am
by hunting shadow
And? it works with changed names also. Just set it up like for an existing icaon and change the meshname to ur needs.

Example:
Hidden/Spoiler:
ViewPort("Transforms")
{
EventNameFilter("player%")
TransformNameMesh("player1weapon1")
{
NameMesh("dc15marine", "com_inv_mesh")

[...]
Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
//change position, rotation and scale of first weapon here

MeshInfo("dc15marine")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}

}
}
}

Re: DEV's Side Mod 2.2

Posted: Mon Nov 23, 2009 9:09 am
by Deviss
hunting shadow wrote:And? it works with changed names also. Just set it up like for an existing icaon and change the meshname to ur needs.

Example:
Hidden/Spoiler:
ViewPort("Transforms")
{
EventNameFilter("player%")
TransformNameMesh("player1weapon1")
{
NameMesh("dc15marine", "com_inv_mesh")

[...]
Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
//change position, rotation and scale of first weapon here

MeshInfo("dc15marine")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Scale(0.720000, 0.720000, 0.720000)
}

}
}
}
i tried with that but some icons for example chaingun appear ugly and not complete :(

Re: DEV's Side Mod 2.2

Posted: Mon Nov 23, 2009 9:11 am
by hunting shadow
would you mind to give me one of that icons, maybe I can get it to work