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[Now hiring!] New Age TOTAL mod

Posted: Wed Aug 02, 2017 1:20 pm
by LightWolf
***CHANGELOG***

WD 2.1: Balancing changes to several weapons

WD 2.0: Completely redid Photon (Phoenix) and Spark (Spreadfire) Cannons, as well as tweaked Ion Cannon (Plasma) and Guardian Missile (Homing).

WD 1.1: Increased the strength of a direct Frag Cannon (Gauss) hit.

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Yep. That's right. I am creating not just a weapons mod, but a total mod of Descent 2. It will (if all goes according to plan :P ) mod almost every single replaceable asset. Obviously this is no small task by any means. That's where you come in. I need help with the following:

- Robots (Modelling needed, stats preferable)
- Other modelling
- Graphics (Textures)
- Anything else I haven't thought of ;)

More details will come as people sign on.

The mod: (Weapons Demo 2.1)
https://drive.google.com/file/d/1c7dUGO ... sp=sharing

- Every single player weapon has been changed
- A couple robots have been changed
- Beware the Gauss bots in Obsidian :lol:

How to install:
1. Back up your descent2.ham file.
2. Replace descent2.ham with this ham file.

To uninstall:
1. Replace the modded file with the backup of descent2.ham.

Singleplayer only method for Rebirth:
1. Create a .ZIP file
2. Copy the modded file into there, and make sure that it's named descent2.ham. Depending on OS, you may have to rename the file outside of the .ZIP file.
3. Change the extension of the .ZIP file to .DXA
- Turn the .DXA back into a .ZIP to uninstall.

Batch file coming soon. Edit: It's here! https://drive.google.com/file/d/0BwhA94 ... sp=sharing (Note: This will override your actual .ham file - but it will make a backup used in uninstalling.)

1. Copy newage.ham along with the batch file into your main Descent 2 data directory.
2. Run the batch file. Do not delete the desc2bak.ham file which is generated!
3. Run again to uninstall!

Re: [Now hiring!] New Age TOTAL mod

Posted: Fri Sep 29, 2017 6:56 pm
by LightWolf
Released version WD 1.1 to account for the fact that the Frag Cannon seems quite weak despite its high damage output from the Velocity tracers.

Re: [Now hiring!] New Age TOTAL mod

Posted: Sat Jul 14, 2018 8:10 pm
by LightWolf
Made a couple large changes as well as some tweaks in WD 2.0.

Re: [Now hiring!] New Age TOTAL mod

Posted: Sun Jul 15, 2018 6:07 pm
by vision
Neat. Like what you did with proximity mines and reactor bursts. Hopefully I've have time to check out more of your mods later.

Re: [Now hiring!] New Age TOTAL mod

Posted: Sun Jul 15, 2018 8:17 pm
by LightWolf
Unfortunately this is the only one.
Still need some other parts to this though before it is truly finished... You any good at texturing or polymodelling?

Re: [Now hiring!] New Age TOTAL mod

Posted: Mon Jul 16, 2018 1:39 pm
by vision
LightWolf wrote: Sun Jul 15, 2018 8:17 pmYou any good at texturing or polymodelling?
Texturing yeah, but unfortunately I no longer have time for modding games. :/