Forum

> > Stranded II > General > Massive Mod
Forums overviewStranded II overviewGeneral overviewLog in to reply

English Massive Mod

79 replies
Page
To the start Previous 1 2 3 4 Next To the start

old Re: Massive Mod

Guest

Quote
Hey Builder, I think you should make something like "stable" and development version. I'm angry when I see, for example, surface mines, but they aren't available to build. Stable version should have no Work In Progress, everything what's said in game should exist; stable versions should be release when development versions reach some points. I hope you know what I'm talking about.

old Re: Massive Mod

Guest

Quote
After updating I can't get nothing from this bronze rocks, and haven't found any sulfur crystal
And I think you should add some seaweed spawn to random map script...

old Re: Massive Mod

AdidasOFC1
BANNED Off Offline

Quote
1. are there any maps for the massive mod besides desert island? cause its rather boring to look at all the new objects in the editor.

2. why do you replace the original mod?

3. it gets a bit on my nerves that i cant use all those new and great items in the adventure and the random map mode.
why don't you build in the new objects in the random maps?

4. why is there so much space between the item id's?

5. please update the combinations.inf

old Re: Massive Mod

Guest

Quote
banane has written
1. are there any maps for the massive mod besides desert island? cause its rather boring to look at all the new objects in the editor.

2. why do you replace the original mod?

3. it gets a bit on my nerves that i cant use all those new and great items in the adventure and the random map mode.
why don't you build in the new objects in the random maps?

4. why is there so much space between the item id's?

5. please update the combinations.inf


Judging from some of the things you just said I could tell that your lazy.

Why? Cause you wouldn't be asking these questions if your read the whole first page of this topic(But question 4 was a good question).

Anyways Builder, I can't help but thinking:

1. Is there anyone helping you?
2. What is your motovation?

old Re: Massive Mod

AdidasOFC1
BANNED Off Offline

Quote
i've got a little question to builder:
may i (or/and other people) translate your mod to german, so that the german people can use it too?
i ask because i like you mod and would like to give the german people the chance of using it in our language. think about it!

old Re: Massive Mod

jeepohahyo
User Off Offline

Quote
I think it would be better if some models would be merged into the Extension Mod.

One large extension mod is in my opinion better than many smaller because mappers can use more objects if everything is in one mod.

old Re: Massive Mod

AdidasOFC1
BANNED Off Offline

Quote
that's right. i'm talking to bizzl about that problem.

i think if i will translate i'll translate for the extension mod.
i just want to know, wheter we are allowed to merge these items and objects to the german extension mod

old Re: Massive Mod

Builder2-0
User Off Offline

Quote
Alright. I'm going to try and all the questions just asked as simply as possible.

Lukky513 has written
Hey Builder, I think you should make something like "stable" and development version. I'm angry when I see, for example, surface mines, but they aren't available to build. Stable version should have no Work In Progress, everything what's said in game should exist; stable versions should be release when development versions reach some points. I hope you know what I'm talking about.

Uhm, I really can't handle two versions. And Surface mines are currently one of my priorities. If I could only get a new texture! *shakes fist angrily* Does anyone have any sort of hex editor or thingy for Stranded II? I want to be able to click on a .b3d, change what textures it uses, but not actually have to open it up and retexture it.

guest:
Seaweed does spawn on random islands. You must hit rocks with pickaxes to get the new materials.

banane:

1. Desert Island = old. It in fact, contains no "new" items. It was basically a test to see how easy the map editor was to use, and it's from the first release.

2. The original mod? You mean the game? Because when I first started I was unaware of how to make a proper mod. Don't worry, the next version, and all versions afterward, will be released in mod format thanks to help from a member of the Facepunch community.

3. ...You can. Most of the new items must be made\found in existing items. Seaweed *does* spawn on random maps, look in the water.

4. ...I don't know? I was originally using the IDs 255, and then working down, but when I found out I could use up to ID 5000 I began working down from there. I'm on ID 4980 or so for items and and 4998 for objects.

5. ...Why? What's wrong with it? Unless of course you mean you want to cheat. And read the combinations for the various new items.

Speedblade:
1. No.
2. I'm bored, it's summer, and I'm 13. What else is there to do but code a new mod?

Banane again:
Translate away. All credits to UnrealSoftware for the awesome game and Builder2.0 for actually making the mod.

Dicker:
Ich spreche kein Deutsch

... I don't speak German.

Banane again:
Wait, wha? Translate my mod *into* the Extension Mod...? Uh. Uhm. I'll think about it.

-Builder

old Re: Massive Mod

AdidasOFC1
BANNED Off Offline

Quote
builder:
i dont wanna translate ALL your mod... i only wanna copy some ideas and models to the german mod, because i think they're genious and the german people will love them, too.
Of course there will be marked, which models come from you etc.

