Search found 40 matches

by [FGS]Shadowrunner
Tue Nov 06, 2012 11:01 am
Forum: DXEditing
Topic: Hengsha project - news and request for skinner.
Replies: 0
Views: 8162

Hengsha project - news and request for skinner.

Eidos are getting ready it seems to do a social networking blitz for our mod. http://www.moddb.com/mods/deus-ex-multiplayer-human-revolution This has some milestones for the DXMP community and follows on from the success of Cozmo RPG. 42 people or more have been involved, with a regular committment ...
by [FGS]Shadowrunner
Thu Aug 04, 2011 1:35 pm
Forum: New Vision Mod Discussion
Topic: New Vision Beta - Bug Reports
Replies: 81
Views: 85142

Re: New Vision Beta - Bug Reports

Message to Dave: Hi Dave/NV. Shinobi was telling me about the issues in NV being able to correct some texture errors in the original game. I've been mapping, mostly MP, for six years, I can't really script or code, so I put a lot in to textures and lighting. I use a lot of SP brushes in Stargate, Co...
by [FGS]Shadowrunner
Wed Jun 01, 2011 10:53 am
Forum: General Discussion
Topic: Deus Ex 3 - I'll just leave this here
Replies: 1130
Views: 370624

Re: Deus Ex 3 - I'll just leave this here

As you might now know, some Romanians and/or some journalists have been very naughty.

The 29.05 preview build of Deus Ex Human Revolution is available on the internet.

It's the first "10" hours of the game, which some journalists took almost twice that to finish.
by [FGS]Shadowrunner
Wed Jun 01, 2011 10:47 am
Forum: DXEditing
Topic: Disappearing movers
Replies: 8
Views: 5398

Re: Disappearing movers

I make "Stargate" maps using Nobody's SG mod items such as ring transporters, stargates, lockdown systems etc. I tend to get always two issues. Since a lot of the maps are conversions, the base map is usually already built and of a substantial meggage, so adding complex movers without error can be r...
by [FGS]Shadowrunner
Wed Jun 01, 2011 10:42 am
Forum: DXEditing
Topic: Map design, player starts and other questions.
Replies: 6
Views: 5176

Re: Map design, player starts and other questions.

It looks very nice indeed. For seven, I've sort of given up hope: I duplicated the hallway, but it remained unlit after I put it in place, even though the source hallway appears--in the sense that I cannot find any lights--to be unlit as well. If you pass me a copy of the map, I'll have it fixed in ...
by [FGS]Shadowrunner
Tue May 31, 2011 2:42 pm
Forum: General Discussion
Topic: Mods that you've had ideas for that failed
Replies: 64
Views: 35868

Re: Mods that you've had ideas for that failed

I wanted to make a freaky circus. Each circus act using a different aug system. Ladies and Gentlemen I present to you, "Cirque du morte" The Human Cannonball Karkian Trainer Clowns Ringmaster Knife Thrower Acrobat Pretty ladies with popcorn You could be audience or performer. Players could vote on b...
by [FGS]Shadowrunner
Tue May 31, 2011 2:32 pm
Forum: DXEditing
Topic: Disappearing movers
Replies: 8
Views: 5398

Re: Disappearing movers

Interesting... and size matters after all ;)
by [FGS]Shadowrunner
Tue May 31, 2011 2:30 pm
Forum: DXEditing
Topic: Map design, player starts and other questions.
Replies: 6
Views: 5176

Re: Map design, player starts and other questions.

Here is Harvey Smith's answer... The DEUS EX Rules Amendments & Addenda Drafted by Harvey Smith in 1998 Problems will have multiple solutions. Locations will be reachable in several ways. All missions, locations, and problems will be specifically keyed to: Skills (and skill levels) Augmentations (an...
by [FGS]Shadowrunner
Tue May 31, 2011 12:45 pm
Forum: DXEditing
Topic: Disappearing movers
Replies: 8
Views: 5398

Re: Disappearing movers

I'd say reason 2 then.

Sometimes a second rebuild does the trick!
by [FGS]Shadowrunner
Tue May 31, 2011 12:02 pm
Forum: DXEditing
Topic: Map design, player starts and other questions.
Replies: 6
Views: 5176

Re: Map design, player starts and other questions.

It's always great to welcome new mappers to the community. Using SP is a good starting point, you can learn a lot from simply opening the SP maps and looking. 1. Are an even number of 'control points' a bad design choice for a team game? No. 2 spawns with a straight run between is bad. Spawns with o...
by [FGS]Shadowrunner
Tue May 31, 2011 11:46 am
Forum: DXEditing
Topic: Disappearing movers
Replies: 8
Views: 5398

Re: Disappearing movers

Very nice map. I can not see the mover disappearing, but I can see the brown one kinda suddenly appearing high. I would suspect that your map is already at least 4.5 meg in size and you've got simple mover error. Assuming you've made them correctly, in a free space of their own, aligned to grid, use...
by [FGS]Shadowrunner
Tue May 31, 2011 11:39 am
Forum: DXEditing
Topic: Map gone blank
Replies: 6
Views: 4256

Re: Map gone blank

Are you sure the map is gone, or the brushes and actors are set "invisible", like in single player Silo Map. If the map still plays but is invisible in the editor, then I suspect that is what has happened. I can't remember offhand the command to make everything appear again, but it's dead simple and...
by [FGS]Shadowrunner
Wed May 11, 2011 7:45 pm
Forum: General Discussion
Topic: The Deus Ex Mod List
Replies: 423
Views: 490134

Re: The Deus Ex Mod List

http://www.moddb.com/mods/deus-ex-multi ... revolution

Cozmo RPG

MiniMTL

KillBobPage/RescueBobPage

Facetown is under construction again

Alien Takeover

The Day After
by [FGS]Shadowrunner
Sun May 08, 2011 11:48 am
Forum: DXEditing
Topic: If So, Why?
Replies: 29
Views: 15145

Re: If So, Why?

I would say textures determine "lighting" very much in SDK. Using the wrong textures will make the map look horrible, however good the lighting. Also take a texture, light it one way, then light it another, you have two completely different looking textures. @Morpheus. I am on board and will create ...
by [FGS]Shadowrunner
Sun May 08, 2011 11:39 am
Forum: DXEditing
Topic: Appealing for a Texture Artist's Kind Nature
Replies: 4
Views: 4468

Re: Appealing for a Texture Artist's Kind Nature

I'm a mapper, I make a lot of space maps. Working on a few right now. I really like the sound of this. I can make textures, but I'm not expert, although I do have PS and making textures is relatively quick. I'm massively busy working on CTF maps, Stargate maps and Human Revolution maps, but at some ...