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August 23rd, 2007, 07:34 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
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Updated: Drives 'R' Us v4.1
UPDATE: I'm including a link to the new 4.1 version.
4.1 includes all the material from 4.0, and updates it with fixes to three known bugs.
The Drives'R'Us series features a vastly expanded tech tree, and a larger star map with more excitement and activity. Version 4.0 incorporated the best parts of my "Teeming With Life" and "Sgqwonkian Crisis" mods into the earlier version of Drives'R'Us, plus added around two dozen new quests and 4 new ships.
Last edited by sgqwonkian; December 15th, 2010 at 12:21 PM..
Reason: version 4.1 (bug fixes)
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The Following 3 Users Say Thank You to sgqwonkian For This Useful Post:
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August 23rd, 2007, 07:58 PM
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Corporal
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Join Date: May 2006
Location: UK
Posts: 60
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Re: New Mod: Drives \'R\' Us
You're being a bit prolific at the moment with these mods aren't you!
Makes it hard to keep updating my ModList thread ;-)
Not played it yet, but I'm sure it'll be good; and hey - it's another Mod for WW, and that's 'always' a good thing.
This Mac update has really spurred some life into this game.
Does yours still not work?
Mine seems fine on both Macs (G4 500MHz PowerMac, and G4 1.5Ghz PowerBook, both with Mac OS X 10.4.10)
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August 23rd, 2007, 08:28 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
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Thanked 13 Times in 10 Posts
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Re: New Mod: Drives \'R\' Us
Yes, I'm spending way too much time working on mods... and I expect it will continue. My wife got offered an incredible new job making 20% more than the two of us had combined before, so we moved 1200 miles and I went from full-time management to part-time work-from-home. My work week is nearly 35 hours shorter than it used to be, and I haven't been living here long enough to qualify for in-state tuition... so I guess I'm modding to fill time.
I've started on Weirdessey (that's the oddyssey and illiad-inspired mod) but it doesn't have enough content to upload yet. I've almost got a new update to the Sgqwonk ready, too... some additional music might spur me on there.
The patch refuses to cooperate with my mac ibook. So I reverse-engineered the parts of the patch I couldn't live without and worked them into some otherwise non-patch-reliant mods. I miss the Ravians, but at least I got to beat them twice before it stopped working, and there's just no-way to make them do their head-popping thing without the patch.
Probably I need to update my OSX and see if that fixes the conflict, but it'll have to wait till my wife's first paycheck... moving costs were a bit higher than anticipated. Not that I'm complaining, mind you, I mean, I am a "Kept Man" afterall...
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August 28th, 2007, 10:37 PM
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Private
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Join Date: Aug 2007
Posts: 9
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Re: New Mod: Drives \'R\' Us
You should set up a site, maybe you can write a more in-depth tutorial about creating new weapons, and what variables do what (Instead of PAR0 PAR1 etc. it could be explained?). I mean, the minefield that was added is just genius.
You seem to have figured out a lot in a short period of time
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August 29th, 2007, 07:06 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
Thanks: 3
Thanked 13 Times in 10 Posts
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Re: New Mod: Drives \'R\' Us
Koppit,
As much as I'd like to take credit and compliments, I think you're actually replying to the wrong modder.
I have not come up with a minefield. Don't even know which mod you're talking about - there must be some really cool mod out there that I haven't played enough of to trigger it.
I've only done a handful of weapons myself - they are code intensive. The master of weaponry in mods is probably Phlagm - his teleporting, hydra, and fractal weapons are ubercool. Check out his Even Weirder Worlds 0.86 if you haven't yet.
(For all I know, that could be the mod you meant to reply to... I only had access to it for a short time before my patch went screwy, so there could be mines hidden there somewhere.)
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August 29th, 2007, 08:52 PM
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Private
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Join Date: Aug 2007
Posts: 43
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Re: New Mod: Drives \'R\' Us
The minefield is the (rilly cool) once-per-combat weapon in Even Weirder Worlds .86.
Lexicat
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September 1st, 2007, 04:53 PM
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Corporal
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Join Date: May 2006
Location: Hungary
Posts: 57
Thanks: 1
Thanked 2 Times in 2 Posts
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Re: New Mod: Drives \'R\' Us
Hey, it is fun to play your mod!
Although I have found a glitch(?) There is this weapon, the missile pilon with the use button. What it supposed to do? It doesn't seem to work...
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September 2nd, 2007, 09:18 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
Thanks: 3
Thanked 13 Times in 10 Posts
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Re: New Mod: Drives \'R\' Us
Ah, yes a couple of the missile pylons were non-functional in version 1.0. Got them fixed in the 1.1 version (which is in it's own separate thread on this forum) plus several other improvements.
I'll attach it to this post too so you don't have to go hunt for it.
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September 2nd, 2007, 09:20 PM
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Sergeant
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Join Date: Aug 2007
Location: Seattle
Posts: 231
Thanks: 3
Thanked 13 Times in 10 Posts
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Re: New Mod: Drives \'R\' Us
Oh, and thanks for the kind words about the mod, and thanks for pointing out the glitch. If you see anything else that doesn't seem to be working right, please let me know!
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September 3rd, 2007, 01:26 AM
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Corporal
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Join Date: Jan 2007
Location: Austin, TX
Posts: 151
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Re: New Mod: Drives \'R\' Us
I think that maybe the best solution to that thread/version problem is to always post in the same thread and just edit the description, edit the title, and change the attachment each time. The Baylon 5 guy did that, and I originally didn't, but now I think it works better to keep things from getting confused. Plus, when people reply to the edited post about the new mod version, that shows up as "Re: Mod Name, New Version" so you can keep straight which posts go with the current version.
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