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Post by anno1404 on Feb 14, 2011 7:47:41 GMT -5
Attached below are five mission files, all found with Kristen in the Lush-ious Lady mission in the security room in Americana Casino. In the later files, you need the items.txt file (attached next message) first missions.txt fileThree cops (Dale Kerpman, Julius Reinke, and Oscar Dingman) in one missions.txt file. Kristen falls through the floor at the beginning of the mission. second missions.txt fileAll other hidden characters in this the second missions.txt file: Gary Peake, Taylor Nightinggale, Sarah Stayer, Marvin Other characters in this second missions.txt file: Mark Bradson, Pearce Stephens (lab techs) third missions.txt fileBound Rebecca, Katey sitting down, masked soldier, Tir Employee, Leah, Luke fourth missions.txt fileInjured Tir Employee, mercenary with gas mask, hangman, randy, sex deviant's father fifth missions.txt file4 contestants, soldier and black mercenary Also included: Texmod file which will turn walls and ceiling of Americana Casino security room light green for easy screenshots of survivors. Attachments:
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Feb 15, 2011 13:36:57 GMT -5
The 3rd and and 4th mission image are the same... sorry to nitpick... just informing
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Post by anno1404 on Feb 15, 2011 14:51:39 GMT -5
I am glad you brought it up. thanks I will fix it.
update
cropped pictures, fixed one which was wrong. thanks for heads up.
In process of doing 12 zombies now. then i will do the case zero characters.
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Post by anno1404 on Apr 15, 2011 9:53:50 GMT -5
Here is a new mercenary I found: The black guy with the holster. Also there is a crewman in the npsc.big file, I assume it is the TiR Employee
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dengarde
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Post by dengarde on Apr 17, 2011 6:51:49 GMT -5
No, the TiR Employee is actually cine_pa. Not sure what Crewman is, though I remember he has the same texture as boss_mercenary.
Also, wasn't cine_merc2_v2 used as an enemy character?
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Post by anno1404 on Apr 17, 2011 7:28:04 GMT -5
No, the TiR Employee is actually cine_pa. Not sure what Crewman is, though I remember he has the same texture as boss_mercenary. Also, wasn't cine_merc2_v2 used as an enemy character? Found out who the crewman was, it is the helicopter pilots. cine_merc2_v2 i could not find it anywhere in the files. Mister never had seen it before either.
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dengarde
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Post by dengarde on Apr 17, 2011 12:47:44 GMT -5
Woah woah woah. those two have notebook entries? Where's their entries in items.txt?
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Post by anno1404 on Apr 17, 2011 13:07:57 GMT -5
There are 38 survivors in items.txt listed as: ShowUpInNoteBook = "false" Many of these are duplicate entries of the same person. srv_girlfriend is a jeans skirt only, with the name "cindy". cNPCItem boss_helicopter_pilot1 { Age = "33" AssetFilename = "data/models/npcs/crewman" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" Description = "67948" DisplayName = "85801" DR2 = "true" FullName = "85802" InteractDistance = "1.5" NPCAnimationChooser = "0" NPCType = "1" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_helicopter_pilot1.bct" ShowUpInNoteBook = "false" SkeletonSlotName = "SkeletonPlayer" Tier = "2" }
cNPCItem boss_helicopter_pilot2 { Age = "28" AssetFilename = "data/models/npcs/crewman" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" Description = "67948" DisplayName = "85795" DR2 = "true" FullName = "85796" InteractDistance = "1.5" NPCAnimationChooser = "0" NPCType = "1" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_helicopter_pilot2.bct" ShowUpInNoteBook = "false" SkeletonSlotName = "SkeletonPlayer" Tier = "2" } Hope this helps.
