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What size of a HAK would you prefer
Up to 0 MB (aka HAKS are the devil) 13%  13%  [ 26 ]
Up to 50 MB 8%  8%  [ 16 ]
Up to 100 MB 15%  15%  [ 31 ]
Just do as you (=Disco) see fit 64%  64%  [ 129 ]
Total votes : 202
Selvec Darkon
 
PostPosted: Fri, Jan 15 2010, 8:27 AM 

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-Cloak-and-Dagger- wrote:
The Chair is a martial weapon. :?


Jackie Chan would argue it is.

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Pony
 
PostPosted: Fri, Jan 15 2010, 23:42 PM 



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Joined: 07 May 2005

Forest: You cant run under the hanging bridges. It is as if they would block the way through an invisible wall.


 
      
Dev Disco
 
PostPosted: Sat, Jan 16 2010, 8:42 AM 

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Phearnun wrote:
Forest: You cant run under the hanging bridges. It is as if they would block the way through an invisible wall.


Intended, or rather: can't be helped. You can only walk on one place in a tile.

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AlphaWaves
 
PostPosted: Sat, Jan 16 2010, 8:44 AM 

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Dev Disco wrote:
Phearnun wrote:
Forest: You cant run under the hanging bridges. It is as if they would block the way through an invisible wall.


Intended, or rather: can't be helped. You can only walk on one place in a tile.

Yea. No overhangs or caves or real working bridges. The engine is rather 2D in that respect.

Just piling up loads of shrubbery and what-not would visually improve that issue, making it not "seem" like it could be traversable beneath them in the first place.

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Selvec Darkon
 
PostPosted: Sat, Jan 16 2010, 9:10 AM 

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And a nod at Monthy Python while your at it.

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TormakSaber
 
PostPosted: Sat, Jan 16 2010, 11:53 AM 

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I will scrounge money and buy a ticket to Amsterdam to punch Disco if he slips in a Monty Python joke... :evil:

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Dev Disco
 
PostPosted: Sat, Jan 16 2010, 12:08 PM 

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HRM Chicken I of Amia

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Nah. I don't like nerd jokes.

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Selvec Darkon
 
PostPosted: Sat, Jan 16 2010, 15:57 PM 

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Liar, and Tormak has catgirl in the game, so he has no legs to stand on for not slipping in a nod at something.

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Dramatic_Prince
 
PostPosted: Sat, Jan 16 2010, 16:02 PM 

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Speaking of terrain, Darkness over Daggerford.
They had sloping terrain unlike the normal flat or tiered terrain.
Any chance to implement that or is it already in?

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Dev Disco
 
PostPosted: Sat, Jan 16 2010, 16:22 PM 

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HRM Chicken I of Amia

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Yes, that can already be done right now. It's a bugger for the AI, though.

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Dev Disco
 
PostPosted: Sat, Jan 16 2010, 19:07 PM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

http://www.amiaworld.net/hak/fixes.rar
http://www.amiaworld.net/hak/fixes.zip

You now need to have these if you test stuff. They contain fixes for about everything mentioned above, except the wrongly numbered/placed shields.

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Sakkran
 
PostPosted: Sat, Jan 16 2010, 19:12 PM 

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Dev Disco wrote:
Phearnun wrote:
Forest: You cant run under the hanging bridges. It is as if they would block the way through an invisible wall.


Intended, or rather: can't be helped. You can only walk on one place in a tile.


Couldn't this be fixed by putting a little mini-transition on one side of the bridge's overhang, leading to the other? Or are the bridges just too long, with too much empty space beneath them?

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Dev Disco
 
PostPosted: Sat, Jan 16 2010, 19:17 PM 

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HRM Chicken I of Amia

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Well, my solution is a lot simpler: you make an 'above' and 'below' area fvor the same patch of forest. Stairs switch you between those, and only the 'above' area has the treehouses.

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-Cloak-and-Dagger-
 
PostPosted: Sat, Jan 16 2010, 20:19 PM 

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No minimap on "Various Interiors" and "Rural Interior". Its not white like the winter one, there is just no detail.

Still got the white squares on the desert area, and the winter one is still white.

Couldn't fly though. I remember the specific areas that were setting it off last time, and the gravity situation is much improved.


 
      
Dev Disco
 
PostPosted: Sat, Jan 16 2010, 21:17 PM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

That's weird. You did install the fixes hak, right? Rural Interior has no minimap, that's correct. Should just be black. Not sure about the Various Interiors, need to check that one. Shows up black for me as well.

Desert and Snow should have their minimaps now, though. Maybe I added them to the big haks and not to the fixes, though.

Well, tomorrow is another day. :D

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Last edited by Dev Disco on Sat, Jan 16 2010, 21:22 PM, edited 1 time in total.

 
      
-Cloak-and-Dagger-
 
PostPosted: Sat, Jan 16 2010, 21:20 PM 

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Yes.


 
      
Selvec Darkon
 
PostPosted: Sun, Jan 17 2010, 8:05 AM 

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Hello Disco, I'm here to make life somewhat difficult again. May be to late, but should take a gander xD.

http://nwvault.ign.com/View.php?view=Ha ... il&id=1979
http://nwvault.ign.com/View.php?view=Ha ... il&id=2247
http://nwvault.ign.com/View.php?view=Ha ... ail&id=734

Dynamic Kobold and Goblins.

