I've heard this somewhere else lately, we'll give the Linux and Mac builds a good looking over after we have workshop out this month.
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Messages - Toploader
Not totally sure about the puke thing, been a while since I messed around with interest points, I'll look a bit later and make sure they didn't get broken along the way. As for the laughing not working, try added a 'Action_WaituntilAnimEnd' after the playanim.
you wrote that you will release this in this month
Save me some researching and reading please and tell me what needs to be done here. Do POSTAL 2 servers themselves need to have info added into their .ini files too, or just the clients?
And it's as simple as adding this to one or both .ini?
Someone tweeted this to us, not really had much chance to look into it but might be of some help for ya:
Well, exclusive news to those following these forums, I'll let you in on some nice little editor updates we've implemented for those of you who will be modding.
So far you already have (since the 2013/4 updates)
* Marquee select now works in the front and side viewports
* Space bar will now maximize the viewport you are working in (even if they are fixed)
* Added filters for the sound and static mesh browser windows
And rolling out in the Workshop update you have:
Better editor icons, it's now much easier to read the maps just by looking at them, ie:
Many actors used to share the same icons so this should help quite a bit.
*You can now navigate the viewports with WADS much like you can in Hammer or UDK
*You can now change the drawscale of the actors from the bottom of the main editor window (like in UT03/04 editors)
*Added an easier way to reach common actor classes https://www.dropbox.com/s/alvgczv8dpnhmzb/weapondropdown.png
*Some fixes, like for example sometimes a actor would not place due to collision problems, we've fixed that so they should always place where you want.
EDIT: Oh nearly forgot this little gem, - and = are now hotkeys to change the grid size, which is way handy.
Where art thou, Postal 2 UDK? It's been several months since the last teaser video and I'm starting to get worried and full of hype withdrawal.
They are a very young team with higher ambitions than they probably have the skillset for, I doubt we'll ever see this as a completed project.
Under the brush properties go to movement, and make sure the rotation settings and the like are 0, and try again, not sure why that's not working for you.
The height map for some POSTAL 2 maps are stored in STV-DMHeight, the others in various packages, you can look at the properties of the terrain info to see where each height map is for each terrain. Terrain editing help itself can be found in these tutorials: http://www.3dbuzz.com/training/view/unreal-tournament-2003-2004
Sounds can imported via .wav, but for some reason you can only import from your root C// folder (so the same folder that you find you Windows, program files folders).
« on: April 12, 2014, 01:07:38 PM »
This is all you'll need to get a good start on anything:
We'll expand on those post workshop.
« on: April 12, 2014, 01:05:01 PM »
HONESTLY RELEASE THE WORKSHOP ALREADY!!!!!!!!!!!
I'm going to delay it a day extra for every exclamation mark you use.
I did it, yahoo!! You are right, the shots fired properties doesn't do anything, so I had to place multiple ShootMyTarget with WaitforTimer in the script.
That's a good way to work around it! Although really it should not have to be that hard, the 'shots fired' should cover it so we'll look into making that easier.
And yeah, I play to cover this in a tutorial. In the mean times ask any questions you want about the scripting.
« on: April 11, 2014, 01:59:57 PM »
I just mean the team will move onto an as unannounced project then.
« on: April 11, 2014, 12:49:08 PM »
It's kinda fallen off our radar now, but we've left the code in the packages for modders to play around with. Workshop took longer to sort out than we thought it would and we have to move on now from free content.