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[WIP] UGX Mod Standalone v1.1

HOT
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Created 11 years ago
by treminaor
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Relentless Mapper
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Treminaor, idk if you think on this but what happend if the player(he is dead) he is using who's who, they appear on a open area, but if they appear into a clip and get stucked?
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drago
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he said script is based on pathnodes so i dont think it can be a pathnode inside a clip so theres nothing to worry i think :P
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he said script is based on pathnodes so i dont think it can be a pathnode inside a clip so theres nothing to worry i think :P
Unfortunately even if the mapper is dumb enough to place a pathnode in a way that it would be permanently disconnected, it still gets listed in getAllNodes(). So I use bullettraces to check the surrounding area of the node to make sure there is no colliding objects before I spawn the player there.
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Hey Trem since there are so many awesome features and fx how have you not hit the limit on the engine and would the maps have to be smaller so it would work and the mapper doesn't go over?
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Hey Trem since there are so many awesome features and fx how have you not hit the limit on the engine and would the maps have to be smaller so it would work and the mapper doesn't go over?
We've created a couple work arounds in the mod that allow us to cut the FX count down far. The mod also includes a lot of FX(for multiple features) that would work as ambient FX for mappers. As well they will have the ability to add an understandable amount of FX to their map without going over engine limits.
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We've created a couple work arounds in the mod that allow us to cut the FX count down far. The mod also includes a lot of FX(for multiple features) that would work as ambient FX for mappers. As well they will have the ability to add an understandable amount of FX to their map without going over engine limits.
Nice one! This allows the mod to have double paping feature. Great job!
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Looking forward to the mod. Would the beta be out in the next few weeks?
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Looking forward to the mod. Would the beta be out in the next few weeks?
Yea, I'm looking foward to this mod too :)
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Here is an interview I participated in with InvDenial and DeathBringerZen regarding UGX Mod Standalone v1.1
Custom Zombies: Zombie Train ft. Treminaor, Death, TimelordAlex (Death going crazy) Part 1
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Here is an interview I participated in with InvDenial and DeathBringerZen regarding UGX Mod Standalone v1.1
Custom Zombies: Zombie Train ft. Treminaor, Death, TimelordAlex (Death going crazy) Part 1
We definitely had a great time doing it and part 2 is coming up today.
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Yeah, was a lot of fun. Unfortunately, I was pretty tired, so did not prepare the appropriate questions. I did mainly want to ask about the M&S though, and feel that it got covered appropriately. :P

Also glad we covered things like PHD and the Gersch. They are two of the most eagerly anticipated features for sure.
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For those of you who like to play with an FOV other than 65, I've got some good news for you: Your FOV setting will be persistant across all UGX Mod-enabled maps ;)

This means you don't need to enter the dvar every time you boot into a map (which runs the UGX Mod), and you don't need to worry about console access to set this command because there is now an FOV Slider in UGX Mod ;)
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For those of you who like to play with an FOV other than 65, I've got some good news for you: Your FOV setting will be persistant across all UGX Mod-enabled maps ;)

This means you don't need to enter the dvar every time you boot into a map (which runs the UGX Mod), and you don't need to worry about console access to set this command because there is now an FOV Slider in UGX Mod ;)

Like the UGX Options from Comosea but with a slider YAY! if you can add screenshot-mode it going to be cool :D
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Would a minimum FOV of 65 and a maximum of 90 satisfy the full range of people? I see that HL2 and source games limit it to 75-90.
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Would a minimum FOV of 65 and a maximum of 90 satisfy the full range of people? I see that HL2 and source games limit it to 75-90.

yeah that would be good. Hows the feature vid coming along trem?

 
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