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Messages - Toploader

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We don't do this now, a lot of work went it to the Steam updates (and now GoG) and we don't think it's unreasonable to ask people double dip at this point, the game is often on sale of course for not a lot :)

Glad you like the game and thanks for the support, no way you should have been playing it at 12 though!  :-\

It's worth noting that EvilT-ModZ  'Project Marica' would have been a strong contender. We didn't include it because it went against the rules by including assets from other commercial games.

Sadly, the author then broke the mod with a sign saying that 'RWS does not support this project' and after I contacted him asking him if we could help, he removed it entirely. It's a shame because many people liked the mod, but the rules were there for a good reason and made clear.

Front Page News / Re: PARADISE LOST
« on: July 20, 2014, 09:11:21 AM »
the main thing i am wondering is... will this be open world like postal 2? or will it be linear like aw?

Open world.

P2 and AW Mods / Re: Old mods
« on: July 15, 2014, 07:07:36 AM »
AVPC is up to the original author, I sure hope so.

Eternal Damnation is somewhat 80% done, as it was ported along with the remade bits ect.  Once Paradise lost is out, as a team RWS will finish it off and release it, but it's going to be a few months away.

P2 and AW General / Re: Postal 2 HD -Remake
« on: July 13, 2014, 09:30:42 AM »
Keep it small, focus on maybe one small area and make it all it can be, and then you might be able to recruit more help ;)

Front Page News / Re: Skewed & Reviewed: PARADISE LOST Interview
« on: July 12, 2014, 02:18:26 PM »
Yeah, it uses the same system as P2 did, so open world, with a ingame map, and errands!

P2 and AW General / Re: Postal 2 HD -Remake
« on: July 12, 2014, 02:07:08 PM »
Good start! Keep us updated and good luck with the project.

P2 and AW Support / Re: Spinning
« on: July 08, 2014, 02:03:41 AM »
The game does not officially support Xinput yet, but we're working on it.

P2 and AW Mods / Re: NPC item drops
« on: July 08, 2014, 02:02:06 AM »
No need to modify any scripts. Just grant certain npc types those items into their inventory [BaseEquipment]. It'll take time, since such an option in pawnspawner's preferences would come in handy, but it doesnt exist, so you'll have to edit each pawn's preferences. You can place some NPC to several maps and add items to their inventory, as well as assign days those pawns should appear, Day_E in your case, this can be set in Object if i'm not mistaken.

If you want npc to spawn with those items, you can create subclasses and choose whatever you need, then place spawners into maps.

Yeah that would work, but he wanted random drops from NPC's, which would require some additional coding.

P2 and AW Support / Re: No audio on Mac OS X Mavericks
« on: July 05, 2014, 05:04:48 AM »
Yeah, the Linux / Mac builds have not been updated at all since there release on Steam, the person who used to handle those builds is seemingly no longer available so we are looking into options.

P2 and AW Support / Re: No audio on Mac OS X Mavericks
« on: July 04, 2014, 03:57:01 AM »
Sadly, we have no idea how to fix this as of now in the current build.

We are looking into getting our updates for Windows to Mac and Linux this year, and will then investigate this issue for sure.  If you do happen to find out a work around please do let us know.

P2 and AW Mods / Re: NPC item drops
« on: July 01, 2014, 03:44:37 PM »
This would need Unreal Script, probably not that hard to do for a coder either (which I'm not).

P1 Support / Re: Is the "Boondock Saint" achievement even possible ?
« on: June 25, 2014, 04:37:46 AM »
Yeah sorry, does not seem it's happening anytime soon, the person that was dealing with it for us seems to have lost interest and we don't have the spare funds right now to pay anyone to work on P1 :(

P2 and AW Support / Re: Direct x 9
« on: June 22, 2014, 11:49:02 AM »
Nah, and it never will be.

General / Re: Unreal Engine 4 Released
« on: June 20, 2014, 02:33:46 PM »
I loaded UE4, had a play around with it, fell in love, then sobbed as I had to load up UE2 again to work on PL.

Once of these days I'll get to work with tech that's not from 2002.

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