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dengarde
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Post by dengarde on Apr 17, 2011 14:11:59 GMT -5
You're getting "Cindy" with srv_girlfriend? I get "Crystal". (Also, when the save calls for srv_girlfriend to be "safe" it instead goes to the twin. Odd. And I didn't realize that the non-boss NPC's even had notebook entries. This adds quite a bit to my things to explore... Also, Anno, the mercenary you mentioned DOES show up. He's used twice at the Fortune City elevator during Case 5-2
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Post by anno1404 on Apr 17, 2011 14:39:19 GMT -5
Crystal Baileycindy_jeans_mask is the name of one of the jean skirt textures above. you are right it is portrait_twinsilver.bct Crystal Bailey, spawning it is odd as hell. A floating black outline of a woman with blue jeans. MERCENARYcine_merc2_ v2? I checked data\cinematics\cinematics.big and there was no record of cine_merc2_ v2. strange. update, my mistake cine_merc2_ v2 in three files: data\cinematics\cinematics_big\045_helicopter_intro_02.txtdata\cinematics\cinematics_big\047a_helicopter_gets_away.txt data\cinematics\cinematics_big\038_heist_successful.txt
thanks for pointing this out!
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Post by anno1404 on Apr 18, 2011 0:10:49 GMT -5
boss_looter I don't think they count towards 8 survivor limit. Here is their items.txt information: cSurvivorItem pawnshop_looter_north { Age = "46" AssetFilename = "data/models/npcs/boss_looter" AssistType = "1" AttackZombiesAndBosses = "true" AudioChestFoleyType = "2" AudioLegFoleyType = "4" AudioShoeType = "0" AwarenessArc = "0" AwarenessRange = "0" BossType = "0" CanDefect = "false" CanFollow = "false" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" ClearPrejoinWhenHitByPlayer = "false" DefectsCowardly = "false" Description = "65419" DisplayName = "67729" DR2 = "true" FullName = "67729" HealthAmount = "1000" HealthState = "1" IdleChooser = "4" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "false" KnockedDownByGuns = "false" Nature = "5" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_looter.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" RescueQuote = "65420" SafeHouseRoom = "5" ShowUpInNoteBook = "true" SkeletonSlotName = "SkeletonPlayer" StaysPutOnIdle = "false" SubmitsSurvivorCall = "true" SubmitsSurvivorHelp = "false" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "23" cAnimationBehaviour LooterIdleNorth3 { AnimName = "looter_npc_pawnshop_idle" PreLoaded = "true" Type = "0" }
cAnimationBehaviour LooterIdleNorth { AnimName = "looter_npc_pawnshop_wander" PreLoaded = "true" Type = "1" }
cAnimationBehaviour LooterIdleNorth2 { AnimName = "looter_npc_pawnshop_idle_look" PreLoaded = "true" Type = "2" }
}
For that matter, boss_mercenary also does not count towards the 8 survivor limit. cNPCItem Train1 { AssetFilename = "data/models/npcs/boss_mercenary" BossType = "15" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" DisplayName = "" DR2 = "true" HealthAmount = "1000" InteractDistance = "1.5" NPC = "true" NPCAnimationChooser = "0" NPCType = "2" PickupOffset = "-0.0977, 0.8128, 0.9583" SkeletonSlotName = "SkeletonPlayer" Tier = "1" } Do bosses (psychos) count toward the limit? Has anyone attempted to switch survivors with the bosses to get around the 8 survivor rule?
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Deleted
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Post by Deleted on Apr 18, 2011 0:28:03 GMT -5
He's essentially a prop with an animation applied, but with NPC settings slapped on.
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dengarde
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Post by dengarde on Apr 18, 2011 7:38:22 GMT -5
The looter Chuck talks to during "One Mans Trash" count toward the limit, I've confirmed this.
The rest don't, nor to the mercs or phychos
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SWEGTA
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Post by SWEGTA on Jul 5, 2011 14:22:53 GMT -5
PM me when it's done
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Post by anno1404 on Jul 5, 2011 19:04:53 GMT -5
PM me when it's done Den you still working on this? Or is our project you talk about on chat something different? thanks. The looter Chuck talks to during "One Mans Trash" count toward the limit, I've confirmed this. The rest don't, ...the mercs or psychos [do not]. Oh and thank you again!
