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Messages - AlienizdPixel

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Mods / [Completed] Re: Total Miner Mod Creator
« on: June 05, 2018, 02:45:38 PM »
How would I go about putting the download on the forum? And I believe it is flagged because I haven't given it a proper certificate to tell the anti-virus's that the program means no harm. I'll look at that today.
Selecting the "Add Download" button will allow you to upload your file.

It is located within "...Documents\My Games\Total Miner\" or "...Documents\My Games\Total Miner Beta\" if you are using the Public Beta.

Mods / [WIP] Re: TMF:MP [Multiplayer Mod]
« on: May 30, 2018, 12:19:50 PM »
I cannot reproduce it, try verifying the game files' integrity; you may have to reinstall the game otherwise.

Mods / [WIP] Re: TMF:MP [Multiplayer Mod]
« on: May 30, 2018, 11:56:13 AM »
What occurs when attempting to launch?

Mods / [WIP] Re: TMF:MP [Multiplayer Mod]
« on: May 30, 2018, 11:29:29 AM »
Dang. I have the beta, and I don't think you can downgrade back down to the retail version
You can, the same way you had entered it, however selecting "NONE - Opt out of all beta programs" when switching the beta.

Mods / [WIP] Re: TMF:MP [Multiplayer Mod]
« on: May 30, 2018, 10:04:30 AM »
Alright so I looked into this mod, and I installed it, it's a great mod! But what do I do when it says i'm on a different version from the host?
That means that you and the host's version of the game differ, and would commonly be a result from only one of you having entered the Public Beta while the other has not.

Gaming / Re: Free games
« on: May 22, 2018, 04:03:56 PM »
Unreal Gold is free for 48 hours within the and Steam stores.

Bug Reports [Retail] / Re: Blue Screen on Start Up
« on: May 21, 2018, 01:20:52 PM »
Do you know how it had become fixed?

Questions and Answers / [Answered] Re: Steam controller
« on: May 19, 2018, 09:05:52 PM »
It should likely work.

Mods / [Other] Re: TM PC Modding API
« on: May 13, 2018, 11:52:41 AM »
How do you define a hitbox for new NPCs? They don't take any damage when attacked.
Hitboxes are automatically created; your issue is likely that you have not set the NPC to be capable of combat, and as such you cannot hit it. This can be changed using behaviors.

Ideas / Re: History value in scripts
« on: May 02, 2018, 09:56:06 PM »
I am unsure what I would need to explain, so I shall give an example on how to do this.
Code: [Select]
Var [red] = [Sys/Clan/History:"HistoryName"]
TintColor [red,50,64]
SkyColor [red,60,45]
Fog [512,512] [512] [30] [50] [red,40,65]
//Remove Sys and/or Clan depending on which form of history you are using.
//Replace "HistoryName" with the name of the history value you want to have effecting the red color.
This should result in the effects being susceptible towards the history value of "HistoryName" for the Red value.

Ideas / Re: History value in scripts
« on: May 02, 2018, 09:42:23 PM »
A similar result should be possible with the use of variables.

Ideas / Re: Script menu customization (?)
« on: April 29, 2018, 12:03:51 PM »
Okay, this may be a dumb question, but what is alias? As much scripting that I do, I probably know what it is, just overthinking it?
An alternative name for a script to reference in commands.
For example, instead of inputting "Shop\Community Shop\Page 1\Item One" you can give it an alias "ComShopP1I1", use it where parameter calls for a script, and it would work the same as if you had input "Shop\Community Shop\Page 1\Item One".

Questions and Answers / Re: Will the old teleporter animation return?
« on: April 21, 2018, 08:21:46 AM »
Presuming you are referring towards the texture for the Teleport block itself, it is unlikely to return as it was considerably wasteful towards memory and contributed towards lag more than they currently do.

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