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Messages - Toploader

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61
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.

62
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.

63
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.

64
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.

65
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.

66
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

67
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

68
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.

69
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.

70
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.

71
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).


72
P2 and AW Mods / Re: Any UnrealEngine2 tutorials for Postal 2 modding?
« on: April 12, 2014, 01:07:38 PM »
This is all you'll need to get a good start on anything:

http://www.3dbuzz.com/training/view/unreal-tournament-2003-2004

We'll expand on those post workshop.

73
HONESTLY RELEASE THE WORKSHOP ALREADY!!!!!!!!!!!

I'm going to delay it a day extra for every exclamation mark you use.

74
P2 and AW Mods / Re: AI Scripting Question
« on: April 12, 2014, 01:03:59 PM »
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.

And the changing difficulty thing also works like a charm.

When the workshop is released, I hope you guys plan to post tutorials on Scripted stuff because it's very useful in level design, and there are almost no tutorials that I can find.

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.

75
I just mean the team will move onto an as unannounced project then.

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