Search found 43 matches

by THEEVERGOD
Mon Oct 19, 2009 22:51 pm
Forum: CEP (formerly SEASMOD)
Topic: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld
Replies: 225
Views: 212675

Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

for the first bit (the bug) thats a shame, oh well, at least we got a trade dino for SEAS.

and second the name, yer I forgot about the CBT, its fine as is.
by THEEVERGOD
Mon Oct 19, 2009 15:51 pm
Forum: CEP (formerly SEASMOD)
Topic: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld
Replies: 225
Views: 212675

Re: [SEASMOD] Make S.E.A.S. playable in Paraworld

I have found a sort of bug, When the trade triceratops was not built from the depository in earlier version of the SEAS mod (when it was name resource triceratops) it used to have a mechanical arm on its back. Now the arm has gone and it looks more like the regular triceratops. The arm that should b...
by THEEVERGOD
Fri Jun 26, 2009 11:10 am
Forum: CEP (formerly SEASMOD)
Topic: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld
Replies: 225
Views: 212675

Re: [SEASMOD] Make seas avaible in game

K, I'll get started on that.
by THEEVERGOD
Thu Jun 25, 2009 9:43 am
Forum: CEP (formerly SEASMOD)
Topic: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld
Replies: 225
Views: 212675

Re: [SEASMOD] Make seas avaible in game

I'll pm you the description, done on the siege units so I'll send u them now ;).
by THEEVERGOD
Tue Jun 23, 2009 18:52 pm
Forum: CEP (formerly SEASMOD)
Topic: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld
Replies: 225
Views: 212675

Re: [SEASMOD] Make seas avaible in game

Kharg wrote:i think is better a txt file :D thx for all :) also we need better description for all seas things and i insert Klleman correction in next version ^^

Will do :D
by THEEVERGOD
Tue Jun 23, 2009 9:53 am
Forum: CEP (formerly SEASMOD)
Topic: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld
Replies: 225
Views: 212675

Re: [SEASMOD] Make seas avaible in game

Hey guy's long time no speak :P. I had been busy with uni, but I had been watching this mod, and I'm impressed. I hear you need some to mock up description, I wouldn't mind the job if it’s still going, let me know, and I'll get started, seeing as I now finished year 2 of uni, and don't start year 3...
by THEEVERGOD
Mon Jun 22, 2009 23:54 pm
Forum: CEP (formerly SEASMOD)
Topic: [CEP/SEASMOD] Make S.E.A.S. playable in Paraworld
Replies: 225
Views: 212675

Re: [SEASMOD] Make seas avaible in game

Hey guy's long time no speak :P. I had been busy with uni, but I had been watching this mod, and I'm impressed. I hear you need some to mock up description, I wouldn't mind the job if it’s still going, let me know, and I'll get started, seeing as I now finished year 2 of uni, and don't start year 3 ...
by THEEVERGOD
Tue Dec 16, 2008 14:50 pm
Forum: English
Topic: Map editor help
Replies: 27
Views: 29404

Re: Map editor help

With maps you also have to make sure you leave four square block from each side of the map, as this will be cut off ingame. Talk's of ways to correct after doing the map are here: http://forum.para-welt.com/viewtopic.php?f=11&t=23 I didn't get the Boosterpack dinos for the MapEditor Did you inst...
by THEEVERGOD
Tue Dec 16, 2008 1:33 am
Forum: English
Topic: Map editor help
Replies: 27
Views: 29404

Re: Map editor help

Here is the Level Editor Manual Document, again for some reason having trouble uploading through here, anyway: http://www.sendspace.com/file/q73awb Although when you install the mapeditor, it should input these docs, into your " Docs " folder, in your parworld folder. If you still need hel...
by THEEVERGOD
Sun Dec 14, 2008 21:46 pm
Forum: English
Topic: Map editor help
Replies: 27
Views: 29404

Re: Map editor help

k, will try thanks :D .
by THEEVERGOD
Fri Dec 12, 2008 12:05 pm
Forum: English
Topic: Map editor help
Replies: 27
Views: 29404

Map editor help

At the moment I'm okay with mapping a map, at the moment though what I need help with is making a slope/ramp in the editor :? , as I find that I can only raises my land to a predetermined height with the " Plateau tool " :| . What I want to do is raise the height slowly or lower slowly ove...
by THEEVERGOD
Mon Dec 08, 2008 18:16 pm
Forum: English
Topic: Problem with getting maps to work.
Replies: 31
Views: 34195

Re: Problem with getting maps to work.

Although in vista I cannot find any parameter to change it to windowed mode, I have found (by acciendent :roll:) that in vista you can change in and out of windowed mode on both paraworld and the map editor with Alt+Return(Enter). And PW's / Editor's resolution is set lower than the desktop. I have ...
by THEEVERGOD
Mon Dec 08, 2008 18:10 pm
Forum: English
Topic: Mod for Siege units - HELP
Replies: 46
Views: 38040

Re: Mod for Siege units - HELP

I tried it with the "-enable siegeunits" parameter, as I had reinstalled (so without overrighting the techtree file) and it does not work/or I have done something wrong: I put the " enablesiegeunits.info " file inside the " info " folder and the " enablesiegeunits ...
by THEEVERGOD
Sat Dec 06, 2008 14:24 pm
Forum: English
Topic: Problem with getting maps to work.
Replies: 31
Views: 34195

Re: Problem with getting maps to work.

