RUNNING WITH RIFLES
http://runningwithrifles.com/phpBB3/

[Mod] Running with Trench Foot - [2.0]
http://runningwithrifles.com/phpBB3/viewtopic.php?f=11&t=2069
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Author:  Tremozl [ Tue Jul 14, 2015 2:20 am ]
Post subject:  Re: [Mod] Running with Trench Foot - [1.85]

lol.. OK i wasn't aware that the recent patch had done that :)

I'll get a fix up soon. It will include a few other minor changes.

Author:  Dabila [ Tue Jul 14, 2015 11:44 am ]
Post subject:  Re: [Mod] Running with Trench Foot - [1.85]

Hi , I am very impressed with the mod. has a lot of content and flamethrower is amazing
you mind if I use your flamethrower as a basis for my mod ? exchange model , but the operation of the weapon , sound and fire would come me well

Author:  Tremozl [ Tue Jul 14, 2015 8:47 pm ]
Post subject:  Re: [Mod] Running with Trench Foot - [1.85]

Sure, I don't mind :)

Author:  Dabila [ Wed Jul 15, 2015 1:15 pm ]
Post subject:  Re: [Mod] Running with Trench Foot - [1.85]

Thank you, if you want some of my mod if you want to use it , will be fun to watch a space marine with the British

Author:  Tremozl [ Sat Jul 18, 2015 7:57 pm ]
Post subject:  Re: [Mod] Running with Trench Foot - [NEW 1.9 update]

Alright guys, I released the little 1.9 update which brings the mod up to date with the current Running with Rifles.

Changelog:
-Fixed issue with carry items in campaign mode.
-changed pistol animation set to use new running anims added in RWR. Two-handed firing animations are still used because I like them more.
-adjusted explosive damages to utilize new mechanics added to RWR; Anti-Tank Rifles can now defeat body armour.
-added binoculars, since they were added to Running with Rifles.



There is one known issue: AI Soldiers running around with Pistols will not hold them correctly. Fixing this is out of my hands; it would have to be done by the RWR Developers. Technically speaking it appears that "Carry in Two Hands=0" only works on weapons in the secondary slot; while my AI Soldiers are using a 'cheat Pistol' which takes up the primary slot until they die.


Please report any new problems - I check the forums bi-daily :)

Author:  Tremozl [ Tue Jul 28, 2015 2:30 pm ]
Post subject:  Re: [Mod] Running with Trench Foot - [2.0]

Pretty big update released today:

V2.0:
-new Sniper Suit, Heavy infantry Suit
-new Armoured Plate functions as Riot Shield, can be defeated with explosives or Anti-Tank Rifles
-you can now construct 'basecamps' as respawn points
-you can now construct 'armouries' in new locations
-Bunkers now also get an Anti-Tank Rifle alongside the MG
-Bunkers no longer act as respawn points
-fixed issue where AI was not manning bunkers
-cargo truck and armoury truck now have different appearance
-radar truck is now available as 'carrier pigeon bus'
-new decoy vehicle models credits to Master Blaster
-new sandbag cover model credits to Master Blaster
-you can now carry 4 sandbags once you reach a high enough rank
-some invasion items now spawn in quick-match; rare weapons crates, destroyable objectives etc.. however cargo vehicles do not.
-Veteran and Officer armour now provides more bonus + cost more. Officer now also has no speed penalty.
-lots of balance and cost changes to various weapons and tiering.
-gunboat now functions more akin to the patrol ship (spawn point, high health etc)
-vehicle system heavily updated to give more rewards for spotting / destroying similar to regular RWR
-gas artillery has been optimized and is slightly more powerful.

Author:  minstones34 [ Sat May 14, 2016 1:19 pm ]
Post subject:  Re: [Mod] Running with Trench Foot - [2.0]

Your mod is rly cool, best mod of RWR in my mind. by the way, Could i use your partially radio calls and flamethrower sources in our total conversion mod? of course, we will reveal those sources clearly. i can sure about that.

oh, Total conversion mod that we are working is totally reworked entire game. improved AI, New soldiers, Rebalance weapons and vehicles... but core idea is for a huge scale. (thus we have worked new strike skills. sadly, it make no progress as i thought.) In that sense, your coooool radio calls is suitable for that. so plz lend your hand to our project. we are waiting your reply. :D

Author:  Tremozl [ Sat May 14, 2016 5:51 pm ]
Post subject:  Re: [Mod] Running with Trench Foot - [2.0]

yea man, you're welcome to use those :)

you can use any assets produced by me that you want. that means anything except the Vehicle models and weapon hud icons :) those are by Master Blaster from Running in the Trenches, and you would have to ask him.

Author:  minstones34 [ Sun May 15, 2016 3:05 am ]
Post subject:  Re: [Mod] Running with Trench Foot - [2.0]

Tremozl wrote:
yea man, you're welcome to use those :)

you can use any assets produced by me that you want. that means anything except the Vehicle models and weapon hud icons :) those are by Master Blaster from Running in the Trenches, and you would have to ask him.



Thanks for your kind help. I'd bear your words in mind :D

Author:  Tremozl [ Sun May 15, 2016 9:35 pm ]
Post subject:  Re: [Mod] Running with Trench Foot - [2.0]

Update published for Steam Workshop version. I am no longer supporting the manual install.

[2.01]
-fixed issue where picking germans in campaign spawned as italians, and vice-versa
-optimized sounds, resulting in fewer audio drop-outs
-fix for final mission of campaign not allowing a victory

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