I've been thinking about trying out stardrive2 for a while now.... sad to hear this development.
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#152
Off-Topic / Re: Count to 100 before Tynan posts.EDIT: New challenge 1000
June 19, 2015, 07:20:33 AM
639
#153
Off-Topic / Re: Count to 100 before Tynan posts.EDIT: New challenge 1000
June 19, 2015, 03:33:34 AM
637
#154
Off-Topic / Re: Game Of Thrones [Spoiler Alert]
June 19, 2015, 03:30:44 AM
Spoiler alert.
Go away within 7 secs to skip reading this post.
Go away within 7 secs to skip reading this post.
#155
Outdated / Re: [MOD] (Alpha 11) BackstoriesCore Update 7
June 19, 2015, 03:26:37 AMQuote from: Devon_v on June 18, 2015, 11:03:31 PM
Wouldn't be hard at all. I might do that over the weekend if SCa11 doesn't get released.
that would be uber cool :p
#156
Off-Topic / Re: Count to 100 before Tynan posts.EDIT: New challenge 1000
June 18, 2015, 03:43:48 PM
lol
+1 to you.
+1 to you.
#157
Outdated / Re: [MOD] (Alpha 11) BackstoriesCore Update 7
June 18, 2015, 03:13:42 PM
I wish someone uses this and Edb-prepare carefully to create a firefly crew!

Share the .pcc and the backstory file and taadaa, a firefly landing party

Share the .pcc and the backstory file and taadaa, a firefly landing party
#158
Outdated / Re: [MOD] (Alpha 11) Auto-hunt Beacon v2.3 (2015-06-18)
June 18, 2015, 06:03:39 AM
YES!!!
ty.
ty.
#159
Off-Topic / Re: Count to 100 before Tynan posts.EDIT: New challenge 1000
June 18, 2015, 04:32:29 AM
630
very insightful if you think about it...
very insightful if you think about it...
#160
Unfinished / Re: (Alpha 9) General Halo Mod (Updated 1.4.2015) [Alpha 11 In Progress]
June 18, 2015, 04:31:28 AM
Cool.
I'll start my new colony, but will keep checking
I'll start my new colony, but will keep checking
#161
Off-Topic / Re: Count to 100 before Tynan posts.EDIT: New challenge 1000
June 18, 2015, 04:13:34 AM
ok.. maths!!
6+2=8

6+2=8

#162
Releases / Re: [A11] Miscellaneous w MAI (V 1.11.1 / 13.06.2015)
June 18, 2015, 04:13:06 AM
Nah, no worries.
I have a lot of other mods that have the same thing.
Just wanted to make sure it won't lead to my computer melting down a few days hence...
I have a lot of other mods that have the same thing.
Just wanted to make sure it won't lead to my computer melting down a few days hence...
#163
Releases / Re: [MOD] (Alpha 11) T's Mods v1.8.1 (new HD stone floors for all 5 stone types!)
June 17, 2015, 06:13:48 PM
ty
#164
Unfinished / Re: (Alpha 9) General Halo Mod (Updated 1.4.2015) [Alpha 11 In Progress]
June 17, 2015, 06:05:27 PM
The doc is so much easier to compare and look at all the weapon stats!
Do you have some way to transfer the values from a doc file into the xml?
ps - I'll wait for your patch :p
If iWilliBlecha is ok with you using his textures, it would be nice if you could release a sync mod that uses his sprites
Lastly, can I add this (future release) to a running game?
If not, I'll wait for a day before starting my A11 colony.
Do you have some way to transfer the values from a doc file into the xml?
ps - I'll wait for your patch :p
If iWilliBlecha is ok with you using his textures, it would be nice if you could release a sync mod that uses his sprites

Lastly, can I add this (future release) to a running game?
If not, I'll wait for a day before starting my A11 colony.
#165
Outdated / Re: [MOD] (Alpha 10) Halo Weapon Pack (V 1.2 / 13.6.2015)
June 17, 2015, 05:58:52 PM
sorry, guess I'm tired.. perhaps this isn't a problem with a fresh RimHalo weapon pack, but I have checked 2 times and I think this is an original file problem..
In the Mods\RimHalo\Defs\ThingDefs\RH_Guns.xml file
has to be changed to
Also,
has to be changed to
Not sure how I didn't spot this earlier... Will check again tmrw.
In the Mods\RimHalo\Defs\ThingDefs\RH_Guns.xml file
Code Select
<ThingDef Name="BaseBullet" Abstract="True">
(snip)
<graphicShaderType>Transparent</graphicShaderType>has to be changed to
Code Select
<graphicData>
<shaderType>Transparent</shaderType>
</graphicData>
Also,
Code Select
<!-- MA37_ Enforcer ============================================================== -->
<ThingDef ParentName="BaseBullet">
<defName>Bullet_MA37_Enforcer</defName>
<label>MA37 Enforcer Round</label>
<graphicPath>Things/Projectile/Bullet_Small</graphicPath>
<graphicClass>Graphic_Single</graphicClass>
has to be changed to
Code Select
<!-- MA37_ Enforcer ============================================================== -->
<ThingDef ParentName="BaseBullet">
<defName>Bullet_MA37_Enforcer</defName>
<label>MA37 Enforcer Round</label>
<graphicData>
<texPath>Things/Projectile/Bullet_Small</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile>Not sure how I didn't spot this earlier... Will check again tmrw.