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Re: TNM 1.0.4+

Posted: Mon Jun 21, 2010 11:52 pm
by Jonas
I've committed Patch 1.0.4+ to ModDB. It should appear somewhere around here once they get around to authing it:

http://www.moddb.com/mods/the-nameless- ... plus-patch

Re: TNM 1.0.4+

Posted: Tue Jun 22, 2010 9:12 pm
by nerdenstein
Woo :D

Re: TNM 1.0.4+

Posted: Wed Jun 23, 2010 12:54 am
by Hassat Hunter
W00T!

And 63 downloads already too... 0_0

Re: TNM 1.0.4+

Posted: Thu Jun 24, 2010 7:09 am
by bobby 55
Now 168 and counting. You'll be going gold any moment at this rate. :P

Re: TNM 1.0.4+

Posted: Mon Sep 20, 2010 5:45 am
by Hassat Hunter
Over 1000 dl's now there.

Good to know my work hasn't gone completely to waste... :mrgreen:

Re: TNM 1.0.4+

Posted: Sun Oct 17, 2010 8:56 pm
by boct1584
I have a feature request for the next version, if you're going to do another one.

When I was first playing, I made lots of use of the inventory stacking exploit, then had a bunch of stuff I couldn't get to when I upgraded to v1.0.2, which fixed it. When I asked if it would be possible to allow it to work with cheats enabled (as in DX with Shifter,) Jonas told me that it was a bad idea because of the glitches it caused with TNM. I then proceeded to ask if there was a way to implement a function specifically for enabling it in the same way you'd enable cheats; Jonas said, "Probably, but we're not going to do it."

Would you be willing to look into doing this?

Re: TNM 1.0.4+

Posted: Sun Oct 17, 2010 9:50 pm
by Hassat Hunter
boct1584 wrote:if you're going to do another one.
Not going to happen... (For starters I seemed to have accidentally removed the source for 1.0.4+ as is when re-installing DX).

Re: TNM 1.0.4+

Posted: Wed Nov 10, 2010 7:45 am
by justanotherfan
Jonas' word is law, according to Jonas anyway :). Changes are unlikely. Better to use the summon cheat to get what you need...I forget them, except summon fireextinguisher, since fire is so annoying.

Re: TNM 1.0.4+

Posted: Wed Nov 10, 2010 10:47 am
by Jonas
justanotherfan wrote:Jonas' word is law, according to Jonas anyway :)
Uhh...? :-s

Re: TNM 1.0.4+

Posted: Wed Nov 10, 2010 3:35 pm
by chris the cynic
Hassat Hunter wrote:
boct1584 wrote:if you're going to do another one.
Not going to happen... (For starters I seemed to have accidentally removed the source for 1.0.4+ as is when re-installing DX).
So, does that mean that if anyone wanted to try to make something building on 1.0.4+ (e.g. 1.0.4 double plus) that would be impossible?

Re: TNM 1.0.4+

Posted: Thu Nov 11, 2010 8:43 am
by justanotherfan
Jonas wrote:Uhh...? :-s
Sorry, was drinking. Was remembering that 1.0.4 would be roughly the last official TNM release, and looked into the awesome 1.0.4+ after posting instead of before. I've been wanting to replay TNM again the last few weeks, and the changelog was really interesting.

And wow, I too hope the source of + isn't lost.

Re: TNM 1.0.4+

Posted: Sun Nov 14, 2010 4:47 pm
by Hassat Hunter
chris the cynic wrote:So, does that mean that if anyone wanted to try to make something building on 1.0.4+ (e.g. 1.0.4 double plus) that would be impossible?
Pretty much.
I've only send the compiled files to Trestkon, since that was all requested...

Re: TNM 1.0.4+

Posted: Sat Nov 20, 2010 2:37 am
by Boltersdriveer
Wow.. I don't think anyone would even want to make another 1.0.4++ or 1.0.5. It's almost bug-free TNM already. I've played through TNM once with 1.0.4+ without any conflicts. No crashes, or errors in the game. However, the BSP holes in the DXI still exist :P

Re: TNM 1.0.4+

Posted: Mon Apr 25, 2011 10:45 pm
by TheUnbeholden
Hassat Hunter wrote:
1.0.4+ readme wrote: ====The Nameless Mod 1.0.4+ v1.2 by Hassat Hunter====
And of course, a link for all the goodies:
http://thenamelessmod.com/downloads/pub ... +Patch.exe
Your linky, not worky.

Re: TNM 1.0.4+

Posted: Tue Apr 26, 2011 12:48 am
by Jonas