Where can I get the latest available DXSG mod and maps for hosting, please?
Found maaaaaany different versions of it all, bit confusing lol.
Cheers,
Shin.
DXSG
Re: DXSG
I thought there were not many, but just three/two versions?
Latest is SGMOD_152, by the way, and SG_153 is currently being worked on and is super-top-secret at the moment..
I may add though, if you're going to host it, don't you think there's already a server for it, I mean, no offense but we have put up paid servers with low ping, stable enough. Though, nevermind, I'm sure you can find them at our download section. (SGMOD_152)
Latest is SGMOD_152, by the way, and SG_153 is currently being worked on and is super-top-secret at the moment..
I may add though, if you're going to host it, don't you think there's already a server for it, I mean, no offense but we have put up paid servers with low ping, stable enough. Though, nevermind, I'm sure you can find them at our download section. (SGMOD_152)
That Resident Evil Mod
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Re: DXSG
I have Area51TheDayAfter_V2, VTacSR, Orbital, Abydos. Also have almost finished Silo, Nexus, Moonbase, and not almost finished DXSG_Skyline.
I can give you SG maps
I can give you SG maps

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Re: DXSG
Unlike a load of other mods, I took care of not having a version chaos.
There is one official version SG_MOD152, which comes with two maps: DXSG_Area51Bunker_V3_152 and DXSG_CMD_V1.
Those two maps are guaranteed to work with SG.
The other SG maps were supervised by my humble self but not created by me.
They're supposed to work with SG_MOD152 too but I'm unaware of further dependencies.
There is one official version SG_MOD152, which comes with two maps: DXSG_Area51Bunker_V3_152 and DXSG_CMD_V1.
Those two maps are guaranteed to work with SG.
The other SG maps were supervised by my humble self but not created by me.
They're supposed to work with SG_MOD152 too but I'm unaware of further dependencies.
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Re: DXSG
None. Except for textures, mostly just dialling textures, although Nexus and Abydos use a lot of UT textures imported. One map, I forget which, uses SG-1.umx, which is faulty, but I kind of like the fault, there is a pause of a minute or so, before the music loops again, which is the SG-1 title theme, a bit much looped continously. There were previous neutron bomb/server crash issues with Vandenberg, but that has been fixed in Abydos. The other maps have been tested for years on FGS or ZXC and as far as I know, have never failed, crashed or produced anything nasty.
I don't mod or script anything at all, I just simply place the transporters, alarm lights, lockdown doors. Only one map used new movers for lockdown doors so far. Occasionally I leave out some transporters to reduce the number, but that works fine also, it just becomes an invalid destination. Noodz has worked on DayAfter, VTACSR, removed dependencies from another two maps and looked them over. It's only Skyline and Silo I think that he hasn't overlooked in the editor at all. DJ, Sasquatch and I came close to mismatch with stuff like FGS.utx, but so far we were not stupid and don't make filenames like that anymore.
Speaking of DXSG maps, I thought maybe since Nexus is almost done, it is time for us to make Aztec.
This could be porting the CS/CZ Aztec map or creating our own temple with stargate etc. Destination where?
Anyway I thought I would kickstart the project and make this initial texture package of Aztec/Jungle temple textures from Unreal .utx packs: http://www.mediafire.com/?7sz9x5ugowu5a74

I put the lilies in, like DXMS_Sanctum, I imagined water gardens and ponds around the temple, a bit like in Washington DC, similar to Aztec straight rows of ponds. The lighter textures were intended for above ground and the dirty looking ones for the subterranean areas of the temple... leading to the secret base... Stargate... dunno where... needs some thinking I guess.
I can add the rings/gate/SG things... just need someone to do a SG secret base or a Aztec place, or both.
I don't mod or script anything at all, I just simply place the transporters, alarm lights, lockdown doors. Only one map used new movers for lockdown doors so far. Occasionally I leave out some transporters to reduce the number, but that works fine also, it just becomes an invalid destination. Noodz has worked on DayAfter, VTACSR, removed dependencies from another two maps and looked them over. It's only Skyline and Silo I think that he hasn't overlooked in the editor at all. DJ, Sasquatch and I came close to mismatch with stuff like FGS.utx, but so far we were not stupid and don't make filenames like that anymore.
Speaking of DXSG maps, I thought maybe since Nexus is almost done, it is time for us to make Aztec.
This could be porting the CS/CZ Aztec map or creating our own temple with stargate etc. Destination where?
Anyway I thought I would kickstart the project and make this initial texture package of Aztec/Jungle temple textures from Unreal .utx packs: http://www.mediafire.com/?7sz9x5ugowu5a74

I put the lilies in, like DXMS_Sanctum, I imagined water gardens and ponds around the temple, a bit like in Washington DC, similar to Aztec straight rows of ponds. The lighter textures were intended for above ground and the dirty looking ones for the subterranean areas of the temple... leading to the secret base... Stargate... dunno where... needs some thinking I guess.
I can add the rings/gate/SG things... just need someone to do a SG secret base or a Aztec place, or both.