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dengarde
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Post by dengarde on Jul 10, 2011 20:04:11 GMT -5
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Post by anno1404 on Jul 10, 2011 20:40:52 GMT -5
Cool as hell.
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Post by anno1404 on Jul 11, 2011 4:44:59 GMT -5
Den uncovered more survivors yesterday: cine_protcharlie cine_protcherry cine_protmckenzie cine_protmichelle cine_protzmckenzie x_srv_test_1 x_srv_test_2 x_srv_test_3 x_srv_test_4 here are close ups of them
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Deleted
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Post by Deleted on Jul 11, 2011 7:47:26 GMT -5
are there new survivors in this dowload that need a holdinghand escort?
xxselina
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Post by Wizard on Jul 11, 2011 8:23:30 GMT -5
Very nice! Keep it up!
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moloko
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Post by moloko on Jul 11, 2011 8:43:18 GMT -5
are there new survivors in this dowload that need a holdinghand escort? xxselina Regardless of whether or not dengarde will include that in his finished mod, you can modify it yourself, if you wish, using this very neat tutorial also made by him. If that's your favourite, you might even change all survivors to need you to hold their hands (although that would make things more difficult).
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dengarde
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Post by dengarde on Jul 11, 2011 12:30:05 GMT -5
are there new survivors in this dowload that need a holdinghand escort? xxselina As of this moment, no. But I CAN make that happen, and probably will.
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Deleted
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Post by Deleted on Jul 13, 2011 21:15:52 GMT -5
hi there, i dowloaded the 5 groups of characters download, i opened the one with rebecca , leah victor and a few other survivors, and i wanted crystal & amber in it so i replaced it with leah and rebecca and know if i play the game, the licious lady mision wont apear on 2.00 pm & there is no message coming on the screen 2 so is it not possible 2 replace the survivors from the mission.tex or what?? please help me out! xselina
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Post by anno1404 on Jul 13, 2011 21:28:26 GMT -5
hi there, i dowloaded the 5 groups of characters download, i opened the one with rebecca , leah victor and a few other survivors, and i wanted crystal & amber in it so i replaced it with leah and rebecca and know if i play the game, the licious lady mision wont apear on 2.00 pm & there is no message coming on the screen 2 so is it not possible 2 replace the survivors from the mission.tex or what?? please help me out! xselina Which download are you talking about? Den did you provide a download?
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Deleted
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Post by Deleted on Jul 14, 2011 6:22:50 GMT -5
hi there, i dowloaded the 5 groups of characters download, i opened the one with rebecca , leah victor and a few other survivors, and i wanted crystal & amber in it so i replaced it with leah and rebecca and know if i play the game, the licious lady mision wont apear on 2.00 pm & there is no message coming on the screen 2 so is it not possible 2 replace the survivors from the mission.tex or what?? please help me out! xselina Which download are you talking about? Den did you provide a download? i dowloaded the one thats on the thirt page of this post with the 5 new groups of characters! x
