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Messages - Toploader

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61
POSTAL General / Re: Verified Akella Dev answers questions on Reddit
« on: April 30, 2014, 09:27:20 AM »
and the Russian devs followed it very closely. The guys from RWS regularly supervised the builds and approved everything

We didn't see the game for the entire last year of its production..

EDIT This person is either bold faced lying or (more likely) totally misinformed to have come up with this little gem:

Quote
RWS people saw the result on every stage of development and didn't do anything to improve it, they just kept saying it was perfectly fine as it is.

62
When I play the Linux version on Steam, it's still build 1409, rather than 1414. I take it that this won't be done until workshop support is complete?

Yeah, Mac and Linux builds will be updated when we're done updating the Windows build.

I don't know the story behind the arcade, was before my time.

63
P2 and AW Mods / Re: Postal 2 TKMutator 3.0 - Release!
« on: April 28, 2014, 02:10:16 PM »
Good work! Hope to see you adapt your mods for Steam workshop when it's released soon!

64
Fan News / Re: Can you add.....
« on: April 28, 2014, 05:23:54 AM »
We'd have to rewrite the networking code to make MP happen, and honestly the game didn't sell well enough to make it worth the effort to further support it.  We might be able to get the editor working again though.

honestly are you surprised a 17 year old game wasnt a top seller:P ( i like the game but i can see why people cant get over the graphics and controls)

Not at all surprised, just giving the reasons why we don't plan on updating it. I'm not a big fan of the game tbh, but I'm sure I'd have dug it had I played it when it was released in 97.

65
POSTAL General / Re: Which way will RWS see more of the profit?
« on: April 28, 2014, 05:22:33 AM »
Technically Steam even though the price has now been reduced, and you also get a better version of the game (which is still being worked on and patched). 

That said if want to own a fudge pack, then totally order one of those and I'll hook you up with a Steam key for both games.

if i go a friend to buy from the store could you do this for him?

As I understand it, all fudge packs now come with a Steam key for P1 and P2 in the box.

66
P2 and AW Mods / Re: AI Scripting Question
« on: April 25, 2014, 03:32:09 AM »
When I use the same pawn I'm using for my script, and I unlink him from the Scripted Sequence and just place him on the interest point he pukes. So I though to add LeaveSequence at the end, but then he just walks away without puking.

I don't think the pawn will puke every time they walk past one so that could be half the problem, I'll see if we can have a new action script man for workshop like ACTION_Puke so it's easier to script this behavior.

As for the sound problem, it seems you forgot to save the sound package after importing, as if you don't you can still preview it in the editor, but not hear it in game.

67
P2 and AW Support / Re: Postal 2 Complete linux version won't run.
« on: April 23, 2014, 09:57:34 AM »
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.

68
P2 and AW Mods / Re: AI Scripting Question
« on: April 23, 2014, 12:20:43 AM »
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.

69
P2 and AW Mods / Re: Workshop is nearly upon us
« on: April 20, 2014, 08:41:49 AM »
you wrote that you will release this in this month

only ten days left until the end of this month

can you tell us when we can expect this???

any ETA???

No.

70
General / Re: Gamespy is shutting down.
« on: April 16, 2014, 04:39:02 AM »
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?

Quote
[MasterServer]
GameName=postal2
OperationMode=TCPLink
ListenPort=27900
[TCPLink]
TCPPort=28900

71
P2 Multiplayer chat / Re: Art of War Central Shut Down
« on: April 15, 2014, 07:38:53 AM »
Someone tweeted this to us, not really had much chance to look into it but might be of some help for ya:

http://hooksutplace.freeforums.org/post19053.html#p19053

72
P2 and AW Mods / Re: Workshop is nearly upon us
« on: April 15, 2014, 05:25:45 AM »
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.

73
P2 and AW Mods / Re: Postal 2 UDK - Where art thou?
« on: April 15, 2014, 03:24:26 AM »
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.

74
P2 and AW Mods / Re: How to make new days and errands?
« on: April 13, 2014, 03:53:38 PM »
Well you need to know how to code in Uscript before you even think about thinks like this, it's not something you can do with just the editor.

75
P2 and AW Mods / Re: Map editor bugs
« on: April 13, 2014, 03:52:28 PM »
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).


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