Scrat wrote:That is completely normal. ;) If you hear the PW music, press ALT+F4.
K, thanks :)
by THEEVERGOD
Sat Dec 06, 2008 3:58 am
Forum: English
Topic: Problem with getting maps to work.
Replies: 31
Views: 34195

Re: Problem with getting maps to work.

Done, and it works with the booster. But after I quit I find it goes into a black screen with the paraworld cursor, and the paraworld music in the background, like the paraworld menu, I always have to force close it.
by THEEVERGOD
Sat Dec 06, 2008 0:11 am
Forum: English
Topic: Problem with getting maps to work.
Replies: 31
Views: 34195

Re: Problem with getting maps to work.

Yer I put it in C:/PW/Sunflowers/Paraworld and the map editor works now :) it seems that the patch 1.01 will find the dirrector you installed it to anyway, and paraworld_sdk_1a install correctly all files to that folder as well. Although it seems if in programs paraworld_sdk_1a will not install corr...
by THEEVERGOD
Fri Dec 05, 2008 13:09 pm
Forum: English
Topic: Problem with getting maps to work.
Replies: 31
Views: 34195

Re: Problem with getting maps to work.

Mmh, you are sure it did not add those file into the Paraworld folder? Have you compared the pwclient.exe or the other files? To me it looks like the installation was succesfull. If you start the editor the game crashes? Could you check the Paraworld logfiles? They should be in MyFiles (hope it is ...
by THEEVERGOD
Thu Dec 04, 2008 19:13 pm
Forum: English
Topic: Problem with getting maps to work.
Replies: 31
Views: 34195

Re: Problem with getting maps to work.

When you install the SDK.exe via 'Run as adiminstrator' the files only seem to get place in:

Code: Select all

C:/Users/(Username)/AppData/Local/Temp/KPpgUninstall_XXXXXXXX (X=random series of numbers and letters)
Here whats it the folder (had problems attaching here):

http://www.sendspace.com/file/pvtp57
by THEEVERGOD
Thu Dec 04, 2008 1:04 am
Forum: English
Topic: Problem with getting maps to work.
Replies: 31
Views: 34195

Re: Problem with getting maps to work.

I tried the reinstall still no luck on getting the editor to work. I have also tried going into PWClient.exe itself but it seems just to go into the game. In the booster pack it does also not contain all the files for the map editor so this time: .Installed Paraworld. .Installed Patch. .Put in the f...
by THEEVERGOD
Wed Dec 03, 2008 17:57 pm
Forum: English
Topic: Community modding project - 10 new missions + SEAS planned
Replies: 71
Views: 62075

Re: - The Community Modding Project - 10 new missions + SEAS -

This mission is hard. But it keeps to be challenging for a while. Not as the basic missions. How did you like playing Seas units on the test map? Still very unbalanced. Just tried the SEAS map, a lot of fun, although as you said units a bit unbalanced, also noticed executioner can not cut down tree...
by THEEVERGOD
Wed Dec 03, 2008 17:54 pm
Forum: English
Topic: Problem with getting maps to work.
Replies: 31
Views: 34195

Re: Problem with getting maps to work.

Yer the reason I installed paraworld_sdk_1a.exe was because I couldn't get the map editor to work. I gonna try a reinstall of everything then see if it works, also following advice in the "Paraworld and Vista" topic, I post if I get it working or not.
by THEEVERGOD
Wed Dec 03, 2008 14:25 pm
Forum: English
Topic: Problem with getting maps to work.
Replies: 31
Views: 34195

Re: Problem with getting maps to work.

Yeh thanks tomeis got the maps up :mrgreen: . It was I mean that game don't display new maps because seas_map is only for 2 players and when you set numbers of players to 3 so game don't display it. I placed it at different numbers of players and it came up. Thats one problem sorted, second I have v...
by THEEVERGOD
Wed Dec 03, 2008 7:58 am
Forum: English
Topic: Problem with getting maps to work.
Replies: 31
Views: 34195

Re: Problem with getting maps to work.

Editor Shortcut target (was already like this): "C:\Program Files\Sunflowers\ParaWorld\bin\PWClient.exe" -leveled -enable boosterpack1 Is this wrong. And game installed in: "C:\Program Files\Sunflowers\ParaWorld" I just don't get why the booster works fine, even the seige units w...
by THEEVERGOD
Tue Dec 02, 2008 23:54 pm
Forum: English
Topic: Correction on Heinrich Kleemann.
Replies: 2
Views: 4253

Correction on Heinrich Kleemann.

I noticed that on Heinrich Kleemann tooltip for levels he was missing bullet point to seperate the tribes for level 4 like the rest of the heroes do, so I corrected it, file below: before: lvl1:Poisons enemies in close combat% lvl2:Skull bonus aura% lvl3:Special Move: Sacrifice% lvl4: Norsemen recei...
by THEEVERGOD
Tue Dec 02, 2008 21:06 pm
Forum: English
Topic: Mod for Siege units - HELP
Replies: 46
Views: 38040

Re: Mod for Siege units - HELP

Okay just tried out the Norsemen, they have a building as their siege unit, it’s a ladder, although at the moment it can't be placed down anywhere. But I have notice while holding shift when placed over a wall it turns to normal colour, but it doesn't place down, nor does it rotate. Anyway, I added ...

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