Search found 100 matches

by Black NEXUS
13 Feb 2014, 22:47
Forum: Mapping / Modding tools & discussions
Topic: MOD Refactoring
Replies: 6
Views: 3202

Re: MOD Refactoring

Sorry Berg, C is not my specialization, I'm a web developer^^
But... Thx :)

And after the refactoring, it's works :D

I've one probleme: does the cyborg jump prop not move anymore?
by Black NEXUS
11 Feb 2014, 20:30
Forum: Mapping / Modding tools & discussions
Topic: MOD Refactoring
Replies: 6
Views: 3202

Re: Invalid polygon size

Safety0ff wrote:Windows folks can find an exe here: http://wz2100.net/~safety0ff/tools/
This Link is dead!
by Black NEXUS
11 Feb 2014, 20:22
Forum: Mapping / Modding tools & discussions
Topic: MOD Refactoring
Replies: 6
Views: 3202

Re: MOD Refactoring

Ah, Thanks, i'll try it ;)

//Edit
The Link for the exe is dead. If i try to fix ist myself, it don't work, because i havn't the tc-pages...
by Black NEXUS
10 Feb 2014, 23:22
Forum: Mapping / Modding tools & discussions
Topic: MOD Refactoring
Replies: 6
Views: 3202

MOD Refactoring

Hi guys, i've a probleme with my older mod from 2.3.x. info |10:05:47: [_imd_load_polys:96] Invalid polygon size (4) info |10:05:47: [_imd_load_polys:96] Assert in Warzone: imdload.cpp:96 (npnts == 3), last script event: '<none>' error |10:05:47: [_imd_load_level:611] (_load_level) unexpected direct...
by Black NEXUS
08 Nov 2010, 17:18
Forum: Mapping / Modding tools & discussions
Topic: Problems with the researchfunctions.txt
Replies: 2
Views: 704

Re: Problems with the researchfunktions.txt

hao wrote:[offtopic]Maybe "researchfunctions.txt"?[/offtopic]
I mean this with "c"!
by Black NEXUS
07 Nov 2010, 16:34
Forum: Mapping / Modding tools & discussions
Topic: Problems with the researchfunctions.txt
Replies: 2
Views: 704

Problems with the researchfunctions.txt

Hi @ all, i've long time not work on my Mod and meanwhile i cames out new Versions of the Game. However, i can't use the Function "VehicleRepair Upgrade" from the functions.txt in the researchfunctions.txt . If i use it, the Game will crash without an Error at start a Game. The Source : functions.tx...
by Black NEXUS
12 Jul 2010, 14:54
Forum: Artwork
Topic: Tcmask, Animation and Models Info and Ideas
Replies: 201
Views: 67101

Re: Tcmask, Animation and Models Info and Ideas

This Scavenger Choppers are ne nice Idea^^ But does Scavangers use this? However, its cool^^
by Black NEXUS
11 Jul 2010, 00:41
Forum: Technical Help / Troubleshooting
Topic: Missing Researchtopics with T1 & T2
Replies: 3
Views: 628

Re: Missing Researchtopics with T1 & T2

I can't say why, but if i play without the DyDo AI, there is no Probleme with the Techtree :/

Block the AI my Techtree? I don't know... Without any Mods, there no Problemes.

I test it out!
by Black NEXUS
07 Jul 2010, 14:28
Forum: Addon discussions
Topic: DyDo 2.2.2, AI for skirmish games and challenges
Replies: 82
Views: 22107

Re: DyDo 2.2.1, AI for skirmish games and challenges

Why crashs the Game, if i set the AI Strengh in the VLO to random (0)? If i set the personality to random, the Game will work and the AI work faster with Strengh 5.

DylanDog, pls check your Mails, i have you send some interesting Data ;)
by Black NEXUS
07 Jul 2010, 14:21
Forum: Artwork
Topic: Tcmask, Animation and Models Info and Ideas
Replies: 201
Views: 67101

Re: Tcmask, Animation and Models Info and Ideas

This, i call unconventional views designe, really cool^^
by Black NEXUS
07 Jul 2010, 14:18
Forum: Technical Help / Troubleshooting
Topic: Missing Researchtopics with T1 & T2
Replies: 3
Views: 628

Missing Researchtopics with T1 & T2

Hi everyone, there is a big probleme with Version 2.3.1, if you start a SK Game with T1 or T2, some Researchtopics are missing. With T3, all Researchtopics are available, only with T1 & T2 is this probleme. For example, i miss the Plasmacannon, the Inferno and Plasmite Flamer and the resulting Resea...
by Black NEXUS
15 May 2010, 15:57
Forum: Artwork
Topic: New Models for 3.0, that make use of the mask feature wanted
Replies: 249
Views: 70724

Re: New Models for 3.0, that make use of the mask feature wa

Berg wrote:Do they have team colours?
Of curse, look in the first Campain-Map, there are Player 6&7 Scavangers. Sure, only visible in the minimap, but why should they not have team colours? That would be something new :D
by Black NEXUS
15 May 2010, 15:05
Forum: Artwork
Topic: New Models for 3.0, that make use of the mask feature wanted
Replies: 249
Views: 70724

Re: New Models for 3.0, that make use of the mask feature wa

Looks really nice, perfect for Scavangers^^
by Black NEXUS
15 May 2010, 15:04
Forum: Scripting
Topic: Scripting Problem - With DyDo
Replies: 10
Views: 2815

Re: Scripting Problem - With DyDo

The only one, wich use human and ai is the VTOL-Truck, but the original Truck is it too and this Truck makes no problemes... I must test it, but if it is the Prob, i have to create a duplicate of the unit only for the ai. //EDIT I don't know whats the comment "//further checks to ensure not only the...