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Messages - Toploader
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« on: January 11, 2014, 04:40:18 AM »
Ah, there ya go then, if there was any country Valve would remove it from under pressure it would by NZ, although before they didn't get involved and put us in touch with the NZ classification board directly, who then failed to respond to our request to discuss the matter with them over Skype. Did you get chance to pick it up before it was removed?
« on: January 11, 2014, 03:47:28 AM »
You're in the UK right? If so that's just a bug or something, it's there for me.
« on: January 10, 2014, 05:55:00 PM »
Well after such a heartwarming first post I'll pm you a PIII key
« on: January 10, 2014, 04:17:09 PM »
The MP in this game was revolutionary and ahead of its time I'm so glad I got credited for it.
« on: January 10, 2014, 02:58:52 PM »
Flanagan took a month off and things fell apart without him... he's back though!
« on: January 09, 2014, 11:53:25 AM »
By the way, I think the best way to manage level transitions is like the game "Dead Island" does: the first one that gets to a level-changing zone, gets a message "You must wait for the rest of the players to get to this zone to continue" and the rest of players gets a message "There are players waiting for you on [zone name]". When more than half the players are on the zone, the rest get a countdown (about 20 seconds?) after this all players get teleported to the next level. Obviously, if all players get to the zone, the level change starts as the last player enters.
About the game being too easy on co-op, it would be great if the game spawned more enemies, something like a multiplier; where it has to spawn one enemy, it spawns 2 or 3 instead. It doesn't seem too hard to implement, and will make co-op more enjoyable. I wonder if the limits of the engine would be any issue... I play single player with all maxed out (bystander population, corpses, etc) and never got any errors.
These are all very reasonable suggestions and exactly how we'd handle it if we were to do it.
« on: January 09, 2014, 11:31:29 AM »
Quite agree, but we have no access to PIII's back end on Steam sadly. You can try contacting Valve about this and hoping they remove them with enough pressure but I doubt it tbh.
« on: January 09, 2014, 11:29:18 AM »
It looks like you don't even have AWP install into your postal2 folder :/
Needs to be something like C://Program Files/POSTAL2STP/AWP
« on: January 08, 2014, 06:39:56 AM »
Many of the suggestions we have half working in fact which is great (we know which ones to pick up and finish some day). Keep them coming, we have a suggestion tracker and no doubt will pick away at updating things for many years to come.
« on: January 07, 2014, 03:25:19 AM »
You have to enable it if you didn't already in the options menu (we had it disabled by default for the Steam release). If you do have it enabled and it's still not working, it's a bug we need to fix before we release the updates to the DRM free versions.
« on: January 07, 2014, 03:21:49 AM »
I mean if we did use Steamworks and pushed the game, it would probably start to gain some attention, but the deal breaker for me is the outdated netcode that we won't be re writing anytime soon. We'd be way better off just starting again on a new MP project than trying to salvage a 10 year old MP game that's based on a 13 year old net code (UT99).
RWS supported the MP until 2011 with many hack block, fixes and updates which is far longer than many developers support more popular games, but we had to draw the line somewhere.
you patch this, some one will come up almost immediately with something to defeat it,
We were quite lucky when we were actively fighting it, it would normally take about 6 months before someone wrote a new hack so therefore was worth the effort each time when the game still had 100 or so players on at anyone time (as late as 2011).
« on: January 06, 2014, 10:21:58 AM »
We'd like to do it (I'm from an MP background after all), and might, but honestly for the attention and play P2MP gets it's hard to justify the investment. We'll see, but it won't be anytime soon.
« on: January 02, 2014, 06:55:48 PM »
More on the way! Basically we are finishing up the Steam updates and working out some of the bugs, when we'll roll it out to all other versions.
« on: January 02, 2014, 06:35:16 PM »
I've had the Postal Fudge Pack for years now and have never installed any updates for any of the games. I'd like to do so, but have no idea where to download them from. Could someone point me in the right direction? Also, I've read about a huge update for the Steam version (which got me thinking of updates for mine) and was wondering if that same update is available for my version? I'm running it on Windows 7 x64.
Right now the updates are only on the Steam version of the game, but early this year we hope to have it all ready for all versions of the game, including an installer for the fudge pack.
« on: December 31, 2013, 07:58:15 AM »
or now that they have the SDK the could fix P3.
We'd need the source code, that SDK is almost meaningless without it.
RWS should make a "Text based" adventure on the postal series.
I did pitch a graphic adventure once, sadly no one else on the team shared my passion for point and clicks
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