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Messages - James

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1
News / Re: Cry of Fear - 1.3 released!
« on: 23 May, 2012, 09:16:50 PM »
Yeah it's on the to-do list to fix.

2
Cry of Fear Technical Help and Support / Re: Unlocked nothing!
« on: 23 May, 2012, 02:08:15 PM »
It's only broken for saves that were saved before the patch was released. If you start a new playthrough on 1.3, your grades will not be wrong.

3
Cry of Fear Customisation / Re: How to make a valve device?
« on: 23 May, 2012, 08:03:22 AM »
"locked by" is the name of the "map_name" field in the item script. So in this case, you put "valve" without the quote marks.

4
When you say "stops", are you sure it isn't just taking a long time to compile? Leave it on overnight or something.

5
Cry of Fear Suggestions / Re: Unlockable flashlight
« on: 22 May, 2012, 02:56:25 PM »
Sorry, it won't be added.

7
Cry of Fear Questions and Answers / Re: Book head monster?
« on: 22 May, 2012, 12:50:07 PM »

8
Cry of Fear Suggestions / Re: Make twitchers twitchier!
« on: 22 May, 2012, 12:15:49 PM »
Hmm. Your right. Now that I think of it, I just playing AOM:DC yesterday, and I can remember how much they twitched. The COF ones didn't twitch as much.

The CoF and AoM twitchers are the EXACT same models with the EXACT same animations. Unless you mean the normal CoF monsters vs the AoM normal monsters, in which case, they're not designed to be as twitchy as it's a different game.

9
Cry of Fear Questions and Answers / Re: Tallers knocking me down
« on: 22 May, 2012, 09:49:59 AM »
Because it's the jump button, seems more logical to be used for the button for getting back up. Plus the space bar is the default button for jump, and it's the biggest button to press.

10
News / Re: Cry of Fear - 1.3 released!
« on: 22 May, 2012, 09:47:24 AM »
Nice, thanks Digwiid.

11
Cry of Fear Customisation / Re: How to make a valve device?
« on: 22 May, 2012, 09:15:01 AM »
It's a func_valve. If it's "locked by" then you will need to place a valve item to turn it. If I remember correctly it will be invisible if it's "locked by" and turn visible once you "use" the key on it to unlock it (in CoF's case, the key is the actual valve item itself)

"Target" is what will be triggered when you rotate it enough
"Distance (deg)" is how far you need to rotate it to trigger the target
"Degrees/0.025 secs" is how fast it will rotate (number of degrees per milliseconds)
"Axis" is of course the axis it will rotate on. If your valve is turning wrong, mess with this
"Unlocked message" is the message it will display when you "unlock" the valve (IE, you placed the valve)
"Entity to rotate too" and "ENTITY Axis" are for rotating something with the valve. For example, you may have a big pipe attached to the valve that you want to rotate with it.
"Keep key after unlock" in the spawnflag will simply not remove the item you unlocked the valve with from your inventory

12
News / Re: Cry of Fear - 1.3 released!
« on: 22 May, 2012, 08:54:08 AM »
A quick note, if you experience any crashes, please grab the .mdmp that is generated in your half-life folder at the time of the crash and and upload it to the forums (click "attachments and other options")

13
That bug has been present since 1.0. AI code has not been touched between 1.2 and 1.3

14
Cry of Fear Technical Help and Support / Re: Unlocked nothing!
« on: 20 May, 2012, 02:15:55 PM »
Don't listen to advice not from developers. You don't need to restart singleplayer, just keep your saves near the end and wait for the fix.

15
You don't need to send any saves, it just needs to be fixed in the code.

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