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Everything posted by AngryChickens

  1. And this moron doesn't know the difference between a mod site and Twitter. Go bitch over there.
  2. Because it's a touchy subject, it causes a bunch of lame people to REEE, it makes the good ones laugh, and ultimately I kind of get a lot of amusement out of watching people who assume a videogame mod was built to convey any kind of real life advice.
  3. Supposedly this site is only allowing downloads from logged in users. That's what it looks like but you might send BlueDrake42 a message since obviously you have an account. I will look at hosting it on a VPS again. You can also find it on NexusMods
  4. It was deleted because the vaccine in the map, which is a joke, was deemed "offensive anti-vaccine propoganda" and the developers caved into people being complete snowflakes about it and they control the Steam content through the Workshop EULA. They do not control the content posted to this site, so updates will be pushed here instead. Having the Steam workshop keep the mod up-to-date was really nice, but I refuse to compromise with self-righteous authoritarians who don't like something in my mod, or the spineless cowards who did nothing to reach out to me for something that I actually include
  5. You have to find a vendor to buy one from I reckon, rip indeed
  6. Gave proof thro' the night that our flag was still there
  7. Yep, the project is pretty new. Updates are made pretty often, so be sure to check back frequently!
    You've found a way to bring 2 iconic and great game characteristics from totally different generations together in an amazing way, great work. Looking forward to seeing more!
  8. Mmmhmmm and if you download my map you can explore it in Teardown
  9. Hi all - I wanted to take note of a project that @Gabe Wehrle and I teamed up on. Our goal was to provide the amazing framework written by Gabe initially, in a re-usable way to the Teardown community, to make it much easier for modders to feature multiple weather environments in their maps. Today, we are announcing our first release, along with bootstrap instructions. The project is hosted on GitLab; please download the source code from there and follow the README instructions to easily get configurable environments into your map! Here's the link: https://gitlab.com/teardown-mods/teardown
  10. Sorry I took it that way, I just really did do a lot to rewrite the code, and it actually does work differently, so it almost came across like you want your name on the lua files I actually wrote, which doesn't seem right either. That being said, it was YOUR idea. I really just wanted to move us into a direction of offering the community here a way of achieving a good environment system, since I know Cobes spent a lot of time on managing various maps. I think if we can combine what we've done, we can save a lot more people a lot of time. What do you say we take the environment syst
  11. Hi Gabe, Thank you for the compliment, I guess. Though I assume since you also sent me a PM you're wanting to publicly shame me for "stealing your code" which I did not do. This is a mod website for a videogame. I don't consider any way content here can/should be monetized in any meaningful way, and everyone who does publish content should be doing so in good spirits, without an automatic sense of entitlement that there's an automatic copyright on everything they publish (and your code in particular had no license at the time that I saw the technique you are using). I understand and
  12. Feel free to use anything you'd like. The options.lua in particular has some really nice methods for binding UI components to the mod savegame state - I extracted them to common functions to make them easy to re-use and re-implement.
  13. I added the suggestion to make the windows pop - great idea, thank you. You really think I should take away the horizontal bar? I feel like it adds some needed variation, though I guess it isn't accurate, and my map description says I'm going for accuracy and realism...on the South side though, there are some slight vertical outcrops with the pillar-like headers, you can see them if you look closely.
  14. Version 1.0.0


    A locking door with a motorized deadbolt and statuslights. It's used in my White House mod, but I am uploading it here as a re-usable prefab that is meant to be used as an easily placable asset within your maps. Statuslights: if the light is red, the door is closed and locked. If it's green, the door is unlocked. Red and green means the door is locked but open, and is trying to close. The deadbolt waits until the door is in position before closing. If the door is open and locked, it will attempt to wiggle itself into place to lock. Sometimes, you need to give it a little shove, but u
  15. Awesome work, did you do all this in MagicaVoxel?
  16. @Jude Johnstone please see the latest version; I've swapped ALL exterior materials to heavymetal....(glass included) Thoughts?
  17. I genuinely tried. I think people often underestimate how far it actually is from the Washington Monument to the White House, but it's a decent distance, even without the DC traffic. Here are some screenshots of what the map looks like with the monument "height placeholder" in the background. In the game, the monument is so far away that it doesn't render, and I had to go walking/flying for a solid couple of minutes before I saw anything. Then, I realized maybe this isn't what the game is for :P
  18. I found an easier way to setup multiple environments with minimal code, adapted from @Gabe Wehrle's Bergwall map. Check out my "options.lua" in the White House mod and msg me for help if you want
  19. I noticed, and haven't fixed it, it's so subtle and so cute when it happens. It looks like the one light is birthing the other. I'll fix it in the next one
    Pretty damn good, I get so sick of users like the other reviewers who review simply based on the fact that it's a little outdated and they might need to do some work to get it working. Pathetic. Great work.
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