Search found 607 matches
- Mon Apr 30, 2018 6:36 pm
- Forum: Overgrowth - Secret Preorder Forum
- Topic: .DS_Store file causing mod collisions on mac
- Replies: 4
- Views: 4468
Re: .DS_Store file causing mod collisions on mac
is there away I can prevent them from being made? most of these mods are my mods
- Sat Apr 28, 2018 9:22 pm
- Forum: Overgrowth - Secret Preorder Forum
- Topic: .DS_Store file causing mod collisions on mac
- Replies: 4
- Views: 4468
.DS_Store file causing mod collisions on mac
hay guys does anyone know if there is a fix for mods conflicting due to the invisible files on mac called .DS_Store? I tried deleting them but when I open the fold they are in ever again the OS will just make a new one in side the folder again. any help would be great.
- Sat Apr 28, 2018 3:42 pm
- Forum: Modding
- Topic: [CHARACTER] phantom rabbit Updated (4/28/18)
- Replies: 22
- Views: 6887
Re: [CHARACTER] phantom rabbit Updated (7/15/14)
folder system changed for the mod format and has also been uploaded to the steam workshop
- Wed Mar 28, 2018 2:05 pm
- Forum: Modding
- Topic: long sword
- Replies: 7
- Views: 3432
Re: long sword
I have made an alternate model of the sword that has better texture and I think shape as well. they are both loadable from the spawner UI
- Fri Mar 23, 2018 2:40 pm
- Forum: Overgrowth - Secret Preorder Forum
- Topic: fails to map nav zip on mac
- Replies: 3
- Views: 4201
Re: fails to map nav zip on mac
so when i got on a map and turned off the auto navmesh gen setting I can load all maps. so it's something wrong with auto navmesh creation thats causing the problem
- Wed Mar 21, 2018 1:42 pm
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Bug reporting station
- Replies: 1041
- Views: 220655
Re: Bug reporting station
I've had this bug for a while now were a lot of maps when loading get to the navmesh generation and throw an error that it hads a problem loading the navmesh.zip file. as an update this error only happens to custom maps and some of the sandbox maps. main story,laguru story,therium2,and test levels a...
- Wed Mar 21, 2018 1:18 pm
- Forum: Overgrowth - Secret Preorder Forum
- Topic: fails to map nav zip on mac
- Replies: 3
- Views: 4201
fails to map nav zip on mac
So the problem i'm having is that when I try to load a map it tries to load or generate the navmesh and then throws an error that says "Problem opening zipfile Data/LevelNavmeshes/DreamLand/DreamLandVally_1.nav.zip" the dream land part is replaced with what ever map I'm trying to load when...
- Wed Mar 21, 2018 11:05 am
- Forum: Modding
- Topic: weapon pack from sum launcher hull fixes
- Replies: 1
- Views: 3056
weapon pack from sum launcher hull fixes
hay guy, I was informed that some of the hulls in the 2 weapon packs of mine on sum launcher was causing errors. I have fixed the issue. here are the link to the fixed packs: https://www.dropbox.com/s/s1dem4931hti3g4/weaponpacks.zip?dl=0 these are ready for you to just replace the sum launcher ones ...
- Sun Mar 11, 2018 6:27 pm
- Forum: Modding
- Topic: custom weapon requests
- Replies: 97
- Views: 24654
Re: custom weapon requests
i can try and make one when i have some more free time sureSledge wrote:Wow. Is that a khopesh?
Neat! I don't suppose you could make a scythe?
- Wed Jan 31, 2018 11:59 am
- Forum: Overgrowth - Secret Preorder Forum
- Topic: Multiplayer
- Replies: 8
- Views: 6963
Re: Multiplayer
The OGMP mod lets you host a server yourself. Just takes some compiling and firewall setup to get it working, and then you have to convince people to show up :) does hosting it on a non business isp matter? I host my own web server for testing my website with php and such but i can't have to much t...
- Wed Jan 31, 2018 11:51 am
- Forum: Modding
- Topic: level script question
- Replies: 1
- Views: 1797
level script question
hello everyone, I was just wondering if it is possible to have a level script of some sort that generates a random or different path for an npc to follow each time you play the level? The use for this would be i have a level that has trees and fog on the whole level and want the npc monster thats th...
- Sat Dec 30, 2017 3:18 pm
- Forum: Modding
- Topic: custom weapon requests
- Replies: 97
- Views: 24654
Re: custom weapon requests
the dog bone sword throws this error Same with odd wapon and sythe sword And war hammer I think have something going on with the normal map i’ll look into it. thanks for letting me know. it looks from the error that the hull object is messed up some how so i’ll open the blender file and mess with i...
- Fri Dec 29, 2017 11:59 am
- Forum: Modding
- Topic: custom weapon requests
- Replies: 97
- Views: 24654
Re: custom weapon requests
what needs to be fixed?edoantonioco wrote:Some weapons need to be fixed like the dog bone sword. But is a very cool weapon pack, for more exposure it would be nice to have them on the workshop
- Sat Oct 21, 2017 3:26 pm
- Forum: Modding
- Topic: Parameter for jump kick damage
- Replies: 4
- Views: 1346
Re: Parameter for jump kick damage
If you mean the leg cannon move than you can go to its attack file and change it there.
if you want to change the damage in the attack file than go to the games data folder and the path would look like: Data/Attacks/legcannon.xml. just know this changes it for everyone so enemy's too.
if you want to change the damage in the attack file than go to the games data folder and the path would look like: Data/Attacks/legcannon.xml. just know this changes it for everyone so enemy's too.
- Sat Oct 21, 2017 3:21 pm
- Forum: Modding
- Topic: 'Hit points' damage ajusting
- Replies: 2
- Views: 1255
Re: 'Hit points' damage ajusting
I don't thing you can do body parts, seeing as the attack xml where damage is stored just has damage and sharp damage but its only does over all. If you want you can message the mod creator and ask if he/she can help with that if its possible. the creator who is gyrth i believe might be easier to co...