moloko
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Post by moloko on Jun 15, 2011 18:28:34 GMT -5
Always great to see new modders. Nice work, hopefully you post some more stuff.
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moloko
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Post by moloko on Jun 14, 2011 12:41:41 GMT -5
Oct 10 2010? I'm pretty sure that message was displayed as new when I replied.
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moloko
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Post by moloko on Jun 11, 2011 9:53:59 GMT -5
Just increase the weapon output for a gun and hand it to them. You can add more pellets to a shot and increase rate of fire. It's fairly easy, just look at a weapon in items.txt, the lines are pretty self-explanatory.
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moloko
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Post by moloko on Jun 11, 2011 9:51:15 GMT -5
Nice flame on a thread half a year old.
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moloko
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Post by moloko on Jun 5, 2011 6:58:49 GMT -5
I think making all food unspoiled is making the mode too easy again, as food will respawn.
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moloko
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Post by moloko on Jun 4, 2011 9:16:58 GMT -5
Agreed.
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moloko
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Post by moloko on Jun 3, 2011 13:57:40 GMT -5
It represents the cruelty of every day life and especially Infinity Mode, that's why it's gone.
.bik upload is done.
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moloko
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Post by moloko on Jun 3, 2011 13:46:38 GMT -5
Ad:
Dead Rising 2 never included Dead Rising's infinity mode. Now, a new mod lets you play infinity mode in Dead Rising 2. Infinity Mode makes you fight for your very own survival. Your daughter needed you for her Zombrex. Now she wants to slit your throat. Survivors don't need you to escort them, but to die. Zombies are hungrier, meaner and more numerous. There's noone coming to rescue you. You're on your own. How long can you survive before your body fails you after draining out of life energy? To help you survive, there are three secret weapons that you can use. But only if you survive long enough ...
.bik video will work as soon as the upload to Dropbox is complete.
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moloko
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Post by moloko on Jun 3, 2011 11:00:40 GMT -5
I just restart the story from a save game of my Lv 50 char. What's there to explain? Download of the teaser in .bik file format.
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moloko
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Post by moloko on Jun 3, 2011 9:38:12 GMT -5
I don't know if we should advertise the time travel. To me it seemed like it wasn't necessarily a key feature, just a mean to extend the game and avoid the crash. Besides, have you played it? I hardly made it 10 minutes, I don't think much people, if any, will make it to the end of Day 3. //And the aspect ratio is 16:9 done to 4:3 and then streched to 16:9 again. Thus the huge black borders in the ingame footage.
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moloko
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Post by moloko on Jun 3, 2011 8:36:04 GMT -5
First time I used the Windows Movie Maker. I somewhat screwed up the aspect ratio. I might do another one during the weekend.
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moloko
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Post by moloko on Jun 3, 2011 5:10:24 GMT -5
ClickThe same but with prepacked folder structure. Just a tad easier to install, then. Will go and try to make a video now.
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moloko
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Post by moloko on Jun 2, 2011 7:47:15 GMT -5
Just READ the descriptions, it says it right there. As there is nothing else said, I guess both versions work. Safehouse survivors means you can recruit people from the safehouse. Non-Safehouse obviously doesn't do that.
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moloko
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Post by moloko on Jun 2, 2011 7:43:17 GMT -5
Link is in the first post. And description on the TabMod is in the corresponding thread of the mod. Just read a lilttle.
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moloko
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Post by moloko on Jun 2, 2011 6:24:48 GMT -5
Have you also installed TabMod? It's required for this mod to work.
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moloko
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Post by moloko on Jun 2, 2011 4:40:38 GMT -5
Do you just stand there or are you actually using the closet to change clothes?
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moloko
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Post by moloko on Jun 1, 2011 11:19:53 GMT -5
He is asking where to find the weapons, that should be included in this mod. All he found was the magazine that improves the skateboard.
He also claims the super skateboard wouldn't work.
Lastly, he wants to know how to get all his mods working, so I guess he wants to know how to combine more than one mod.
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Post by moloko on May 30, 2011 11:39:24 GMT -5
Mad, you should keep it down. Not only are you letting other people do a shitload of work for your project, but criticizing other's work without constructive criticism OR better work by yourself is just unnecessary. Nice work on the installer. I was wondering about mod installers, too, back then, but people told me it wasn't really necessary, due to the simple way of installing them. Nonetheless, installers will always reach more people, because the average user likes one thing the most, and that's simplicity.
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moloko
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Post by moloko on May 30, 2011 8:57:23 GMT -5
Hm. I guess you could take map of the safehouse after the breach and make it standard, full of zombies. But I guess Anno wants to press the release as soon as possible and would make that part of 2.0.
