ubtri©
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Post by ubtri© on Aug 16, 2018 18:46:27 GMT -5
I just reinstalled the game, for shits and giggles, and was glad to find my mod for controls is still here, lol!
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ubtri©
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Post by ubtri© on Aug 8, 2018 17:54:46 GMT -5
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ubtri©
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Post by ubtri© on Feb 25, 2013 20:14:31 GMT -5
I have not been around for a long ass time and I do apologize. I wanted to thank Sullivan for the executable download because the domain I had that was hosting my files has since been shut down. And since I reinstalled this old game and wanted to use my mod, I thought I was screwed, hah! So again, thanks Sullivan.
Is anyone else still around or is this forum a ghost town these days?
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ubtri©
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Post by ubtri© on Sept 13, 2011 15:57:17 GMT -5
Hey guys, glad to see my mod is still working, although I haven't played in ages! Just downloaded Dead Island and started modifying it, it's just as easy to mod as DR2 so.. ..lots of potential for its future. But ya.. I've been making a GTA IV zombie machinima series, check it out on my youtube.. youtube.com/user/ubtri :-)
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ubtri©
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Post by ubtri© on Jan 25, 2011 0:42:56 GMT -5
Fun Mod...anything to release the cars with out a key? There might be another mod floating around for that, but it's pretty easy to just get enough money with this mod and buy the keys from pawn shops. Update by anon: Unlock all doors
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ubtri©
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Post by ubtri© on Nov 9, 2010 10:20:05 GMT -5
theunbeholden You would have to extract the datafile and edit those values manually. Consider the datafile a "source" that can be tampered with if you figure out how. I have no plans to change the items.txt portion of the mod. Also, I appreciate all the good compliments!
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ubtri©
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Post by ubtri© on Nov 7, 2010 22:46:29 GMT -5
I found rather big problem with this mod: when you are hit, even lightly, you immediately drop items you cant pocket, be it swords and such. Im wondering if there is a line in item entry that tells game if item falls out of hand when Chuck is hit. BTW: If you need to change lot of stuff in normal text files I would propose using Notepad++. Freeware utility that have very good search function, allows opening multiple files and even compare them. Just informing. This issue is the point of the mod, essentially. The command making the items not fit in inventory, which is the point of this "realism mod", is the reason the items fall when you get hit. So to "fix" the "problem" would render this mod pointless.
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ubtri©
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Post by ubtri© on Nov 7, 2010 13:46:37 GMT -5
I think it's currently impossible to achieve this. Would be great though, and who knows... Maybe when we can start scripting mods in a way similar to GTA IV .asi scripts, then this could be done. It's a mod in GTA IV anyhow...
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ubtri©
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Post by ubtri© on Nov 7, 2010 13:38:13 GMT -5
Derogatory comments removed. --anno1404
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ubtri©
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Post by ubtri© on Nov 5, 2010 23:15:25 GMT -5
You might want to include what items you have changed. And I don't see how a Watercooler could fit in anyones bag when it is almost the same height :L He does say "uncarriable", so maybe you should read before blindly criticizing.
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ubtri©
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Post by ubtri© on Nov 4, 2010 20:22:43 GMT -5
You can't use rad tools to convert the wav to the adw format?
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ubtri©
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Post by ubtri© on Nov 2, 2010 0:00:03 GMT -5
Hey I'm new to DR2 modding and was wondering how I install this mod, and if I need to restart my game. Thanks! The mod looks nice! Just make a backup of your datafile.big located in deadrising2/data/ folder, then copy my mod there (which would replace your datafile if you do not make a backup) You can continue in your current game or start a fresh save, either way your game will be fine Wow, you've got a nice collection of mods going on here! Thanks! Couldn't have done it without your wisdom!
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ubtri©
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Post by ubtri© on Oct 28, 2010 21:24:09 GMT -5
There's a large, large bug in Co-Op with someone who doesn't have the mod. See, for me, one of two versions of Royal Flush Plaza are loaded. One which is of your mod, without the Safe House doors, and one WITH them. Now, if the doors are THERE, I can't get through, therefore blocking all access into the Safe House. I also experienced a crash when someone was making a combo weapon in the maintenance room there. I'd fix this myself with your tutorial, the safehouse doors thing, but it seems like a bug that could affect everyone who plays co-op. I've also noticed that killing a zombie with a modded weapon I picked up drops connection for me, I don't expect this to be fix-able, but if so, could you fix it please? Oh, and very nice mod. I enjoy it alot. EDIT: I have an idea for this mod. Give Bacon an ammo count of infinite (lol), and an attack of instant kill. Although that would ruin the element of getting food. Maybe just give Bacon very little durability, but a one-hit-kill. I'd pay to see that. Okay, well my experience and input from testers is that when you add items to an area, you will encounter co-op errors with people who aren't using the mod when it comes to opening doors. This is why my mod has doors removed in Royal Flush and Palisades. Let me explain: The areas I've added items too, I've removed doors that are integral to travel when you join another person for co-op. For instance, Royal Flush has had the doors leading to the safehouse removed. The only doors that do not have any problems are those with the command "TeleportOnUse = True" in their script. You can't expect to use anyone's mod and run flawlessly joining random people for co-op. There will ALWAYS be issues. Maybe they have mods that conflict, such as items placed in their safehouse.txt so you can't open their doors, etc... Regarding the bacon... No.
