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Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] Topic: new mods  (Read 9783 times)

Offline [archive] pistoleman

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Re: new mods
« Reply #30 on: January 25, 2009, 04:31:00 am »
                i used bablefish it works great !
 now i discovered that the dmg mod !has a great conflict with Wesp or Offcorn Patches ! also is in russian ! ca you someone tell them to make another one but with english or dont use histories since wesp already done that ! or dont fix bugs since offcorn already finished it ! or make it available partially so we can pick only the textures part !                        

 

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Offline [archive] pistoleman

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Re: new mods
« Reply #31 on: January 25, 2009, 01:16:00 pm »
                ca you replace the knife with machete . . . it sounds more rational !                        

 

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Offline [archive] Offkorn

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Re: new mods
« Reply #32 on: January 25, 2009, 02:52:00 pm »
               
Cloud9m posted:
i used bablefish it works great !
 now i discovered that the dmg mod !has a great conflict with Wesp or Offcorn Patches ! also is in russian ! ca you someone tell them to make another one but with english or dont use histories since wesp already done that ! or dont fix bugs since offcorn already finished it ! or make it available partially so we can pick only the textures part !
 

 
 Considering the DMG mod is like a hyrbridized and expanded version of Wesp's and Tessera's work, taking away features would be highly counterproductive.
 
 Highly counterproductive.                        

 

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Offline [archive] torgal363

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Re: new mods
« Reply #33 on: February 04, 2009, 06:48:00 pm »
                somebody should try and port this awesome mods this stuff on paine's or vampirehaven given the permissions from the autors                        

 

                                                  

Offline [archive] Lenusk@mad

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Re: new mods
« Reply #34 on: February 05, 2009, 03:18:00 am »
                Of course, you may use and post my mods, models and materials where you want and anywhere:)                        

 

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Offline [archive] pistoleman

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Re: new mods
« Reply #35 on: February 05, 2009, 10:01:00 am »
                im part of team which you are also. after submitting your mods, they all will get combined and become as one.
 my part was sound designing. i changed some discipline and hub sounds !
 he him self is doing Models.
 
 at the end we can create a mod and distributed trough the internet. an add on mod or something like that.
 
 also i wanted to suggest replacing the knife, or the severed hand with the machete ! in this way the purpose of katana wont change
 
 i tried replacing it with the severed hand but it had a problem. if someone uses BLOODBOIL then after the body explodes. a machette will also fall! since its irrational.                        

 

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Offline [archive] Lenusk@mad

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Re: new mods
« Reply #36 on: March 07, 2009, 08:13:00 am »
                small modified mac10:)
 http://vampirebloodlines.ru/forum/index.php?s=f29a92b34ac48c68c8033e2a26e032cf&showtopic=4592&st=285
                       

 

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Offline [archive] Lenusk@mad

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Re: new mods
« Reply #37 on: March 11, 2009, 12:13:00 pm »
                war hammer
 
 
 
 
 http://rapidshare.com/files/207967203/warhammer.rar.html
                       

 

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Offline [archive] Dheu

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Re: new mods
« Reply #38 on: March 11, 2009, 07:45:00 pm »
                Looks nice.                        

 

                                                  

Offline [archive] Lenusk@mad

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Re: new mods
« Reply #39 on: March 13, 2009, 11:27:00 am »
                Upgraded cutshotgun, now has ground-model and lardge info-model
 
 
 
 
 http://rapidshare.com/files/208747188/__1086___1073___1088___1077___1079_.rar.html                        

 

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Offline [archive] Lenusk@mad

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Re: new mods
« Reply #40 on: March 13, 2009, 11:34:00 am »
                upgraded machette, now has new icon and info-model
 
 
 
 
 http://rapidshare.com/files/208749979/machettv3.rar.html                        

 

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Offline [archive] Lenusk@mad

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Re: new mods
« Reply #41 on: March 13, 2009, 11:41:00 am »
                New colt anaconda (like in movie "split seconds")
 
 
 
 
 
 http://rapidshare.com/files/208752343/anaconda.rar.html
 
                       

 

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Offline [archive] Lenusk@mad

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Re: new mods
« Reply #42 on: March 13, 2009, 11:59:00 am »
                Upgraded grenade launcher m79
 now he replace remington m700 (save item_w_remington_m_700.txt if you want return remington m700)
 Now grenade launcher has view, info and ground model, new grenade, new flame, new dispersion, new icon...
 Be careful, now NPC have launcher, use discipline happy
 
 
 
 
 
 
 
 
 
 
 
 
 http://rapidshare.com/files/208754830/__1075___1088___1072___1085___1072___1090___1086___1084___1077___1090____1084_79v5.rar.html                        

 

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Offline [archive] Lenusk@mad

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Re: new mods
« Reply #43 on: March 13, 2009, 12:20:00 pm »
                professional weapon at the vampire hunter "Thunderbolt"
 Replaced desert eagle (save item_w_deserteagle.txt if you want desert eagle turn back)
 shoots electrobolts, causing damage to electric power, be careful with the NPC with desert eagle:)
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 http://rapidshare.com/files/208761499/thunderbolt_v2.rar.html
 
 
                       

 

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Offline [archive] Lenusk@mad

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Re: new mods
« Reply #44 on: March 13, 2009, 12:37:00 pm »
                assault rifle M16
 replaces the shotgun SPAS15 (save item_w_supershotgun.txt if you want turn back SPAS15)
 to get a rifle shells, copy and rename files (shell_rifle.dx7_2bone.vtx, shell_rifle.dx80.vtx, shell_rifle.mdl, shell_rifle.phy) in files (shell_shotgun.dx7_2bone.vtx, shell_shotgun.dx80.vtx, shell_shotgun.mdl, shell_shotgun. phy,) then, the truth, and the shotgun m37 will also rifle shells cases, if someone knows how to solve this problem tell me please!
 
 
 
 
 
 
 
 
 
 
 
 
 http://rapidshare.com/files/208769855/m16v3.rar.html                        

 

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