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Posts posted by DarkAnsem
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I never swore I'd refrain from pre-ordering ever again.
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I'm starting to think I was too abstute for my own good!
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So what happens in that case?
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That would suck big time.
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Bethesda is not like Paradox tho.
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I admit my shame. I did it. With all the extras too. That's how much I wanted it. I'm so weak.
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Toss-up between Ocarina of Time and a Link to the Past. Both classics, genius game design that never gets old.
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So, first thing first, I set up nifskope quite fine, but I would like to be able to view, edit and export nifs, skeletons and animations.
Which tools would you recommend I need to set up and how?
I tried installing this https://www.nexusmods.com/skyrimspecialedition/mods/10015?tab=description in my Student 3ds Max 2018. However, the Animation tool doens't appear.
Any suggestions, please?
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So, I have been doing a bit of extraction of Dragon Age Origins models via Eshme's script in 3ds max 2012.
Since for some reason I cannot export with textures to any format I like and the material editor crashes, I've been saving them as .max scenes in ZIP files, the one which packs all resources.
I was wondering, would I be able to open them on another pc, without eshem's script, perhaps with a newer 3ds max version?
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That still doesn't say how to take the models out. Or if it works for Awakening.
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Please allow me a bit of shameless self-promotion :smile:Phoenix Point is the new strategy game from the creator of the original X-COM series. It features turn based tactics and world based strategy in a fight against a terrifying, alien menace.
An unusual virus discovered in melting permafrost excites the scientific community. It has a massive genome, and only 1% of its genes match anything in existing databases.
"What the hell is going on with the other genes?" asks researcher Jean-Michel Moreau. "This opens a Pandora's box. What kinds of discoveries are going to come from studying the contents?"
The seas transform in something totally alien. Then the mutagens began to invade the land via an airborne microbial mist.Highlights: mutant enemies, proper boss battles, turn-based squad battles, proper soldier development, extensive equipment mechanics, fully destructible procedural environments, a fully revamped Geoscape and various mission types.Please see the details here.Guys, this is from the man who made the original XCOM in the 80s.Personally, I think the projects looks spectacular and if you are turn-based RPG/RTS fans would really miss out if you didn't back.Not to mention, I will also be part of the developer team - localising the game (next year, summer).I'd love you to pledge and share, if possible! -
I can see a problem with that, if no cooldown is added.
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Thank you. It is however not too different from what I expected.
Basically, a new armor requires a new shred/pierce property, and thus a new set of weapon properties?
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any help please?
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any help?
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how is the plugin development going?
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I am trying to make a very simple .int modification with ModBuddy: I want to make the following alterations
[uIResistanceReport]
m_strAlienActivity=UFO ACTIVITY:
[uITurnOverlay]
m_sAlienTurn="UFO ACTIVITY"
Yet, no matter what I do, with modbuddy it never works. a replacer works perfect.
Any suggestion, please?
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All useful info!
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Thanks for the information, but I am not sure how to use it. In the soldier customization menu for one of my aliens, I can set one of the predefined voices like American English 1. (This is not possible in the release version but it is possible in my local prerelease version.) I can save the game and load it, and this data is kept. I play a tactical map with this alien and some human. For the same action such as moving, the alien is silent and the human speaks a line such as "Moving to target location". What may be preventing these alien soldiers from speaking?
The Advent Voice mod shows that there are a number of inconsistencies in the audio playback system; have you taken that into account?
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Re-post of my thread on 2k forums
The main difference between voices for soldiers and enemies is that enemies have a LOT of their voices baked in their animations: sectoid, sectopod, muton etc have a number of animations baked with voice. Advent troopers are a relative exception.
XcomMetadata.ini regulates the Speech Events that actually prompt audio: however, the soundsets are built on EU\EW instances. Take GrenadierAbilitySet.uc for example: his ultimate ability, Rupture, has Template.ActivationSpeech = Bulletshred, which is listed in Metadata.ini but NOT in the EVENT list inside the editor.
so, if you wonder why you hear no special audio for psi powers or skills, you know why now.
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thanks. I thought LUA but I couldn't recognise the syntax. Now I know why.
Aw, another language it is...
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I would regardless, it will be good info for people who are putting in AI units as well.
edit: ninja'd
agreed.
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Which language is the script found in .uc files? I am trying to create a custom passive ability with a float % variance, but I am unsure I am getting it right/if the language can support it.
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omg that's a LOT of abilities
Add to this "Overwatch All", "Overwatch Others", "Evac All" and few more from "Leader Pack" by LWS (my leader was unfortunately a colonel specialist) - then You can say that it is a lot of abilities.
I can understand why you're excited :d
Who else pre-Ordered VtM: Bloodlines 2?
in PC Gaming
Posted
any news on Epic games exclusive?