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but only now are fans finally equipped with the tools to produce mods for the game, thanks to Nightdive Studios releasing the source code.
Installing the mod is a matter of "six easy steps," as creator the-3rdplayer explained, apparently without irony. It involves replacing some files, a process that isn't exactly brain surgery but that can be a little intimidating if you haven't done such things before.
that's why I'm saying that we need to get it working with the source port in a way that would only require extracting an archive, or lose 90% of the younger audience.
I'm guessing that the number of people who would be willing to try all this weird retro stuff but are put off by all the install shenanigans isn't as negligible as one might think.
I'm hopeful you all will figure out a good way for 3RDplayer to distribute his next fanmission
I thought there was only red, blue, and green transparent force doors/plats.Oh and access granted but door still locked. What? LGS are wizards and I think it's cool you exploited this feature that probably never existed in the original game.
heh, yes, the engine has quite some features and untapped potential. Even the source release uncovered a few things that I couldn't reverse engineer, as the original game didn't use it at all. I could spoil you, yet the whoa! effect would be cooler if a modder would exploit that
seems like the latest SP beta update has resolved the rainbowy texture issue, so as soon as we'll know how to tell the AS header file how to load multiple res files, the FM should be SP beta ready after a small repack.
ResLoad("xyz_cybstrng.res", true);
RestabSetBase("mission", "xyz.dat");RestabSetBase("alog", "xyz_citalog.res");