24 Sep 10, 06:48PM
Thx :)
[Release] Protox Mod (All new icons & effects)
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24 Sep 10, 06:48PM
Thx :)
24 Sep 10, 09:41PM
(24 Sep 10, 04:50PM)Blue_Pr!nt Wrote: well i think my one (just found it, is larger) this can be found here: http://bcus.selfip.com/protox_mod.zip Yes this is the latest one 2.0.1, thanks for the mirror I've been away and haven't look at this thread and did not know Akimbo.in was down. If you don't mind I'll include this in the first post of this thread as a mirror. The one shield posted is 2.0, the only difference is that 2.0 does not include a preview.jpg (in case people download off an odd mirror and want to see a preview of all the icons before they install) and the startup image blocks some of map loading text. (In 2.0.1 this is fixed).
24 Sep 10, 10:08PM
Coool,thx for the info and for this job :)
25 Sep 10, 03:21PM
protox its fine to mention on post 1 :-)
11 Nov 10, 02:11AM
protox: please, for the newbies, fix the .bat file. You need to add the %1 %2 %3 %4 %5 for it to be able to pass arguments, especially for Cube Server Lister.
15 Jan 11, 05:33PM
Really, really loving the blood effect :)
That alone should be included in AC!
09 Mar 11, 04:53AM
*Gravedigs*
Link doesn't work D: Does anyone have a working link? -Frogulis
09 Mar 11, 07:12AM
Well, since Akimbo is down...
09 Mar 11, 08:47AM
That's how we'll take it over.
(09 Mar 11, 04:53AM)Frogulis Wrote: *Gravedigs* (09 Mar 11, 07:12AM)Orynge Wrote: Well, since Akimbo is down... Yes sorry should have had more mirrors. I've also uploaded it to DeviantArt. Anyone is free to distribute my mods so if you want to provide mirrors or fileshare it you can.
09 Mar 11, 12:37PM
Please, in your launcher, make it able to accept arguments. %1 %2 %3 %4 %5
09 Mar 11, 01:36PM
Installed and is currently being awesome.
Nice one and thanks for the deviantART link :) GIBSTICK WANTS ARGUMENTS! What are these arguments for? Is the mod going to suddenly stop working for me? D:
Well they're only useful if you launch the game from cmd, such as
assaultcube.bat -t They are also required for Cube Server Lister, since it needs to pass arguments to AC in order to join the server. (09 Mar 11, 01:39PM)Gibstick Wrote: Well they're only useful if you launch the game from cmd, such as If I ever modify it in the future and re-release I will keep this in mind, thanks for the suggestion. Is it something like Call assaultcube.bat "--mod=mods\protox_mod --init %1 %2 %3 %4 %5" ?
09 Mar 11, 11:25PM
Yes, should be. Thanks!
11 Mar 11, 01:32AM
(This post was last modified: 11 Mar 11, 01:32AM by Ronald_Reagan.)
13 Mar 11, 09:04AM
DUDE, you're on dA??
Pimpin'. ^O^ @Ronald_Reagan, haha. Shoot me off. . . . Idiocies aside, this is an amazing mod, the weapon images in particular catch my attention. How did you make those?
13 Mar 11, 02:21PM
Good question.
They are very purty after all.
13 Mar 11, 10:17PM
For most of them I took a in-game screenshot of each weapon while they were spinning in the selection display mode and then modified and cleaned them up in photoshop. The knife, handgun and sniper icons were made from scratch however.
14 Mar 11, 02:54PM
They're nice, amazing work. ^-^
22 Mar 11, 07:01AM
Just wanted to say that I have updated the mod, both DeviantArt and Akimbo.in should have Version 2.0.5, check the first page of this thread for download links.
March 22, 2011 - Version 2.0.5: ---------------- + Modified protox_mod.bat to allow arguments when launched from cmd [Reported by Gibstick] + New base.png (spark effect on bullet impact) + New bullethole.png (bullet indent in walls) + New explosion.png (more detailed grenade explosion, generated with Filter Forge using Explosion Filter) + New muzzleflash.jpg (bigger and more detailed) + New smoke.png (spark and smoke effect for sniper shot) + Modified voteicons.png (added checkmark and x indications for votes, tweaked hand icon) + Modified protox_mod_preview.jpg and renamed from preview.jpg + Renamed readme.txt to protox_mod_readme.txt + Removed screenshot.jpg to reduce filesize
23 Mar 11, 10:27AM
Yay! A pity that's it's too high quality for my PC to handle...