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Post by moloko on May 30, 2011 5:36:45 GMT -5
But you can go there and crawl under a blanket and feel safe while you do your last breath.
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moloko
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Post by moloko on May 29, 2011 6:31:02 GMT -5
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Post by moloko on May 25, 2011 4:47:14 GMT -5
Well, I tried the GOAT release.
There is:
- no zombies at all (except for the beginning area) - no Sarah in front of the arena - Gary is still in South Plaza - the helicopter has spawned, but its rotor is running and its engine sound, too
As for the bomber, see for yourself:
Also, the bomber texture has no collision. Minor issue, though.
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moloko
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Post by moloko on May 23, 2011 9:24:41 GMT -5
Looks good. We're getting close to release, then, I guess.
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Post by moloko on May 23, 2011 6:24:26 GMT -5
Nice updating. All survivor bugs fixed? I like the crashed planes and stuff. And like I said, the line works, but is capped around 96%, so a few zombies will still attack survivors, but significantly less.
My girlfriend stays here until next week, so I don't know how much I can test. What's left to test anyway?
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moloko
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Post by moloko on May 22, 2011 9:13:02 GMT -5
GfWL online store ingame?
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Post by moloko on May 20, 2011 18:30:20 GMT -5
I tried applying ReducedAttractionDistanceOfZombies = "0.965"
to Chuck and survivors. It does work, but only up to those 96% I guess. Using bigger values (I tried 1.0, 1, 2 and 100) won't change anything. Zombies will still see you and attack, but significantly less than without that attribute.
So I guess you CAN assign it to survivors, to reduce the number of zombies that engage them, but that doesn't make them invisible to them.
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moloko
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Post by moloko on May 20, 2011 17:00:48 GMT -5
I think it's cooler to unlock them after certain time spans, as rewards, like mad suggested. As for the underground, maybe put some cool stuff there, but also loads of zombies or survivors with guns and ridiculous amounts of health. Increasing the life in general might not be necessary. It's just a question of game balance. Depending on how quickly Chuck's life drains, how many zombies there are and such. Though in my opinion, we are still far away from balancing everything with all the open issues. But we're making progress, so it'll all come together.
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Post by moloko on May 20, 2011 8:38:08 GMT -5
Survivors from Day 3 to the end. Timeline:
00:00 - 00:10 Sarah (drops keys) 00:11 - 00:44 Terri and Tammy and reward (give Tammy guns?) 00:45 - 00:58 Bibi and reward 00:59 - 01:40 Sven, Skylar and Sharon (Simon is missing) and reward 01:41 - 02:01 Ray, Tia and Tamara and reward 02:02 - 02:13 Danni and Taylor and reward (Taylor defects) 02:14 - 02:22 Marvin and reward 02:23 - 02:55 The Nerds (Curtis, John, Kevin and John) and reward 02:56 - 03:15 Gemini and reward (Fulfillment bonus for unknown mission) 03:16 - 03:25 Lance and reward 03:26 - 03:38 Madison and reward 03:39 - 03:47 Jeremiah and reward 03:48 - 04:17 Kirby, Lenny, Richard and Tom (spawn problems) and reward 04:18 - 04:47 Andy, Jared and Noah (spawn problems) and reward 04:48 - 04:55 Drake and reward
No survivor showed up past Day 3 23:59 (so none at all in Day 4) Simon didn't spawn Dmitri didn't spawn
Game crashed at Day 4, 09:59.
Also, I got fulfillment boni at: Day 1, 14:30 (20.000) Day 3, 16:00 (60.000) Day 4, 04:00 (10.000)
For missions that seem to have triggered, though I didn't do anything.
_____________________________________________
Stuff that is worth mentioning, too.
Timeline:
00:00 - 00:06 - ATMs give money 00:07 - 00:10 - Fulfillment bonus for unknown and untriggered mission at 09:30 p.m. 26th 00:11 - 00:15 - Leon's Truck's doors open 00:16 - 00:28 - Looter acts normal, then like a zombie
Can you apply the DLC attributes to survivors? If so, you could use
ReducedAttractionDistanceOfZombies = "0.965"
from the Ninja DLC and increase it to 1.0, so the survivors are invisible to zombies.
Concerning the survivors won't make it until you arrive problem:
Why not raise survivor and zombie health and change the player weapon damage. If a survivor has 100.000 health, a hit from a zombie won't concern him. And if a katana does 10.000 damage, he still goes down quickly when you attack. Just unless we can't find a better way to solve this.
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moloko
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Post by moloko on May 20, 2011 7:45:55 GMT -5
Agreed.
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Post by moloko on May 20, 2011 6:35:54 GMT -5
Wait, so you want the underground to be accessible, but you don't want loading screens? How else would you go down there?
Will download the newest datafile and try to film the last survivors now.
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