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 Post subject: Re: [Mod][1.2] Overlord
PostPosted: Tue Feb 02, 2016 10:08 pm 
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Joined: Fri Sep 19, 2014 9:51 pm
Posts: 540
Location: Loca-what...?
I tried the mod and in my opinion it is really beauteous and funny. A real pleasure to be played...... a mod for real Soldier/s :P

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 Post subject: Re: [Mod][1.2] Overlord
PostPosted: Tue Feb 02, 2016 11:54 pm 
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Joined: Fri Nov 07, 2014 7:22 pm
Posts: 139
sherman has a good model you cant hijack it

also the flak gun, does it take 2 people to shoot it or something? after testing only takes 1 and huge scope range

the fg42 is op as well lol


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 Post subject: Re: [Mod][1.2] Overlord
PostPosted: Wed Feb 03, 2016 1:38 am 
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Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
Heh, anti-hijacking measures have been taken after certain players took one for their own devices. :D

I added two, what I like to call "pointless crew" to the Flak 36. The only job they have is to sit there and look pretty. :) You can order them out if you want with the modifier key + squad command, they're passengers.

I'll look into the FG-42.

...you know, the rest of the people here have absolutely no idea what we're talking about. I'll have to post some screenshots soon-ish.


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 Post subject: Re: [Mod][1.2] Overlord
PostPosted: Wed Feb 03, 2016 5:16 pm 
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Joined: Fri Nov 07, 2014 7:22 pm
Posts: 139
the fg42 is really good... like insanely good haha

it can kill more with 20 bullets than mg42 with 75 bullets

I dont know i still want it to be powerful as its a rare weapon you cant respawn with but idk if its too powerful right now, me and dio were reking it last night with that weapon (BTW we beat the map on normal difficulty with it)

https://vid.me/39v5

spawn glitch^^^^^^^ btw


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 Post subject: Re: [Mod][1.2] Overlord
PostPosted: Fri Feb 05, 2016 3:17 pm 
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Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
xr79 wrote:
Oh sweet, I am a master with blender, making the tanks would be a piece of cake, you just tell me what the limits I have to work with. like how detailed it can be and such. the textures will be piss easy (pardon my french) could i get a link to the .mesh plugin so I make sure to use the right one?

By the way, if you ever log onto the forums again, I've accepted this and I've sent you a PM.


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 Post subject: Re: [Mod][1.2] Overlord
PostPosted: Tue Mar 08, 2016 6:44 pm 
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Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
And I've updated the OP with some eye candy of what's to come with the Steam Workshop update. ;)


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 Post subject: Re: [Mod][2.0] Overlord
PostPosted: Fri Mar 18, 2016 1:33 am 
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Joined: Mon Feb 01, 2016 9:58 pm
Posts: 44
Holly crap, if 2.0 adds all that stuff this mod will go to not just a mod but a total conversion! and the best mod ever for this game. How do you plan on putting it on the workshop when RWR does not have steam workshop support?


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 Post subject: Re: [Mod][2.0] Overlord
PostPosted: Sat Mar 19, 2016 4:20 am 
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Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
xr79 wrote:
Holly crap, if 2.0 adds all that stuff this mod will go to not just a mod but a total conversion! and the best mod ever for this game. How do you plan on putting it on the workshop when RWR does not have steam workshop support?

If you've missed it, the devs are adding Steam Workshop support. Might be happening in the next month or so, last time I asked JackMayol. :)

http://www.runningwithrifles.com/wp/?p=1537

Everything is ready for release - except the vehicle models. Still lacking a couple of UV maps and a model before I can release, but taking into consideration the amount of time those are going to take, it won't be for a while. May or may not make it in time for the grand release of Steam Workshop, but it will follow close on it's heels if I don't.


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 Post subject: Re: [Mod][2.0] Overlord
PostPosted: Wed Mar 23, 2016 7:46 am 
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Joined: Fri Mar 18, 2016 10:32 am
Posts: 3
Looks good and sounds good, but, uh, how do I download it?


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 Post subject: Re: [Mod][2.0] Overlord
PostPosted: Wed Mar 23, 2016 11:39 am 
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Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
Magaman wrote:
Looks good and sounds good, but, uh, how do I download it?

Removed it for the moment. It also wasn't functioning...very well under certain circumstances...in the previous update.


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