24 Mar 11, 01:20AM
If anyone wants to use this mod on very low end systems, you can either resize some of effects to default sizes or remove them altogether keeping only the GUI/hud icons and images which use the default resolution.
Would it be worth mentioning that the old protox_mod.bat, with "call assaultcube.bat --mod=mods/protox_mod %1 %2 %3 %4 %5" is better, since it lets the users keep there other settings (such as the home dir)?
You had it right in this post, though the --init is not necessary.
24 Mar 11, 01:35AM
(13 Mar 11, 10:17PM)protox Wrote: For most of them I took a in-game screenshot of each weapon while they were spinning in the selection display mode and then modified and cleaned them up in photoshop. The knife, handgun and sniper icons were made from scratch however. I'm surprised you got the images this way. I would have probably used the ones in the docs... But they're aren't quite the same angles. Anyhoo, mind telling me how you did the blood effect? It really is nice :) (24 Mar 11, 01:21AM)Gibstick Wrote: Would it be worth mentioning that the old protox_mod.bat, with "call assaultcube.bat --mod=mods/protox_mod %1 %2 %3 %4 %5" is better, since it lets the users keep there other settings (such as the home dir)? Yes it would have been the most optimal solution, but unfortunately I couldn't get it to work, adding %1 %2 %3 %4 %5 in the call does not load the mod for me. I tried the following: [SELECT ALL] Code: call assaultcube.bat --mod=mods/protox_mod %1 %2 %3 %4 %5 [SELECT ALL] Code: call assaultcube.bat "--mod=mods/protox_mod %1 %2 %3 %4 %5" [SELECT ALL] Code: call assaultcube.bat "--mod=mods/protox_mod --init %1 %2 %3 %4 %5" [SELECT ALL] Code: call assaultcube.bat --mod=mods/protox_mod --init %1 %2 %3 %4 %5 So I gave up and used arguments from assaultcube.bat [SELECT ALL] Code: bin_win32\ac_client.exe --init %1 %2 %3 %4 %5 --mod=mods\protox_mod The original assaultcube.bat is: [SELECT ALL] Code: bin_win32\ac_client.exe --init %1 %2 %3 %4 %5 Can you explain what you mean about keeping the home dir, not sure if I understand. What can you suggest as the solution? (24 Mar 11, 01:35AM)VenteX Wrote: I'm surprised you got the images this way. I would have probably used the ones in the docs... I needed a much higher resolution to clean up and tweak the weapon icons and I wanted a specific angle like you mentioned. I wanted the icons to be very clear as it easy to mistake some of weapons. I chose a different icon for the sniper so it could look different then the rifles. I think the blood was just a bunch of blood brushes that I had (probably from deviantART), unfortunately i cannot recall the exact ones I used as I had a format recently. I would paint using a single brush then resize, tweak and set on top of another brush and tweak opacity. Nothing particularly innovating I'm afraid. :)
Some AC users have a home dir, set with the --home switch in the AC launcher. Other users may have a variety of customizations in assaultcube.bat. (Of course, most people who have modified assaultcube.bat can know how to adapt and use the protox mod, but sometimes people just copy-paste :P) The home directory has the same structure as the installation directory. All customizations go there (saved.cfg, servers.cfg, init.cfg, downloaded maps). The installation dir can be left untouched this way, and if something goes awry, one only has to delete the bad file from the home dir.
The solution is simple though. I don't know what call does exactly, but just running assaultcube.bat with --mod switch + arguments works. [SELECT ALL] Code: assaultcube.bat --mod=mods\extrafonts %1 %2 %3 %4 %5 My assaultcube.bat as an example: http://pastebin.com/pW3UuBbZ edit: what a horrible post, I hope you didn't see the earlier version
24 Mar 11, 02:07AM
Ahh, I thought you may have made it from scratch. I tend to do that sort of thing when making mods (I know how to make a quite nice brushed stainless steel texture in Paint.NET)
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