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[MOD] Receiver Reloaded

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Re: [MOD] Receiver Reloaded

Postby TehEpic » Tue May 14, 2013 1:38 am

I'm just curious, could you release a version with the performance upgrades early? This generation time seems to be getting longer and longer...
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Re: [MOD] Receiver Reloaded

Postby Enemby » Tue May 14, 2013 11:03 am

I'll have to email Wolfire for permission, but it shouldn't be a problem.
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Re: [MOD] Receiver Reloaded

Postby Xriah » Tue May 14, 2013 1:10 pm

Question: Were any changes made to the sharedassets1.assets file? In other words, could my VO mod and your mod co-exist?
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Re: [MOD] Receiver Reloaded

Postby Enemby » Tue May 14, 2013 4:40 pm

Xriah wrote:Question: Were any changes made to the sharedassets1.assets file? In other words, could my VO mod and your mod co-exist?

I tried it for my redist and it must of screwed 'something' up, since the game was unplayable after. Would you like to upload your tape sounds(without being an asset file)?
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Re: [MOD] Receiver Reloaded

Postby Xriah » Tue May 14, 2013 8:40 pm

Enemby wrote:I tried it for my redist and it must of screwed 'something' up, since the game was unplayable after. Would you like to upload your tape sounds(without being an asset file)?


You might have run into the same problem I did when creating my mod. If you want the compiled files to be interchangeable, you have to use the same version of Unity to compile (3.5.5f3).

Either or, I zipped up the wavs into two seperate files and uploaded them.
File 1
File 2
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Re: [MOD] Receiver Reloaded

Postby B-radBeitler » Tue May 14, 2013 10:53 pm

Is the mod out yet?
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Re: [MOD] Receiver Reloaded

Postby Hexicube » Wed May 15, 2013 9:06 am

Some magazine spawning code (tested and works, code doesn't run on revolver from main if statement):

Code: Select all
if(weapon_holder.mag_object)
{
   var magazine : GameObject = Instantiate(weapon_holder.mag_object);
   magazine.transform.position = transform.position +
      Vector3(Random.Range(-0.1,0.1),
            0.4,
            Random.Range(-0.1,0.1));
   num_bullets -= magazine.GetComponent(mag_script).kMaxRounds;
   while(magazine.GetComponent(mag_script).AddRound()){}
   magazine.transform.rotation = BulletScript.RandomOrientation();
   magazine.AddComponent(Rigidbody);
   magazine.GetComponent(mag_script).collided = true;
}


Should help you get magazine spawning to work, I specifically made the magazine spawn 0.4 units off the floor to prevent it getting stuck in the floor due to the actual model compared to bullets. Enjoy.
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Re: [MOD] Receiver Reloaded

Postby Enemby » Thu May 16, 2013 3:59 pm

B-radBeitler wrote:Is the mod out yet?

Negative, I haven't gotten around to release. At the moment I'm looking for a host that would let me upload around 150 MB, which is few and far between as far as I know.
Hexicube wrote:Some magazine spawning code
[REDACTED]

Thanks! I've been busy so that will definitely make magazine spawning considerably easier(Read: Copy-and-Paste easy)]

Xriah: Thanks! I'll I'll build a shared asset file for it and upload it somehow, eventually.
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Re: [MOD] Receiver Reloaded

Postby Hexicube » Fri May 17, 2013 12:54 pm

Enemby wrote:
Hexicube wrote:Some magazine spawning code
[REDACTED]

Thanks! I've been busy so that will definitely make magazine spawning considerably easier(Read: Copy-and-Paste easy)]

If you want any other code, just let me know and I'll send you a PM or something. :3
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Re: [MOD] Receiver Reloaded

Postby Pengwertle » Wed Jun 26, 2013 3:23 pm

Erm, did it die?
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Re: [MOD] Receiver Reloaded

Postby RH_Reaper » Wed Sep 17, 2014 12:22 pm

Bump

Is Enemby or Hexicube still active? I'm very interested in adding a bunch of weapons to this game, I can sort out the modelling and texturing. I may need a hand in Unity and scripting. If any of you are active and willing to help, it would be much appreciated.
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Re: [MOD] Receiver Reloaded

Postby Enemby » Wed Oct 15, 2014 10:06 am

I'm still around (kind of). Can't help with the actual project, but if you need some pointers, I'm here.
EDIT: I left a post here which might help you.
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