EDIT: i can't get toluene. when i'm burning coal i just get coal again.
edited 1×, last 15.07.07 11:50:28 am

old Re: Massive Mod

Builder2-0
User Off Offline

Quote
banane has written
builder:
i dont wanna translate ALL your mod... i only wanna copy some ideas and models to the german mod, because i think they're genious and the german people will love them, too.
Of course there will be marked, which models come from you etc.

EDIT: i can't get toluene. when i'm burning coal i just get coal again.

I'll look into the bug.

-Builder

old Re: Massive Mod

Guest

Quote
Mentioned rather about this: when you make release with everything working, name it stable, and continue developing with releasing daily snapshots

old Re: Massive Mod

Guest

Quote
1. Skills aren't applied to planting (you still can't plant bananas on skill 150, but 400, check in game.inf)
2. Max weight isn't restored about load. It's serious problem

old Re: Massive Mod

Builder2-0
User Off Offline

Quote
Guest has written
1. Skills aren't applied to planting (you still can't plant bananas on skill 150, but 400, check in game.inf)
2. Max weight isn't restored about load. It's serious problem

I know about the skills issue, and I've found out why. I keep on missing the little things *sigh*.

Anyway, I'll check into the max weight script. I used a simple "on:changeday" if your skill is above this, then your weight is this, else, ect. Are you saying that if your weight has increased to say, 30000, and you quit, then come back ingame, it will be at 25000 again?

If so, I'm not sure what to say. That doesn't seem to make sense, although I could try and make a script that runs more frequently.

PS:
Banane: No. All or nothing, that's what I've decided on. Either translate the full mod or don't translate anything at all.

-Builder

old Re: Massive Mod

Builder2-0
User Off Offline

Quote
Mc Leaf has written
Maybe you have to try "on:load"...?

Good idea. I could do it twice, once for on:changeday (so it changes during play) and once for "on:load" so it changes when you load your game, if it needs to.

-Builder

old Re: Massive Mod

Builder2-0
User Off Offline

Quote
*UPDATE*

All current bugs listed in this thread have been fixed. The same goes for the main thread at the Tricky's Tutorials forums. I am now working on the various bugs and suggestions outlined at the Facepunch forums thread.

-Builder

old Re: Massive Mod

Mc Leaf
Super User Off Offline

Quote
My Trader-Script will be available soon (as said, a trader who is trading things, whatever). If, then you can have it, but it still needs a little bit of explanation and maybe some simple changes and some translations - because some dialogues are in german...

Is it right, that you have some notions with chemistry...? I want to create an item like gunpowder. I know, for this you need:

charcoal - quite easy
sulfur - relative easy
salpeter - ?

Especially I don't know, where (on this fucking earth) these Chinese (the discoverer of gunpowder) did extract this material (salpeter)...

old Re: Massive Mod

Builder2-0
User Off Offline

Quote
Mc Leaf has written
My Trader-Script will be available soon (as said, a trader who is trading things, whatever). If, then you can have it, but it still needs a little bit of explanation and maybe some simple changes and some translations - because some dialogues are in german...

Is it right, that you have some notions with chemistry...? I want to create an item like gunpowder. I know, for this you need:

charcoal - quite easy
sulfur - relative easy
salpeter - ?

Especially I don't know, where (on this fucking earth) these Chinese (the discoverer of gunpowder) did extract this material (salpeter)...

Hit brown rocks with a pickaxe. Note that if you've got some serious chemistry skills you'd realize that with all the new materials I've added its also possible to make Nitrogylcerin and TNT.

-Builder

old Re: Massive Mod

Mc Leaf
Super User Off Offline

Quote
Builder2-0 has written
Hit brown rocks with a pickaxe. Note that if you've got some serious chemistry skills you'd realize that with all the new materials I've added its also possible to make Nitrogylcerin and TNT.

Yes, yes, yes... But I want to know, how the chinese did it...!

So imagine, you are on a really lonely island (or somewhere else). Where to get salpeter...? You can't simply go to a rock, which is looking brown and simply extract some sulfur and especially no salpeter, do you know what I mean...?
If you have luck, you find a vulcan with a pit beside it (is it correct in english...? - google suggested this translation....), where you find some gas reaching the surface. Try to imagine in someone like Robinson Crusoe...

(I want to make the possibility to create a explosively barrel. Therefore you just need some planks - which I have already modelled - and some gunpowder to put in.)

And... may I ask you, if these combinations are (halfway!) correct...?
You wrote has written
-Nitric Acid = Saltpeter + Sulfuric Acid
-Sulfuric Acid = Saltpeter + Sulfur
-Nitroglycerin = Nitric Acid + Glycerin
-Glycerin = Sodium Hydroxide + Animal Fat

(That's why I asked you, if you have some knowledge in chemestry - I'm good in mathematics and physics - but unfortunately in chemestry)
To the start Previous 1 2 3 4 Next To the start
Log in to replyGeneral overviewStranded II overviewForums overview