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 Build 18 discussion topic. 
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Joined: Fri Oct 13, 2006 11:06 pm
Posts: 13
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Post Re: Build 18 discussion topic.
TSRabbit wrote:
Heh, I just gave two of the three skeletons shotguns. Worked fine on every map for me.

Yes with the original actors, but did you succeed with any mods?


Wed Aug 29, 2007 5:26 pm
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Joined: Thu Aug 23, 2007 4:42 pm
Posts: 1
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Post Cortex command cheats.
The Dropship in B18 sprouts some small particles from the engines, even while you're placing it in editor.

And because it's a ghost, you can dig through the terrain...

Or your own brain...

the game doesn't end when you do, either, you can fight on with no brain by leaving the editor!

You can gib actors before you place them sometimes as well.

Needs fixing pl0x!


Wed Aug 29, 2007 6:06 pm
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Joined: Thu Jul 19, 2007 11:31 am
Posts: 249
Location: Sweden, Hallstavik
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Post Re: Build 18 discussion topic.
Change this to change your starting money in Activities.ini:
Code:
   FundsOfTeam1 = 1500

Quite simple.


Wed Aug 29, 2007 6:11 pm
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Joined: Sat Mar 03, 2007 11:20 pm
Posts: 789
Location: Location: Location
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Post Re: Cortex command cheats.
first of all HI Wolfie13. I know you from RoR welcome
Second: Post it in another thread :P
Third: Yeah I noticed it. I think Data will fix it later :)


Wed Aug 29, 2007 6:23 pm
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Joined: Sat Mar 17, 2007 9:17 pm
Posts: 128
Location: England, United Kingdom
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Post Re: Cortex command cheats.
These are not specifically cheats, but more or less bugs. Which, hopefully, Data will iron out in later builds.


Wed Aug 29, 2007 6:26 pm
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Joined: Sat May 05, 2007 9:01 pm
Posts: 76
Location: England
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Post Re: Uh oh, problem.
Yes I did fully delete all Data Realms folders before re-installing. Im trying again beacuse there was a windows update which fixed the sound on my computer on all programs.
(The sound died on everything for a few hours)
Could be that, but I'll just try again.


Wed Aug 29, 2007 6:45 pm
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Joined: Tue Apr 10, 2007 10:32 pm
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Post Re: Build 18 discussion topic.
Here's what I did to allow other weapons to come with the enemies.
Quote:
DataModule
IncludeFile = Base.rte/Materials.ini
IncludeFile = Base.rte/Sounds.ini
IncludeFile = Base.rte/Effects.ini
IncludeFile = Base.rte/Ammo.ini
IncludeFile = Base.rte/Devices.ini
IncludeFile = Base.rte/Actors.ini
IncludeFile = Base.rte/Scenes.ini
IncludeFile = barrett XM109.rte/Effects.ini
IncludeFile = barrett XM109.rte/Ammo.ini
IncludeFile = barrett XM109.rte/Devices.ini

IncludeFile = Base.rte/Activities.ini


Before activities, after everything else. Probably not a good permanent solution, but it works.

I was surprised to hear a bang and see the barrel in my hands explode in a shower of flames, but then I realized this hackery actually worked.


Wed Aug 29, 2007 6:46 pm
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Joined: Fri Feb 02, 2007 3:53 pm
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Post Re: Build 18 discussion topic.
i dont really like the new build, it seems as if the physics engine has been crippled


Wed Aug 29, 2007 7:05 pm
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Joined: Tue Apr 10, 2007 10:32 pm
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Post Re: Build 18 discussion topic.
The pie menu is nice, but it's not really as usable when you're trying to change weapons, perhaps if you pressed left/right more than once you could keep cycling? The tooltip could say "Switch to _______" instead of "Prev/Next Item."


Wed Aug 29, 2007 7:13 pm
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Joined: Sat Mar 17, 2007 9:17 pm
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Location: England, United Kingdom
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Post Re: Build 18 discussion topic.
Yeah it's a bit of an agony when you don't see what weapon your holding and you can't see its name either.


Wed Aug 29, 2007 7:17 pm
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Joined: Sat Jan 06, 2007 9:45 pm
Posts: 94
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Post Re: Build 18 discussion topic.
The pie menu is quite frustrating, especially when trying to reload and the like. It would also be nice to see an easier way to add your mod to the AI.


Wed Aug 29, 2007 7:28 pm
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Joined: Tue Jul 27, 2004 8:02 pm
Posts: 428
Location: AZ
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Post Re: Build 18 discussion topic.
Ah, sorry about hte activities.ini not recognizing definitions in other modules.. will fix. You can still make your own stuff work by moving the definition of "Skirmish Defense" to the end of the index.ini of the last .rte folder that loads for you.

Also, note that you can hold down the menu button, mark the Next Item, and then press the FIRE button while the arrow is over it. It will cycle through. Yes, need to add more clear description of what you're holding etc.. polish items.

Keep the good feedback coming!


Wed Aug 29, 2007 7:52 pm
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Joined: Sat Mar 17, 2007 9:17 pm
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Post Re: Build 18 discussion topic.
So can we add more Activities or not then?


Wed Aug 29, 2007 7:55 pm
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Joined: Tue Feb 27, 2007 4:05 pm
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Post Re: Build 18 discussion topic.
SP2 wrote:
Yeah it's a bit of an agony when you don't see what weapon your holding and you can't see its name either.

I have to agree. While the newer system is more polished, I miss the subtitling of the previous system。


Wed Aug 29, 2007 7:56 pm
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Joined: Fri Apr 27, 2007 4:55 pm
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Location: America!
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Post Re: Build 18 discussion topic.
Data wrote:
Ah, sorry about hte activities.ini not recognizing definitions in other modules.. will fix. Also, note that you can hold down the menu button, mark the Next Item, and then press the FIRE button while the arrow is over it. It will cycle trough.

Yes, need to add more clear description of what you're holding etc.. polish items.

Keep the good feedback coming!


Did you hard code the bullet glow? Because I can't find any way to make stuff glow except for the muzzle flash. Unless that muzzle flash code works on bullets somehow. Even then, you didn't do it that way.


Wed Aug 29, 2007 8:00 pm
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