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Showing results 1 to 25 of 93
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Posts Made By:
ace joh
Forum:
Dungeon Odyssey
February 3rd, 2005, 03:16 PM
Replies:
18
DOWW2 - Alpha release
Views:
18,032
Posted By
ace joh
Re: DOWW2 - Alpha release
lol, didn't know that, I was rather amused yesterday when I noticed toyimp.com had both DO and SP:WAW on his gamelist, and now this http://forum.shrapnelgames.com/images/smilies/happy.gif
Guess it...
Forum:
Dungeon Odyssey
February 2nd, 2005, 07:26 PM
Replies:
18
DOWW2 - Alpha release
Views:
18,032
Posted By
ace joh
Re: DOWW2 - Alpha release
Well, here we have a small test version of DOWW2, if not too many oddities come up I can start to correct the items&monsters manually where necessary and move on...
Forum:
Dungeon Odyssey
January 6th, 2005, 06:30 PM
Replies:
18
DOWW2 - Alpha release
Views:
18,032
Posted By
ace joh
Re: DOWW2 - Alpha release
Hmm, my thief from the christmas module didn't seem to take those anti tank guns very well http://forum.shrapnelgames.com/images/smilies/happy.gif Lol, didn't know you could import characters...
Forum:
Dungeon Odyssey
January 4th, 2005, 08:59 PM
Replies:
1
New dungeon graphics
Views:
11,606
Posted By
ace joh
Re: New dungeon graphics
Looking good as always, too bad I won't be needing those in a ww2 module http://forum.shrapnelgames.com/images/smilies/frown.gif
Well, I've been thinking of doing a small seperate project to learn...
Forum:
Dungeon Odyssey
January 4th, 2005, 08:56 PM
Replies:
18
DOWW2 - Alpha release
Views:
18,032
Posted By
ace joh
Re: DOWW2 - Alpha release
hey, take your time, I just managed to finish the conVersion program (well, formations(=monsterGroups) still need work), and now I have to go through the long process of altering 250 weapons&250...
Forum:
Dungeon Odyssey
January 1st, 2005, 01:33 PM
Replies:
18
DOWW2 - Alpha release
Views:
18,032
Posted By
ace joh
Re: DOWW2 - Alpha release
That'd be great! I'll try to have the new Version ready by then http://forum.shrapnelgames.com/images/smilies/happy.gif
Hmm, don't really care about the blocking, but since the finished mod will...
Forum:
Dungeon Odyssey
December 29th, 2004, 12:02 PM
Replies:
18
DOWW2 - Alpha release
Views:
18,032
Posted By
ace joh
Re: DOWW2 - Alpha release
Hmm, I see, haven't tried mapmaking yet, I expect my maps won't be better http://forum.shrapnelgames.com/images/smilies/happy.gif
Christmas module would be possible, but currently all monsters...
Forum:
Dungeon Odyssey
December 28th, 2004, 06:22 PM
Replies:
18
DOWW2 - Alpha release
Views:
18,032
Posted By
ace joh
Re: DOWW2 - Alpha release
Good to see you like it!
Can't take credit for the tank graphics, they're from civilization 2 (and civilization test of time, you might have noticed the difference in detail between some tanks...
Forum:
Dungeon Odyssey
December 28th, 2004, 11:15 AM
Replies:
18
DOWW2 - Alpha release
Views:
18,032
Posted By
ace joh
Re: DOWW2 - Alpha release
Thanks for the comments!
I'm already working hard (well, quite hard http://forum.shrapnelgames.com/images/smilies/happy.gif ) on the next Version, with any luck it'll have pretty much every...
Forum:
Dungeon Odyssey
December 28th, 2004, 10:35 AM
Replies:
21
Christmas module (v 1.05 released)
Views:
23,755
Posted By
ace joh
Re: Christmas module (v 1.05 released)
Yeah, those beasts were a pain, even on average difficulty. I just made sure I had lots of healing potions, and use them while killing them as fast as I could. (once the spell has been cast there's...
Forum:
Dungeon Odyssey
December 24th, 2004, 06:57 PM
Replies:
18
DOWW2 - Alpha release
Views:
18,032
Posted By
ace joh
Re: DOWW2 - Alpha release
Well, a couple of years from now I hope to have a few maps too :p
Don't worry, beta testing... Alpha testing? can wait a few days, the DO community is used to it by now, I think...
Forum:
Dungeon Odyssey
December 24th, 2004, 06:52 PM
Replies:
21
Christmas module (v 1.05 released)
Views:
23,755
Posted By
ace joh
Re: Christmas module (v 1.05 released)
Ah, the price of randomness http://forum.shrapnelgames.com/images/smilies/happy.gif
Hmm, one Last thing, I have found a scroll of teleportation in one of the chests in the ice lake terrain (but...
