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Re: [MOD] Receiver Reloaded

Posted: Tue May 14, 2013 1:38 am
by TehEpic
I'm just curious, could you release a version with the performance upgrades early? This generation time seems to be getting longer and longer...

Re: [MOD] Receiver Reloaded

Posted: Tue May 14, 2013 11:03 am
by Enemby
I'll have to email Wolfire for permission, but it shouldn't be a problem.

Re: [MOD] Receiver Reloaded

Posted: Tue May 14, 2013 1:10 pm
by Xriah
Question: Were any changes made to the sharedassets1.assets file? In other words, could my VO mod and your mod co-exist?

Re: [MOD] Receiver Reloaded

Posted: Tue May 14, 2013 4:40 pm
by Enemby
Xriah wrote:Question: Were any changes made to the sharedassets1.assets file? In other words, could my VO mod and your mod co-exist?
I tried it for my redist and it must of screwed 'something' up, since the game was unplayable after. Would you like to upload your tape sounds(without being an asset file)?

Re: [MOD] Receiver Reloaded

Posted: Tue May 14, 2013 8:40 pm
by Xriah
Enemby wrote:I tried it for my redist and it must of screwed 'something' up, since the game was unplayable after. Would you like to upload your tape sounds(without being an asset file)?
You might have run into the same problem I did when creating my mod. If you want the compiled files to be interchangeable, you have to use the same version of Unity to compile (3.5.5f3).

Either or, I zipped up the wavs into two seperate files and uploaded them.
File 1
File 2

Re: [MOD] Receiver Reloaded

Posted: Tue May 14, 2013 10:53 pm
by B-radBeitler
Is the mod out yet?

Re: [MOD] Receiver Reloaded

Posted: Wed May 15, 2013 9:06 am
by Hexicube
Some magazine spawning code (tested and works, code doesn't run on revolver from main if statement):

Code: Select all

if(weapon_holder.mag_object)
{
	var magazine : GameObject = Instantiate(weapon_holder.mag_object);
	magazine.transform.position = transform.position + 
		Vector3(Random.Range(-0.1,0.1),
				0.4,
				Random.Range(-0.1,0.1));
	num_bullets -= magazine.GetComponent(mag_script).kMaxRounds;
	while(magazine.GetComponent(mag_script).AddRound()){}
	magazine.transform.rotation = BulletScript.RandomOrientation();
	magazine.AddComponent(Rigidbody);
	magazine.GetComponent(mag_script).collided = true;
}
Should help you get magazine spawning to work, I specifically made the magazine spawn 0.4 units off the floor to prevent it getting stuck in the floor due to the actual model compared to bullets. Enjoy.

Re: [MOD] Receiver Reloaded

Posted: Thu May 16, 2013 3:59 pm
by Enemby
B-radBeitler wrote:Is the mod out yet?
Negative, I haven't gotten around to release. At the moment I'm looking for a host that would let me upload around 150 MB, which is few and far between as far as I know.
Hexicube wrote:Some magazine spawning code
[REDACTED]
Thanks! I've been busy so that will definitely make magazine spawning considerably easier(Read: Copy-and-Paste easy)]

Xriah: Thanks! I'll I'll build a shared asset file for it and upload it somehow, eventually.

Re: [MOD] Receiver Reloaded

Posted: Fri May 17, 2013 12:54 pm
by Hexicube
Enemby wrote:
Hexicube wrote:Some magazine spawning code
[REDACTED]
Thanks! I've been busy so that will definitely make magazine spawning considerably easier(Read: Copy-and-Paste easy)]
If you want any other code, just let me know and I'll send you a PM or something. :3

Re: [MOD] Receiver Reloaded

Posted: Wed Jun 26, 2013 3:23 pm
by Pengwertle
Erm, did it die?

Re: [MOD] Receiver Reloaded

Posted: Wed Sep 17, 2014 12:22 pm
by RH_Reaper
Bump

Is Enemby or Hexicube still active? I'm very interested in adding a bunch of weapons to this game, I can sort out the modelling and texturing. I may need a hand in Unity and scripting. If any of you are active and willing to help, it would be much appreciated.

Re: [MOD] Receiver Reloaded

Posted: Wed Oct 15, 2014 10:06 am
by Enemby
I'm still around (kind of). Can't help with the actual project, but if you need some pointers, I'm here.
EDIT: I left a post here which might help you.