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TNM Augs in DX( also a small bio of me)

Posted: 20 Jun 2012, 02:17
by RedDynasty
1st of all, i like to say hello to all of u fine people.
I know this isnt the place to say hi but since i have some trouble with some mods and instead of making 2 seperate threads, ive decided to put it all in just 1.
Ive been playing dx since 2003( i think or somewhere around that) and i started playing dxmp somewhere in 2005.
I only play Deus ex, Unreal Tournament and some Valve games like CS:S and TF2. I never played any games beyond those, and i never will.
Now onto business.
As u can see by the title im exporting The Nameless Mod Npc aug system into DX.
Ive been having some help by a few people( including Poor and atrey, who i give a big, big thank u)
But i still have some trouble with visual effects and some other stuff, so i need some help.
To save time, heres a link to the thread in DXAlpha( i dont know how is your relationship with dxalpha but i got to post it)
In there, u will find:
-Proof that tnm makers approve of this
-Logs of testing
-Code about it
-Issues that i have
I know this isnt how u say a proper hello, but i srsly need help.
This has important bugs, so there isnt a release yet, but when its done, u will be the 1st to get it :3
Link here:http://www.dxalpha.com/forum/viewtopic.php?t=18296

Re: TNM Augs in DX( also a small bio of me)

Posted: 20 Jun 2012, 10:02
by ShadowRunner
Sounds good, never enough custom augs...

Re: TNM Augs in DX( also a small bio of me)

Posted: 20 Jun 2012, 14:33
by RedDynasty
ShadowRunner wrote:Sounds good, never enough custom augs...
Its not custom augs, its augs for non player characters.
In normal dx, npcs dont have augs, they just have damage multiplyers( i know, its bad english) that reduce or increase a specific damage type.
In The Nameless Mod, there are augs for that, to make it more realistic, and on top of that there are other augs like ADS( Agressive Defence System), Speed Enchancement( npcs are hard with this on them), Run Silent, Combat Strenght and Cloak

Re: TNM Augs in DX( also a small bio of me)

Posted: 20 Jun 2012, 14:47
by [DXA]avatar
dosen't walton simon clock n balistic protect in single player?

Re: TNM Augs in DX( also a small bio of me)

Posted: 20 Jun 2012, 15:37
by RedDynasty
acctualy he doenst have any ballistic protection.
I know this question is a litle off topic but, has anyone of you played TNM before?

Re: TNM Augs in DX( also a small bio of me)

Posted: 20 Jun 2012, 16:36
by [DXA]avatar
not me :S ...

Re: TNM Augs in DX( also a small bio of me)

Posted: 20 Jun 2012, 17:10
by ShadowRunner
Played but watched the rest/end on YT.

Re: TNM Augs in DX( also a small bio of me)

Posted: 20 Jun 2012, 18:25
by RedDynasty
Well u know that some of the nameless mod's characters have augs besides protection augs right?
My goal here is to get those augs into dx so it can be implemented into the default dx characters( example: giving paul speed enchancement aug)

Re: TNM Augs in DX( also a small bio of me)

Posted: 20 Jun 2012, 23:08
by ShadowRunner
I will look at the Alpha link and try to figure what help you need with visuals...

Re: TNM Augs in DX( also a small bio of me)

Posted: 20 Jun 2012, 23:15
by RedDynasty
Its the effects of the augs.
Do u remember when u shoot, for example, a npc with ballistic aug with a pistol and he glows yellow? Thats the visual problem, i cant get the effect to show up.

Re: TNM Augs in DX( also a small bio of me)

Posted: 21 Jun 2012, 18:02
by ShadowRunner
so a coding issue, not a creative visual issue like textures then I see.

TNM is very well-known, so it's a great project, good luck

Re: TNM Augs in DX( also a small bio of me)

Posted: 21 Jun 2012, 18:12
by RedDynasty
i still cant get it to work no matter what, if anyone of u who has decent coding knowlage , please look into the dxalpha thread and look in the last page.
There is code related to the effects there.