Search found 140 matches

by fb_jpk
Mon May 15, 2006 12:30 pm
Forum: Mods / Level Editor
Topic: Matrix.exe in game directory!?
Replies: 5
Views: 5773

A rather interesting case... Shadowgrounds launcher does indeed restart itself when a mod is selected, so it does try to run a "launcher.exe" at mod selection. What makes all this interesting, is that in your case it runs another launcher.exe from a totally different directory instead...? The only r...
by fb_jpk
Mon May 15, 2006 12:38 am
Forum: Mods / Level Editor
Topic: Radio Messages/Conversations
Replies: 4
Views: 5128

Actually, I would recommend that instead of adding the includeScript "Data/Missions/mymission1/sp/mymission1_conversations.dhs" includeScript "Data/Missions/mymission1/sp/mymission1_radiotest.dhs" to the .dhm file, you should add import "Data/Missions/mymission1/sp/mymission...
by fb_jpk
Sun May 14, 2006 9:08 pm
Forum: Mods / Level Editor
Topic: Info/Questions Regarding Editor
Replies: 4
Views: 4922

The player/enemy movement is blocked by an object if it has the "mapped collision" collision type set. Default type for new objects is "no collision", which means that the object does not block player/enemies. Firethru flag indeed changes the object so it can be shot through with weapons. (if the ob...
by fb_jpk
Sat May 13, 2006 11:39 pm
Forum: Mods / Level Editor
Topic: How to select or remove light poles?
Replies: 5
Views: 4819

If I remember correctly, at least some of the lightpoles have a smaller "collision model" than the actual visible model... So to select them, you may have to click at the middle/lower part of the pole. Clicking on the upper part will not work.
by fb_jpk
Sat May 13, 2006 7:49 pm
Forum: Mods / Level Editor
Topic: Editor Crashes
Replies: 3
Views: 4075

That's a known bug in the editor... If the Data/Missions folder does not exist, the editor crashes when trying to export a mission. If you have a mod selected (using the launcher) and the editor package properly installed, then the editor should see the mod's Data/Missions folder. (If you have no mo...
by fb_jpk
Fri May 12, 2006 10:58 pm
Forum: Mods / Level Editor
Topic: Mod looking for team.
Replies: 3
Views: 3879

And btw. if you do have any questions about making special scripts and stuff into your mods, feel free to ask. I can't quarantee a reply to every question, but I'll surely try to if only I have the time... Joel will probably be the one to handle all the "general stuff", whereas, I'll probably be ans...
by fb_jpk
Fri May 12, 2006 10:46 pm
Forum: Shadowgrounds
Topic: WINDOW MODE!! QUESTION!! fb_joel?
Replies: 4
Views: 4882

Well, I guess you'll have to wait for a couple of days... It may be a part of the next patch... (Which I think is coming out soon... Although, I won't go promising anything about the titlebar or the patch, I'll leave making such promises up to Joel) ;)
by fb_jpk
Fri May 12, 2006 10:41 pm
Forum: Shadowgrounds
Topic: what was yout favourite part of shadowgrounds *spoilers*
Replies: 20
Views: 17842

Yea, personally I do like the shield brutes best too... They give you so many different tactics to use... The flametrap, poison grenade, railgun all work fine... Specifically in coop, you can really make some nasty surprises for them... Use one player to lure them out, while the other player waits b...
by fb_jpk
Fri May 12, 2006 10:35 pm
Forum: Shadowgrounds
Topic: *poll* What's your favorite weapon in Shadowgrounds?
Replies: 39
Views: 35768

All of the weapons rock! :D *spoiler list* follows... ;) Pistol - A good overall weapon, effective when upgraded, unlimited ammo makes it a solid fallback weapon... Rifle - With tazer, it's a stealth player's favourite weapon... Shotgun - Just plain deadly for the enemies in close range. Grenade lau...
by fb_jpk
Fri May 12, 2006 10:13 pm
Forum: Technical Support for Windows
Topic: Game crashed on 'The Provectus' level
Replies: 20
Views: 12704

I did some experiments with a "quick hack" script for game saving at the end of the missions (instead of the beginning of the missions)... Unfortunately, I didn't quite get it working properly yet, but the point in doing all that was to get some kind of savegame before the game starts loading the ne...
by fb_jpk
Fri May 12, 2006 4:40 pm
Forum: Technical Support for Windows
Topic: [STEAM] Messed Up Start Up On Steam
Replies: 15
Views: 12503

Based on the log, the game cannot find the shader files (and some of the other files). And the lack of shaders is obviously something the game cannot cope with. However, the shaders are packaged inside the game data package, so you should not see any "Shader" directory, etc. anywhere. So the lack of...
by fb_jpk
Fri May 12, 2006 4:29 pm
Forum: Technical Support for Windows
Topic: game doesnt "save" the ammo before you pick up the
Replies: 5
Views: 3785

If you pick up minigun ammo before picking up the minigun itself, you'll lose the ammo. (It wasn't always like that, I remember this feature changed somewhere along the development, and there was some reason for the change, but can't remember the reason anymore :? )
by fb_jpk
Fri May 12, 2006 4:24 pm
Forum: Technical Support for Windows
Topic: please change the coop gamepad turning
Replies: 5
Views: 4501