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tommah
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Post by tommah on Jul 14, 2011 14:25:07 GMT -5
I like the bandana on that last model
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Deleted
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Post by Deleted on Jul 15, 2011 7:44:32 GMT -5
hi there everybody... ive moddified the first survivors mision (with the looters and survivor Denyce in the Roy's Mart) i added 7 survivors in the mission dialog to this mission .. (Rosa, Royce, Allison, luke, lulu, amber and leah btw: i dont know if luke&leah are gonna work, becouse they dont have anny animations and they are floating in the air) but the others survivors are working great... but ive got a problem ... the problem is: that i dont know how the characters can join me?! the only person that joins me is the one that i didnt add (denyce) does someone know how 2 make this work properly? ive added the part of mission.tex file in the spoiler! cMissionDefinition Zombrex1_Survivor { CantFailOnLevel = "ROYAL_FLUSH" Duration = "18000" LevelRequiredToStartName = "ROYAL_FLUSH" MissionType = "8" StartTime = "10800" cMissionObjective Zombrex1_Survivor-Objective { cMissionObjectiveNPCJoin denyce { NPCName = "srv_denyce" } }
cMissionLevelReady Mall4 { LevelName = "LEVEL_ROYAL_FLUSH" cMissionSpawnNPC Survivor { NPCName = "srv_erica2" Rotation = "1.959" SpawnPoint = "-115.749,-1.558,-95.732" cMissionDialogueCondition LootersDone { ConditionParameter1 = "Zombrex1_Looters" DialogueCondition = "23" cMissionDialogueCondition LootersDone1 { ConditionParameter1 = "Zombrex1_Looters" DialogueCondition = "22" cMissionDialogue JoinMe2 { Dialogue0 = "65817" JoinChuckAfter = "false" LoopThisNode = "true" ReactionAnim0 = "7" Speaker0 = "srv_denyce" SpeakerID0 = "85250" }
}
cMissionDialogue JoinMe { Dialogue0 = "81065" Dialogue1 = "81066" Dialogue2 = "81067" Dialogue3 = "81068" JoinChuckAfter = "true" ReactionAnim0 = "7" Speaker0 = "srv_denyce" SpeakerID0 = "85250" SpeakerID1 = "65167" SpeakerID2 = "85250" SpeakerID3 = "65167" }
}
cMissionDialogue JoinMe1 { Dialogue0 = "81065" Dialogue1 = "81066" Dialogue2 = "81067" Dialogue3 = "81068" JoinChuckAfter = "true" ReactionAnim0 = "7" Speaker0 = "srv_denyce" SpeakerID0 = "85250" SpeakerID1 = "65167" SpeakerID2 = "85250" SpeakerID3 = "65167" }
}
cMissionSpawnNPC srv_rosa2 { DefaultBehaviour = "Idle" NPCName = "srv_rosa2" Rotation = "1.0" SpawnPoint = "-115.9, -1.6, -98.9" } cMissionSpawnNPC srv_royce2 { DefaultBehaviour = "Idle" NPCName = "srv_royce2" Rotation = "0.4" SpawnPoint = "-114.2, -1.6, -100.5" } cMissionSpawnNPC srv_allison2 { DefaultBehaviour = "Idle" NPCName = "srv_allison2" Rotation = "0.6" SpawnPoint = "-112.9, -1.6, -101.9" } cMissionSpawnNPC srv_lulu2 { DefaultBehaviour = "Idle" NPCName = "srv_lulu2" Rotation = "0.4" SpawnPoint = "-105.9, -1.6, -106.8"
} cMissionSpawnNPC cast_twingold2 { DefaultBehaviour = "Idle" NPCName = "cast_twingold2" Rotation = "1.7" SpawnPoint = "-104.6, -1.6, -104.8"
} cMissionSpawnNPC srv_leah2 { DefaultBehaviour = "Idle" NPCName = "cine_leah2" Rotation = "2.8" SpawnPoint = "-107.9, -1.6, -101.9"
} cMissionSpawnNPC srv_luke2 { DefaultBehaviour = "Idle" NPCName = "cine_luke2" Rotation = "0.1" SpawnPoint = "-110.3, -1.6, -100.2"
}
}
cMissionOnSuccess WIn { cMissionChangeNPCState BecomeBrave { InvulnerableToGrapples = "false" Nature = "5" NPCName = "srv_denyce" SurvivorAttacksDisabled = "false" SurvivorInvulnerableToDamage = "false" SurvivorLeavesTheParty = "false" }
}
}
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Jul 15, 2011 9:08:30 GMT -5
