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by Tomash
Thu Apr 12, 2012 6:04 pm
Forum: Severance BoD: Modding Community
Topic: Multiplayer BOD mod in a new engine.
Replies: 349
Views: 92789

really cool
by Tomash
Thu Apr 05, 2012 8:39 am
Forum: Severance BoD: Modding Community
Topic: Multiplayer BOD mod in a new engine.
Replies: 349
Views: 92789

Great work SR!

There are some things that still make it looks not like BoD
1. Constant angle of view
2. Absence of "lock on enemy" function
3. Absence of trails of attacks
by Tomash
Thu Mar 29, 2012 3:06 pm
Forum: Severance BoD: Modding Community
Topic: Download the new textures pack of all maps! :)
Replies: 17
Views: 9466

Add BODLoader-friendly installation tool, the automatic backuping of original files, readme-file and this work will become a nice mod
by Tomash
Fri Dec 09, 2011 6:58 am
Forum: Severance BoD: Modding Community
Topic: Multiplayer BOD mod in a new engine.
Replies: 349
Views: 92789

Great!
by Tomash
Wed Nov 16, 2011 1:47 pm
Forum: Severance BoD: Modding Community
Topic: Assign attacks
Replies: 129
Views: 28690

About to reload the map with new race of char. You can use a special configuration file instead to change pj.py For example # In your "Push the block" script cfgfile = open("../../Config/NewMap.cfg", "w") cfgfile.write("PlayerKind = 'Dwarf_N' ") cfgfile.close() Bladex.LoadLevel('NewMap') # In your p...
by Tomash
Wed Nov 16, 2011 1:27 pm
Forum: Severance BoD: Modding Community
Topic: Assign attacks
Replies: 129
Views: 28690

You can create the map's folder and fill it with files via standard tools of BLModInfo. You don't need to use this "InstallNewStuff" method.
by Tomash
Wed Nov 16, 2011 1:22 pm
Forum: Severance BoD: Modding Community
Topic: Assign attacks
Replies: 129
Views: 28690

Bladex.LoadLevel(string Name of Map's folder)

for example

Bladex.LoadLevel('Barb_M1')
Bladex.LoadLevel('DDM')

The map's folder must be placed in "directory of the game/Maps" folder
by Tomash
Sun Nov 06, 2011 7:26 pm
Forum: Severance BoD: Help / Game Discussion
Topic: Any fixing for Fog on OpenGL on Mods?
Replies: 26
Views: 6399

I'm going to make the OpenGL-friendly versions of Bloody Caves and Diablozation soon.

About crashes.
Sometimes you can just disable the dynamical shadows to avoid a crash.
by Tomash
Sun Oct 30, 2011 3:32 pm
Forum: Severance BoD: Modding Community
Topic: HD Texture Test by Cuthberth+download
Replies: 10
Views: 5735

pretty cool
by Tomash
Tue Oct 25, 2011 2:36 pm
Forum: Severance BoD: Modding Community
Topic: Released on Moddb ..Fortress of Nemrut hd mod
Replies: 7
Views: 4223

I want it to play
by Tomash
Tue Oct 25, 2011 6:34 am
Forum: Severance BoD: Modding Community
Topic: Released on Moddb ..Fortress of Nemrut hd mod
Replies: 7
Views: 4223

Looks cool, but chaotically[:)]
by Tomash
Fri Oct 21, 2011 2:57 pm
Forum: Severance BoD: Modding Community
Topic: Assign attacks
Replies: 129
Views: 28690

See the scripts of the Pro's "Wizards Domain". It is good example of how to make the new character
by Tomash
Fri Oct 21, 2011 9:42 am
Forum: Severance BoD: Modding Community
Topic: Assign attacks
Replies: 129
Views: 28690

But as Pro said, this character lacks some animations wich are neccesary for PC. And also this model may be too large to pass through some narrow passages in main game.
by Tomash
Fri Oct 21, 2011 9:37 am
Forum: Severance BoD: Modding Community
Topic: Assign attacks
Replies: 129
Views: 28690

http://www.youtube.com/watch?v=Xn3h8QMbwdI

Files:
http://www.mediafire.com/?o94elynnvb7is3s

I changed just 3 files:
Scripts/Combos/ChkCombos.py to make the attacks usable

Maps/Barb_M1/pj.py to replace Tukaram with ChaosKnight in Kashgar
Maps/Barb_M1/barb.lvl to load the textures

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