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Packages 
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Off Topic Productions
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Joined: Sat Apr 24, 2004 9:03 pm
Posts: 2817
Location: Canada
Post Packages
QA list:
Mac: WaltonSimons (yahoo.com)
Windows: Scott C (scoptic.com)
Windows: Deus Diablo (hotmail.com)
Windows: Aemer (hotmail.com)
Windows: Chris the Cynic (maine.rr.com)
Windows: Noah (yahoo.com)
Windows: Master Kale (hotmail.com)
Windows: Ozmo (hotmail.com)
Windows: Philip Wood (europe.com)
Windows: Horst Burkhardt (bigpond.com)
Windows: Dr. Dumb Lunatic (hotmail.com)
Windows: Simon Ros (hotmail.com)
Windows: Jered Cain (gmail.com)
Windows: Metche Steele (gmail.com)
Windows: EER (planet.nl)
Windows: Rasmus Boserup (hotmail.com)
Windows: Spot/Placebo (hotmail.com)
Windows: Fox (gmx.de)
Windows: DJDeadhead (gmail.com)
Windows/Linux: Lofaesofa (hotmail.com)
Linux: Mike Arthur (mikearthur.co.uk)

[Note: Emails have been deleted at the request of some testers.]

ASK:
Odaiba
Yakedo
Steve Tack

Making packages UED2 compatible:
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

UnrealEd 2 Hack for DX

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
======================================
Installation
======================================

Unzip all files into your BASE Deus Ex directory (i.e. C:\DeusEx). Then run
InstallUEd2.bat, and then you can use C:\DeusEx\UEd2\UnrealEd.exe to launch it up.
Read the notes below for more important info on using UEd2.
======================================
Important Notes!!!
======================================
* This UEd2 uses special versions of DX packages to work properly. To use
your own packages with UEd2, you must use the build.exe program that was
unzipped to the system dir to compile the packages manually. It will
automatically create normal versions of your packages, along with special
versions for UEd2.

* You cannot edit UScript from UEd2, because of the nature of the hack.
UEd2 must use a special version of any package for it to function properly.

* Unfortunatly you cannot view DX meshes, because UEd2 was not originally
designed for DX's special mesh type. They are viewed as icons instead. Use
UEd 1 to edit object positions and such if you need to properly place the
object.

* There are some slight issues with movers, so just make sure you create/use
movers that are extended from the main mover class, or do that in UEd1 instead.

* You cannot test/play your level from within UEd2 because of the nature of
the hack. You must use DX or UEd1 to do this.

* In my opinion, these small things are worth it, especially for building
better levels, with a more reliable BSP builder, much nicer raytracing, and
not to mention the optimization/reliability that UEd2 has over UEd1.
Enjoy,
Jim


Mon Oct 17, 2005 2:39 pm
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Off Topic Productions
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Joined: Sun Apr 25, 2004 7:55 am
Posts: 2033
Location: UK
Post 
Here's the order of the editpackages, I've needed this a couple of times so I thought I would put it here.

EditPackages=caroneelevatorset
EditPackages=DXOgg
EditPackages=precipitation
EditPackages=UWindow
EditPackages=UMenu
EditPackages=TNMNative
EditPackages=TNM
EditPackages=TNMItems
EditPackages=TNMDeco
EditPackages=TNMText
EditPackages=TNMCharacters
EditPackages=TNMDataVault
EditPackages=TNMConvos1
EditPackages=TNMConvos2
EditPackages=TNMGUI

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Keeper of the pointy stick of injustice™.


Wed Dec 07, 2005 1:23 pm
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That... is brilliance!

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Jonas Wæver
Chief Poking Manager of TNM

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Wed Dec 07, 2005 2:19 pm
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The Nameless Mod
The Nameless Mod

Joined: Mon Apr 26, 2004 1:54 am
Posts: 1276
Location: Perth, Western Australia
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I posted this in the old forums.

sure is lucky we brought everything important across...


Wed Dec 07, 2005 3:05 pm
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The Nameless Mod
The Nameless Mod

Joined: Mon Apr 26, 2004 1:54 am
Posts: 1276
Location: Perth, Western Australia
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all third party stuff like carone elevator set and DX Ogg shoudl go before tnm


Wed Dec 07, 2005 3:08 pm
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Joined: Sat Apr 24, 2004 9:03 pm
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Location: Canada
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that guy wrote:
I posted this in the old forums.

sure is lucky we brought everything important across...


Quiet you!

And send some heat up to our hemisphere, please.

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Thu Dec 08, 2005 8:25 am
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The Nameless Mod
The Nameless Mod

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Location: Perth, Western Australia
Post 
uploaded tnm version 0.34


Wed Dec 28, 2005 10:05 am
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Joined: Sat Apr 24, 2004 9:21 pm
Posts: 13850
Location: Hafnia
Post 
ZOMG, TNMCharacters updated to v0.35.

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Jonas Wæver
Chief Poking Manager of TNM

Random Outbursts of Creativity


Mon Jan 30, 2006 6:57 pm
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The Nameless Mod
The Nameless Mod

Joined: Mon Apr 26, 2004 1:54 am
Posts: 1276
Location: Perth, Western Australia
Post 
precipitation and tnm uploaded


Mon Mar 13, 2006 4:09 am
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The Nameless Mod
The Nameless Mod

Joined: Mon Apr 26, 2004 1:54 am
Posts: 1276
Location: Perth, Western Australia
Post 
tnm v 0.37 uploaded


Fri Apr 14, 2006 3:54 pm
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The Nameless Mod
The Nameless Mod

Joined: Mon Apr 26, 2004 1:54 am
Posts: 1276
Location: Perth, Western Australia
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tnm, tnmitems and tnmdeco uploaded


Mon Apr 17, 2006 3:51 pm
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Off Topic Productions
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Joined: Sat Apr 24, 2004 9:21 pm
Posts: 13850
Location: Hafnia
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New TNMCharacters

http://tnm.offtopicproductions.com/team ... s_v3.6.rar

Contains n00bz, Master_Kale, various code tweaks.

Does not contain female ABI guards, updated Breadfan skin. Yet.

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Jonas Wæver
Chief Poking Manager of TNM

Random Outbursts of Creativity


Thu May 11, 2006 11:40 pm
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The Nameless Mod
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Location: Perth, Western Australia
Post 
cyber dogs? mountain wolves?


Fri May 12, 2006 1:57 am
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Joined: Sat Apr 24, 2004 9:21 pm
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Location: Hafnia
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It contains the mountain wolves (SnowWolf.uc) but not the cyberdogs. I'm still not sure about that cyberdog, I don't think it gets any better without a new model, but it looks kinda hacky. I don't know. I need to get some more opinions from people.

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Jonas Wæver
Chief Poking Manager of TNM

Random Outbursts of Creativity


Fri May 12, 2006 10:03 am
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The Nameless Mod
The Nameless Mod

Joined: Mon Apr 26, 2004 1:54 am
Posts: 1276
Location: Perth, Western Australia
Post 
tnm, tnmitems and tnmdeco uploaded.


Thu Jun 08, 2006 4:07 pm
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