hi there everybody... ive moddified the first survivors mision (with the looters and survivor Denyce in the Roy's Mart) i added 7 survivors in the mission dialog to this mission .. (Rosa, Royce, Allison, luke, lulu, amber and leah btw: i dont know if luke&leah are gonna work, becouse they dont have anny animations and they are floating in the air) but the others survivors are working great... but ive got a problem ... the problem is: that i dont know how the characters can join me?! the only person that joins me is the one that i didnt add (denyce) does someone know how 2 make this work properly? ive added the part of mission.tex file in the spoiler! cMissionDefinition Zombrex1_Survivor { CantFailOnLevel = "ROYAL_FLUSH" Duration = "18000" LevelRequiredToStartName = "ROYAL_FLUSH" MissionType = "8" StartTime = "10800" cMissionObjective Zombrex1_Survivor-Objective { cMissionObjectiveNPCJoin denyce { NPCName = "srv_denyce" } }
cMissionLevelReady Mall4 { LevelName = "LEVEL_ROYAL_FLUSH" cMissionSpawnNPC Survivor { NPCName = "srv_erica2" Rotation = "1.959" SpawnPoint = "-115.749,-1.558,-95.732" cMissionDialogueCondition LootersDone { ConditionParameter1 = "Zombrex1_Looters" DialogueCondition = "23" cMissionDialogueCondition LootersDone1 { ConditionParameter1 = "Zombrex1_Looters" DialogueCondition = "22" cMissionDialogue JoinMe2 { Dialogue0 = "65817" JoinChuckAfter = "false" LoopThisNode = "true" ReactionAnim0 = "7" Speaker0 = "srv_denyce" SpeakerID0 = "85250" }
}
cMissionDialogue JoinMe { Dialogue0 = "81065" Dialogue1 = "81066" Dialogue2 = "81067" Dialogue3 = "81068" JoinChuckAfter = "true" ReactionAnim0 = "7" Speaker0 = "srv_denyce" SpeakerID0 = "85250" SpeakerID1 = "65167" SpeakerID2 = "85250" SpeakerID3 = "65167" }
}
cMissionDialogue JoinMe1 { Dialogue0 = "81065" Dialogue1 = "81066" Dialogue2 = "81067" Dialogue3 = "81068" JoinChuckAfter = "true" ReactionAnim0 = "7" Speaker0 = "srv_denyce" SpeakerID0 = "85250" SpeakerID1 = "65167" SpeakerID2 = "85250" SpeakerID3 = "65167" }
}
cMissionSpawnNPC srv_rosa2 { DefaultBehaviour = "Idle" NPCName = "srv_rosa2" Rotation = "1.0" SpawnPoint = "-115.9, -1.6, -98.9" } cMissionSpawnNPC srv_royce2 { DefaultBehaviour = "Idle" NPCName = "srv_royce2" Rotation = "0.4" SpawnPoint = "-114.2, -1.6, -100.5" } cMissionSpawnNPC srv_allison2 { DefaultBehaviour = "Idle" NPCName = "srv_allison2" Rotation = "0.6" SpawnPoint = "-112.9, -1.6, -101.9" } cMissionSpawnNPC srv_lulu2 { DefaultBehaviour = "Idle" NPCName = "srv_lulu2" Rotation = "0.4" SpawnPoint = "-105.9, -1.6, -106.8"
} cMissionSpawnNPC cast_twingold2 { DefaultBehaviour = "Idle" NPCName = "cast_twingold2" Rotation = "1.7" SpawnPoint = "-104.6, -1.6, -104.8"
} cMissionSpawnNPC srv_leah2 { DefaultBehaviour = "Idle" NPCName = "cine_leah2" Rotation = "2.8" SpawnPoint = "-107.9, -1.6, -101.9"
} cMissionSpawnNPC srv_luke2 { DefaultBehaviour = "Idle" NPCName = "cine_luke2" Rotation = "0.1" SpawnPoint = "-110.3, -1.6, -100.2"
}
}
cMissionOnSuccess WIn { cMissionChangeNPCState BecomeBrave { InvulnerableToGrapples = "false" Nature = "5" NPCName = "srv_denyce" SurvivorAttacksDisabled = "false" SurvivorInvulnerableToDamage = "false" SurvivorLeavesTheParty = "false" }
}
} you need to have "join" info for each individual survivor. I quickly whipped something up, so you'll need to enter your own info. cMissionLevelReady Enterarenabackstage { LevelName = "LEVEL_ARENA_BACKSTAGE" cMissionSpawnNPC TigerPack1 { DefaultBehaviour = "Idle" NPCName = "srv_lulu" Rotation = "-1.1" SpawnPoint = "-66.9,13.7,14.3" cMissionDialogue TigerPack1D0 { AutoStart = "true" Dialogue0 = "65508" JoinChuckAfter = "true" LoopThisNode = "true" } } cMissionSpawnNPC TigerPack2 { DefaultBehaviour = "Idle" NPCName = "srv_stuart" Rotation = "-1.1" SpawnPoint = "-66.9,13.7,15.3" cMissionDialogue TigerPack2D0 { AutoStart = "true" Dialogue0 = "65508" JoinChuckAfter = "true" LoopThisNode = "true" } } cMissionSpawnNPC TigerPack3 { DefaultBehaviour = "Idle" NPCName = "srv_brittany" Rotation = "-1.1" SpawnPoint = "-66.9,13.7,14.3" cMissionDialogue TigerPack3D0 { AutoStart = "true" Dialogue0 = "65508" JoinChuckAfter = "true" LoopThisNode = "true" } }