Forum:
Dungeon Odyssey
December 24th, 2004, 06:30 PM
Replies:
21
Christmas module (v 1.05 released)
Views:
23,755
Posted By
ace joh
Re: Christmas module (v 1.05 released)
Yeah, good idea to release it as a seperate module, we can always use more http://forum.shrapnelgames.com/images/smilies/happy.gif . Although you'd have to figure out a new story...
Donwload link...
Forum:
Dungeon Odyssey
December 24th, 2004, 06:23 PM
Replies:
18
DOWW2 - Alpha release
Views:
18,032
Posted By
ace joh
DOWW2 - Alpha release
Well, here it is, and still before christmas (GMT +1)!
In this alpha Version you can battle soviet enemies in a familiar setting http://forum.shrapnelgames.com/images/smilies/happy.gif
A couple...
Forum:
Dungeon Odyssey
December 23rd, 2004, 05:48 PM
Replies:
21
Christmas module (v 1.05 released)
Views:
23,755
Posted By
ace joh
Re: Christmas module (v 1.0 released)
I believe shots are regarded as air 'units', so setting an object to allow air travel allows shots to pass through.
Also found two more terrain errors : this time the shores are incorrect, one in...
Forum:
Dungeon Odyssey
December 23rd, 2004, 03:17 PM
Replies:
21
Christmas module (v 1.05 released)
Views:
23,755
Posted By
ace joh
Re: Christmas module (v 1.0 released)
I found two terrain errors so far (currently exploring the ice cave), one is in the ice lake, where you can move through one of the forest images. Looking at the terrain file, it seems to be those...
Forum:
Dungeon Odyssey
December 22nd, 2004, 12:29 PM
Replies:
21
Christmas module (v 1.05 released)
Views:
23,755
Posted By
ace joh
Re: Christmas module (v 1.0 released)
Yeah, I might release a small sneak peak of DOWW2 (cool name http://forum.shrapnelgames.com/images/smilies/happy.gif ), could use some balancing thoughts...
Only played a short while (not enough...
Forum:
Dungeon Odyssey
December 6th, 2004, 01:26 PM
Replies:
8
textconv+questions
Views:
10,300
Posted By
ace joh
Re: textconv+questions
My release date for a playable demo of DO WW2 was "a few years from now", so I'm pretty safe http://forum.shrapnelgames.com/images/smilies/happy.gif
Creating (accurate) maps will prove to ba a pain...
Forum:
Dungeon Odyssey
December 5th, 2004, 04:50 PM
Replies:
8
textconv+questions
Views:
10,300
Posted By
ace joh
Re: textconv+questions
46 already, an average of 3/day since the Last update http://forum.shrapnelgames.com/images/smilies/wink.gif
Hmm... Textconv pro, only 15$... Ah, I can always dream...
Forum:
Dungeon Odyssey
December 4th, 2004, 06:54 PM
Replies:
8
textconv+questions
Views:
10,300
Posted By
ace joh
Re: textconv+questions
Oops, you're right... easy to fix fortunately, so here's textconv 1.01! (well, not here, the first post)
Hmmm, 43 downloads... My most popular program yet...
Forum:
Dungeon Odyssey
December 4th, 2004, 09:24 AM
Replies:
6
Dungeon Odyssey is everywhere
Views:
15,062
Posted By
ace joh
Re: Dungeon Odyssey is everywhere
you can get it from http://www.the-underdogs.org/game.php?id=3624, the title says ZangbandTK, but they included angbandTK as a seperate bonus.
Forum:
Dungeon Odyssey
December 2nd, 2004, 02:09 PM
Replies:
1
Data File Questions
Views:
9,970
Posted By
ace joh
Re: Data File Questions
Actually, I was able to stack potions, and food. The problem is, if it has different values, one will be overwritten (say you have one that gives +50, and one +20, only one value will be used for...
Forum:
Space Empires: IV & V
October 3rd, 2004, 09:46 AM
Replies:
25
Space Empires
Views:
3,240
Posted By
ace joh
Re: Space Empires
Oohh dan zijn er nu 3, heh. Nooit geweten dat hier nog belgen zaten http://forum.shrapnelgames.com/images/smilies/cool.gif
Forum:
Space Empires: IV & V
October 2nd, 2004, 01:22 PM
Replies:
2
OT: How to assign a texture using 3dsmax
Views:
1,471
Posted By
ace joh
Re: OT: How to assign a texture using 3dsmax
http://www.bobsyouruncle.net/Low_poly_texturing.htm is another one. It's a little work-intensive though, so don't do it on overly complicated models.
Forum:
Space Empires: IV & V
October 2nd, 2004, 12:13 PM
Replies:
36
Modding Question?
Views:
3,169
Posted By
ace joh
Re: Modding Question?
Well, now we're on the subject anyway, would it be possible to add a spaceyard with negative values, so it actually decreases your ship construction rate?
Showing results 1 to 25 of 93
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