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Messages - Toploader

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76
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.

77
P2 and AW Mods / Re: AI Scripting Question
« on: April 11, 2014, 11:10:24 AM »
I'll see if Rick as any idea, although I don't change the difficulty in the editor, I do it in the game itself, leave the game, then start using the editor and it all seems fine.

78
Front Page News / Re: In-Game Cash Shop now Open!
« on: April 11, 2014, 04:03:36 AM »
Lets see what the workshop brings first when that's out.

79
Front Page News / Re: In-Game Cash Shop now Open!
« on: April 11, 2014, 02:00:44 AM »
Seriously, RWS should capitalize on that.

We'd rather do it for free and earn good faith, nothing on that list would be worth charging for and I'm sure workshop will bring many mods like this to the table for free too.

80
P2 and AW Mods / Re: AI Scripting Question
« on: April 11, 2014, 01:35:25 AM »
So I'm guessing from that you're asking how to get a pawn to walk up to another pawn, change to his machine gun weapon and kill him. In short you use an Action_SetViewTarget the an ACTION_ShootTarget, although I've forgotten how to make them shoot more than one shot using a machine gun, I'll have to ask Rick about this as changing the shots fired properties does not seem to do anything (unless it's just broken).

Not sure about the shovel problem, this might be related to the difficulty you currently have the game set to overriding something.  Load up the game and make sure you're set to average, then quit it and load the editor again (I think we've fixed this in a newer build).




81
P2 Multiplayer chat / Re: Art of War Central Shut Down
« on: April 11, 2014, 01:04:23 AM »
Ah okay. Well come the time we're working on this we'll reach out for people to test, and we'll make sure things like this get sorted out.

82
P2 Multiplayer chat / Re: Art of War Central Shut Down
« on: April 10, 2014, 09:29:46 AM »
Nah, the servers will still be run by outside companies, just the query and master server will be dealt with by Steam, so you can put what you want on your server as before.

83
P2 Multiplayer chat / Re: Art of War Central Shut Down
« on: April 10, 2014, 12:47:11 AM »
Sure will (eh, which bug was that again?)

84
P2 Multiplayer chat / Re: Art of War Central Shut Down
« on: April 09, 2014, 02:10:16 AM »
True I see. So my guess is that there wont be free MP because of this, right?

Nah, on the bright side we'll work a bit on the MP and bring some improvements over (1409XL implemented, maybe a new map or two, Valve anti-cheat and of course workshop).

85
P2 and AW Mods / Re: Workshop is nearly upon us
« on: April 07, 2014, 10:26:46 AM »
You're an impatient lot ;) You're looking at 2-4 weeks, not long to wait really. Glad there is so much excitement for this.

86
P2 and AW Mods / Re: Workshop is nearly upon us
« on: April 06, 2014, 02:24:43 PM »
Yeah, hopefully this month all going well, initial testing has worked out better than we hoped but we want to get it right, so thinking of ways to make it as complete and usable as possible and allow many mods to work together without overwriting each other.

87
P2 and AW Mods / Re: Workshop is nearly upon us
« on: April 06, 2014, 01:05:04 PM »
Nah we're good for testers at the moment, but you should not have to wait too long.

88
P2 and AW Mods / Re: Workshop is nearly upon us
« on: April 06, 2014, 10:50:26 AM »

first

assume that has been released a big mod for example AVPC on Workshop

and some modders create maps weapons and generally modifications to this AVPC that are not designed for normal P2C

how Workshop could handle such a situation???

It's all modular so all mods can be used with all gamemodes. So right now I have the new Eternal Damnation for workshop installed, and I can also then use 'the plane launcher' mod and it will spawn me with that weapon in ED too. In some (probably many) cases ED will get broken by mods that are designed for P2, but then you would expect that but it's still fun trying.

If someone makes a mod for only ED that will break P2 if run, then they will just have to make that clear in the workshop description, something like 'Eternal Damnation required, go here to subscribe to it'. This can also show up in the in game menu. If a player then tries to run it on P2 after all that, they can hardly be annoyed when things don't work out well.

It's basically down to the modders to create which P2 gamemodes they want their mods to work with, and how well they articulate that in the description.


second

situation
Tom has created a great weapon

Adam creates a map, but really likes weapon created by Tom

he asked Tom for permission and put this weapon on his map

Now to play the Adam's map, you must have Tom weapon

(I did not invent this, some maps, in download on PostalSite require other mods)

how Workshop could handle such a situation???

Adam would have to build Toms weapon into the map himself, and then release the entire thing as one, exactly how ED is getting released via workshop. Tom can then also release his weapons as a standalone for workshop for general P2 use, which can either be given to the player, or we will use a mutator to which out pickups in the maps. We'll document this quite thoroughly.

Haven't been posting here for a while, but I kept my eyes open for all the changes, and now when the workshop is almost there I'll ask something I asked way before. Will we see the additional gore (form ED if I'm not mistaken) in Postal 2? I mean the additional guts falling out and better heads explosions with eyes and chunks of brain and whatnot. It could be an ideal official item in the workshop if you dont want to implement it in the game rightaway cause that may affect the performance.
PS: Oh yeah now I remember that besides the gore there were different, bigger and more advanced blood textures and blood effects (when you shoot or hit someone there is a bigger splash of blood and even some little chunks of meat fly out which is kinda silly I guess but hey, it looked more gruesome and as a workshop optional item - why not?)

Sure good idea, we want a few things out the gate for workshop to showcase what it can do ect, consider a 'Enhanced gore' pack on the way. We might roll it into the game proper down the line, but I like the idea of having it as a whorkshop showcase.

89
P2 and AW Mods / Re: Workshop is nearly upon us
« on: April 06, 2014, 05:06:35 AM »
Its worth pointing out that all these are modular too, so you can run Ultimate sandbox with tons of other mods.

90
General / Re: Gamespy is shutting down.
« on: April 06, 2014, 03:46:34 AM »
Pretty sure Flan will follow up with a grenade and take you both out anyway.

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