The aiming should work correctly if the joypad axes are defined correctly. In other words, when you press up from your joypad analogue stick, the aiming cursor should go up, when you press left, it should go left, etc. (the aiming directions are absolute, not relative to the character direction) If ...
by fb_jpk
Fri May 12, 2006 3:57 pm
Forum: Technical Support for Windows
Topic: (another) game crash
Replies: 6
Views: 4838

Ok, there's obviously some bug with the PDAs, as people seem to get crashes with those. Now, the only problem is to actually get the bug to appear here too so that it can be squashed. ;) Right now, the bug stays hidden and nothing has been found wrong with the PDA related code. The executable versio...
by fb_jpk
Fri May 12, 2006 3:43 pm
Forum: Shadowgrounds
Topic: WINDOW MODE!! QUESTION!! fb_joel?
Replies: 4
Views: 4882

Ok, the window titlebar support was added to shadowground (as a "quick hack"). So, in the development version, there's now an option for making the titlebar visible and thereby making the window movable. However, I can't guarantee that this will ever make it to the patch release, hopefully it will. ...
by fb_jpk
Thu May 11, 2006 11:22 pm
Forum: Technical Support for Windows
Topic: Co op mode without joypad?
Replies: 5
Views: 4081

The game does not currently support "keyboard only" movement. You need to use keyboard+mouse or joystick/joypad. Basically, this is due to the aiming... It really would not work very well with keyboard only. Also most modern keyboards would handle 2 players on same keyboard pretty badly. They have a...
by fb_jpk
Thu May 11, 2006 10:56 pm
Forum: Technical Support for Windows
Topic: How's it look in 16:10 widescreen?
Replies: 4
Views: 4062

I guess the game does not "officially" support widescreen, but yes, you can indeed change to a widescreen resolution by changing the configuration files manually. I've played the game on widescreen myself, and apart from some minor GUI-glitches in the ingame cinematics, it should work just fine. The...
by fb_jpk
Thu May 11, 2006 10:46 pm
Forum: Technical Support for Windows
Topic: please change the coop gamepad turning
Replies: 5
Views: 4501

If I understood correctly, the gamepad was turning the crosshair too fast for you in the coop? Try opening the game console ( F8 ) and type something like: /joystick_sensitivity 0.5 If I remember correctly, that should halve the crosshair turning speed for joysticks and joypads. 0.5 might be too slo...
by fb_jpk
Thu May 11, 2006 9:57 pm
Forum: Technical Support for Windows
Topic: Windowed Mode
Replies: 2
Views: 3018

Yep. maximize_window = 0 makes the window to be actually window-size, and not stretched to full screen...

But it really is not very useful in general (as it's not movable, etc.), it's mostly just intended for those people who are having some technical problems with the fullscreen mode.
by fb_jpk
Sun May 07, 2006 3:40 pm
Forum: Shadowgrounds
Topic: Stuck in the Emicron Research Base
Replies: 2
Views: 2407

The shield is only in front of them... Blast them from behind and they got no chance... (ok, well, they still have big guns... but so do you) ;)

Gas grenades, flamethrower fuel traps can be used too...

In general, taking them down takes a bit more stealthy approach than the other enemies.
by fb_jpk
Sun May 07, 2006 3:30 pm
Forum: Technical Support for Windows
Topic: Launcher.exe message on startup (both demo and full version)
Replies: 6
Views: 4588

That's extremely surprising. First time I have ever heard of the launcher crashing. Basically, the error message does not tell much... (Well, it can be mapped to the specific location in code that causes it, but it's not always very simple...) At the moment, I think the best solution might be to try...
by fb_jpk
Fri May 05, 2006 8:28 pm
Forum: Mods / Level Editor
Topic: Resident Evil mini Mod English/Deutsch
Replies: 23
Views: 27709

About the zombie thingy... Apart from making some totally new models, it should be quite easy to mod some humans to be zombies instead... (Although, to really get it working, one will need the editor release... but that will happen any day now as far as I know...) First, to create a new human but wi...
by fb_jpk
Tue Apr 25, 2006 9:41 pm
Forum: Shadowgrounds
Topic: how do you.... (may contain spoilers)
Replies: 5
Views: 4026

If you mean the actual process of placing them, it is done by pressing the use key (default E) - the same key you used to pick them up, open doors, etc. I don't think the game actually tells that small piece of information anywhere... (Or maybe in the manual? Not sure though.) Oh... And you need to ...
by fb_jpk
Tue Apr 25, 2006 9:36 pm
Forum: Mods / Level Editor
Topic: Level Editor FAQ / general comments
Replies: 43
Views: 60400

Unfortunately, it's an exporter plugin for lightwave. So there is no command line tool or anything alike to convert the lightwave files to Shadowgrounds... Of course, it might not be such a big task to make a command line tool (with support for simple models, no animations), so who knows what is goi...
by fb_jpk
Sat Apr 22, 2006 8:27 pm
Forum: Shadowgrounds
Topic: Vehicles
Replies: 6
Views: 6028

Well, I can't give any guarantees on the drivable vehicle modding, but I think it should be doable... Probably requires quite a few script hacks here and there though. ;) (Actually, it all depends on what exactly does drivable vehicles mean... Vehicle physics/collisions would probably the biggest is...

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