}
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Post by chuckgreendr2 on Jan 14, 2017 19:14:15 GMT -5
So, did you scrap this project?? hello man and welcome . I've been messing around with the missions.txt file for a while now, and there is A LOT of potential here! ah finally someone that shows interest in the mission file , i agree ,the potential is indeed huge ,and we didn't even scratched the surface with all it's possibilities . i tried to interest the community with this topic at the time : deadrising2mods.proboards.com/index.cgi?action=display&board=dr2general&thread=199&page=1#1753 Yep. Those are the Case Zero survivors. They're all in the game and they all work perfectly...as well as a few other survivors who never made the cut. Good find !! 1) The dialog files. They're all located in Frontend/str_(language).bcs once again ,Good find !! The problem is, I can't figure out how mission.txt pulls what dialog from where. The coding for that is: Dialogue0 = "65266" (Dialog) and SpeakerID0 = "65167" (Speaker name) Theres also some values on where to pull mission/discription names as well. But I can't figure out what those numbers mean. At all. Even looking at the str files I can't seem to find those values, and editing what does exist always ends up in half the game text becoming garbled and unreadable. well,using the original values is not a problem , for example if you use a certain NPC you just copy the original values from the dialogue and speaker ID's and you can rearrange all available text in the game that way. to know who's who you just need to do the mission see who talks first and then match it to the mission file ,basically by doing that it's possible to make a list of ID's numbers and the name it correspond to,but it's a tedious work . about adding new text we will probably need a tool for that ,that's DR2 modding community weak point ,we don't have enough tools . 2) Time. Like with dialog, the time which each mission activates is a number value which I can't figure out. For example, Lushious Lady starts at 3PM Day 1. Yet in the coding: StartTime = "50400" Again, can't figure out the relevence. don't know where these values coming from but time is not a problem,the mission file specify the beginning time ,which is 10800 , and you can look at the zombiesets.txt , Most entries even say start = "162000" //Day 2 at 21:0 end = "259200" //Day 4 at 0:0 so manipulating time should not be a problem . 3) Notebook entries. Adding survivors with notebook entries is no problem at all. Case Zero and Beta survivors will work fine without them too, until you reach the safe house. Then, they dissapear. They will NEVER show up in the safe house unless put there manually. If I could even find where the notebook is stored then i may be able to fix this. check the safehouse file, there are specifications of spawning points in the safe house for the survivors, bet if you add entry for the extra survivors in that file they will show up in the safe house . And 4) Survivor atributes, such as Health. Some survivors would die in two hits unless I could find their values. But I can't, for some reason. items file have all NPC's setting . So there you have it. My current project. Feel free to help in any way you can (I'll probably need beta testers too. My computer doesn't run the game very well), and I'll keep you updated on progress regarding it. thanks for sharing and keep with the updates .
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