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ubtri©
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Post by ubtri© on Oct 28, 2010 0:34:56 GMT -5
I was totally being sarcastic, why do you request something this impossible?
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ubtri©
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Post by ubtri© on Oct 26, 2010 19:45:14 GMT -5
in the datafile, like he said.
/deadrising2/data/datafile.big
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ubtri©
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Post by ubtri© on Oct 26, 2010 19:39:41 GMT -5
tab was working on a gun that spawned an item, it was a rather large ramp but it's a start I suppose. I think we are a long way from any kind of barricade-gun, unfortunately. Good idea though! Hope someone can perfect it, like a gun that spits out sticky 2x4's
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ubtri©
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Post by ubtri© on Oct 26, 2010 19:28:57 GMT -5
I'll give you guys a hint: Read the 3rd page of this thread, tab tells you the important files in the datafile for his weapons... .. . and there are tutorials for how to open your datafile. It's pretty easy stuff, like winzip, and there are plenty of tutorial threads about it.
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ubtri©
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Post by ubtri© on Oct 26, 2010 17:23:47 GMT -5
Are you serious? Why don't you just ask for all zombies from all games imported into DR2 (L4D, etc)?
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ubtri©
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Post by ubtri© on Oct 26, 2010 17:14:17 GMT -5
There's a lot of PC games that can be modded to great extent, you listed two. Oblivion was ported to console, not vise versa like DR2. I'm familiar with Oblivion mods as I played with a lot of them, and as you mentioned someone redoing Oblivion textures, that's probably very possible in DR2 as people are already reskinning clothes and whatnot. But it's a VERY daunting and time-consuming task. DR2 hasn't been out very long, a month at best, and being a DIRECT CONSOLE PORT means modders have little to work with. You know, a modder is just a person like you. Maybe you guys can come up with a "Remove Shadows" modification yourselves? If it's so easy to do... If not I suggest waiting for it to happen naturally, in the years to come of this great game being released
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ubtri©
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Post by ubtri© on Oct 24, 2010 17:22:38 GMT -5
Have you tried Gamebooster? It gets me an extra 5 or so fps...
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ubtri©
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Post by ubtri© on Oct 24, 2010 13:27:36 GMT -5
You guys just need to upgrade your PC's. There's no magic cure when it comes to messing with the core graphics engine of the game... You can't alter the graphics past what the in-game menu lets you. It's a console port!
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ubtri©
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Post by ubtri© on Oct 23, 2010 12:20:40 GMT -5
Ubtri, do you know any way to get rid of the big numbers poping up with each kill? Since I am lvl50 it "disturbs my view". I like to see the pure action. That's a good idea for a new mod perhaps, something to go with a mod like mine! But the only way I could currently do something like that would be to remove gaining pp from using weapons completely, and then a lot of people might get upset
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ubtri©
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Post by ubtri© on Oct 20, 2010 3:09:43 GMT -5
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ubtri©
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Post by ubtri© on Oct 19, 2010 19:05:21 GMT -5
You could take a shot at it? The idea is great
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ubtri©
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Post by ubtri© on Oct 19, 2010 15:37:26 GMT -5
I would be open to a collaboration but only if other modders directly wanted to do something with me. I made a video tutorial on how to open a .big file and everything, it's as easy as opening a .zip or .rar -- yet people are lazy :/
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ubtri©
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Post by ubtri© on Oct 19, 2010 14:20:43 GMT -5
Nah... I think people need to learn how simple combining mods are on their own. We've explained it time and time again on many threads -- Just do it yourself
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ubtri©
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Post by ubtri© on Oct 19, 2010 9:47:05 GMT -5
...Pretty sure it's impossible.
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ubtri©
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Post by ubtri© on Oct 18, 2010 15:01:41 GMT -5
Seems like wasted precious FPS to me
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ubtri©
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Post by ubtri© on Oct 18, 2010 14:11:23 GMT -5
Thanks for the good words!
I might be mistaken but I think Multisampling overrides normal Antialiasing.
Found this digging around.. "MSAA is better than FSAA because it will remove the aliasing of the entire picture no matter what is in it. FSAA will only remove aliasing from 3D objects in the picture."
So whether I use trilinear or aax2+ won't make a difference. This also explains why I get better FPS with my blur turned off...
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ubtri©
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Post by ubtri© on Oct 18, 2010 10:34:48 GMT -5
Awesome as always Ubtri i subbed to your youtube account and I always check your blog. Also do you know any mods that could increase fps I already put my settings all on low but it still lags a bit. Thanks a lot for your support! However I have yet to find a way to decrease view distance or things that might help with performance. That being said I would recommend GameBooster - helps me get an extra 5 or more FPS.
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