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 Twimod v1

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Emerald



Posts : 13

PostSubject: Twimod v1   Mon 04 Oct 2010, 8:37 pm

First topic message reminder :

i am <|FFF|>~Emerald{SC}

i find first twimod and i post link there and all can download it if want.

this link ur can download it [You must be registered and logged in to see this link.]
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Dark Misery



Posts : 593

PostSubject: Re: Twimod v1   Sat 16 Oct 2010, 3:26 am

mmm I was looking for this, ty.

Actually this mod is for admin, considering it has many features of DS-Online mod (which was specifically designed for admin). It just has some extras, and when I talked to boy about security in this mod, I believe he said it was pretty secure especially compared to many of the famous JK2 mods such as this. Cool
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Chameleon



Posts : 135

PostSubject: Re: Twimod v1   Sat 16 Oct 2010, 4:55 am

I'm looking forward to the release of FFF-Online Smile The beta version is great Smile I can recommend it if the final release comes out ;D ! Seriously Sebb, Sol, when the FF-Online is released, i would recommend you to get rid of dcmod Smile
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Kernow Pilgrim
Legend
Legend


Posts : 10542

PostSubject: Re: Twimod v1   Wed 20 Oct 2010, 5:45 am

Just to update you Emerald and others - Council denied changing to this mod.

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mantA



Posts : 2087

PostSubject: Re: Twimod v1   Wed 20 Oct 2010, 10:02 pm

Well it is not really finished, there are still things which are in the child shoes (and also very buggy atm)... so do not worry about this issue, so if one day a proper and stable version is released, then you may re-think about it again soon...
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Kernow Pilgrim
Legend
Legend


Posts : 10542

PostSubject: Re: Twimod v1   Thu 21 Oct 2010, 1:13 am

Ok sure - Update us when it comes out Smile

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swiftY



Posts : 1143

PostSubject: Re: Twimod v1   Thu 21 Oct 2010, 9:34 pm

cant somebody just make a dc 1.3 or something just fixing the bugs in 1.2 or adding extra stuff which is needed?
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mantA



Posts : 2087

PostSubject: Re: Twimod v1   Fri 22 Oct 2010, 3:43 am

i am trying, guys, i finally managed to make teleport triggers and it s a little bit more advanced than the dcmod (i mean that you can also make adminflags and such as map-specified.) , but the teleport method is still in child's shoes, cuz you make telefrag if you , well stand in the way Razz
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mantA



Posts : 2087

PostSubject: Re: Twimod v1   Fri 22 Oct 2010, 10:09 pm

i have written the teleport triggers into the mod recently and this is workin very well. here is the video iwant to show you.

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-napalm-



Posts : 226

PostSubject: Re: Twimod v1   Thu 28 Oct 2010, 7:58 pm

i am back to jk2 and i am bringing napsmod 1.4 to 1.5
napsmod actually has all cmds from dcmod (except amxmas), they are like 34.
also a bigger amrcon and a safer code (no backdoors like in dcmod, not q3fill or flooding)

just give me some time and u'll see it working in fod and ff server (Devil's one)
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Battledroidlover
Sith Lord
Sith Lord


Posts : 5186

PostSubject: Re: Twimod v1   Thu 28 Oct 2010, 9:49 pm

Nap i thought you were gonna make doom_detention and bespin_platform for us D:
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-napalm-



Posts : 226

PostSubject: Re: Twimod v1   Thu 28 Oct 2010, 10:09 pm

i'm not even sol but when i finish napsmod 1.5 for fod and ff servers i'll also finish doom_detention, which is half-made Very Happy
just need to delete some things (like npc guidelines) and add boons with your website etc etc
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Battledroidlover
Sith Lord
Sith Lord


Posts : 5186

PostSubject: Re: Twimod v1   Fri 29 Oct 2010, 1:42 am

Thanks! It would be nice if you could teach me how to make NPC guidelines. Because i like loading default or downloaded maps and filling them with NPCs so I want them to know where to move. Spawn points at certain times or points would be a great help too.
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mantA



Posts : 2087

PostSubject: Re: Twimod v1   Sat 30 Oct 2010, 11:05 am

now here it goes, the beta version of the latest update of the mod, including teletriggers and some more, like extras from DS-Online, if you didnt know...

The mod itself was DS-online, with bugfixed stuffs that it is now playable without any plugin craps and bugs . Almost all bugs are fixed and now it s just time to test it and let me give some time to tidy up the sourcecode, it s so messy and it makes more bugs if you dont tidy up the source :/ but still it is playable and i hope you like it. Also do not forget to give suggestions and try to tell me the bugs if you find some.

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-napalm-



Posts : 226

PostSubject: Re: Twimod v1   Sat 06 Nov 2010, 1:55 am

low coders start from other coder's work.
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mantA



Posts : 2087

PostSubject: Re: Twimod v1   Sat 06 Nov 2010, 9:27 am

no need to steal code snippets from others ^^
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PostSubject: Re: Twimod v1   Today at 8:34 am

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