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Dev Disco
 
PostPosted: Sun, Jan 17 2010, 8:24 AM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

The Goblins are quite cool. Can't say I fancy the kobos a lot. They look like children with kobo heads.

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Selvec Darkon
 
PostPosted: Sun, Jan 17 2010, 10:11 AM 

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Mhmm, I didn't try the kobo ones to be honest. But the last link looks like it keeps the scales, unsure. I'd also wonder if after the character is created it could be scaled down with the toolset scaler.

The issue discribed by the hin looking one is that textures of the base dynamic models cannot be changed. Meaning scales are a no go. Still, the goblin one looks nice, and the ability to finally dress up the gobbo's in armor and such may be worth it.

The more I think about it actually, the more I wonder if Kobolds shouldn't be dynamic anyway, they are draconic after all.

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linlan
 
PostPosted: Sun, Jan 17 2010, 14:28 PM 

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The fixes worked fine on this end.

Chair is no longer martial. door to Placeable area looks nice now. No more flying occurred.

Still can't use a bucket with the shovel (two-hander). would be neat for RP purposes.

I have a few minor glitches :

- mirror / portal in placeable area is not solid : probably intentional ? (see screnshot)
- tunnel in rural area and Versatile dungeon : when shifting to a dragon the head and wings go offscreen (see screenies)
- I am blocked on the side of one dune in the desert area (see screenshot for detail)
- one tree in the winter area is not solid (just above the entrance) : see screenshot.

I'm new to screenies and don't know how to post thumbnails, so here's the link to the debug album : http://s967.photobucket.com/albums/ae15 ... nNwn/Amia/

Best of all tilesets I think is the treetop area. nice one !

Image


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Pony
 
PostPosted: Mon, Jan 18 2010, 1:16 AM 



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Did Parry get discussed by the way? If no, is there a way to fix it?


 
      
Selvec Darkon
 
PostPosted: Mon, Jan 18 2010, 2:43 AM 

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The NWN community doesn't feel parry is broken, as there is literally nothing on the vault even suggesting fixing it.

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Shade of Blue
 
PostPosted: Mon, Jan 18 2010, 2:54 AM 

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What about tumble?

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TormakSaber
 
PostPosted: Mon, Jan 18 2010, 7:10 AM 

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Let's not.

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Blackdragon12121
 
PostPosted: Mon, Jan 18 2010, 17:41 PM 

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Tumble is so broke but it wont be changed. Its too ingrained (and monsters are even balanced with tumble dumping in-mind) that amia might literally freeze over if the AC it gave was removed or even reduced to 1AC/10 ranks.


 
      
Shade of Blue
 
PostPosted: Mon, Jan 18 2010, 18:24 PM 

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Ahhh. Fair enough. I was just curious, I remembered some rumblings over it and wanted to clarify.

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Dwagin
 
PostPosted: Mon, Jan 18 2010, 20:53 PM 

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If you removed the tumble AC bonus you'd kinda be forced to make melee move to take a divine shield class/go cha build. :/

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Mr Mago
 
PostPosted: Mon, Jan 18 2010, 21:06 PM 

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Make tumble a class skill for all classes.

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Dev Disco
 
PostPosted: Mon, Jan 18 2010, 21:11 PM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
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I am not gonna add anything anymore. Last round of testing tomorrow, fixing bugs, and then it's download/implementation time.

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Murex
 
PostPosted: Mon, Jan 18 2010, 21:18 PM 

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Yay! :D

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Kjetta
 
PostPosted: Tue, Jan 19 2010, 1:06 AM 

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Shade of Blue wrote:
What about tumble?


Fix to: ac from tumble is determined from the lowest number of effective ranks and base ranks.

Means it would be harder to tumble around in plate and tower shields.

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TormakSaber
 
PostPosted: Tue, Jan 19 2010, 3:09 AM 

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No thanks, basic meleers don't need their palry barelt 50 AC nerfed anymore.

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Dev Disco
 
PostPosted: Tue, Jan 19 2010, 8:43 AM 

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HRM Chicken I of Amia

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Dev Disco wrote:
I am not gonna add anything anymore. Last round of testing tomorrow, fixing bugs, and then it's download/implementation time.

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Dev Disco
 
PostPosted: Wed, Jan 20 2010, 21:28 PM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

Anyway, uploading the HAKs now.... which will take quite a while. Tomorrow I will place the 7z (for some reason our server doesn't allow you to download stuff with that extension) at the University and post the links.

I'll go for a last test run and if that's all dandy we're gonna announce that you need to download your stuff during the coming week.

I'll offer the hak in 4 flavours:

Self-installing exe: 170 MB.
ZIP: 164 MB
RAR: 102 MB
7z, one archive: 77.5 MB
7z, 11 parts: 75.5 MB

The archives contain the proper folders.

I guess there is a decent option for everybody?

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The Cobbit
 
PostPosted: Wed, Jan 20 2010, 21:43 PM 

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Wow, a lot bigger than I thought it would be.

I hope to be pleasantly surprised.

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Dev Disco
 
PostPosted: Wed, Jan 20 2010, 22:20 PM 

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Compiling the models added over 10% of the size, so it's not just toys. It will make things run smoother, though.

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Dev Disco
 
PostPosted: Wed, Jan 20 2010, 22:28 PM 

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HRM Chicken I of Amia

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Location: Amsterdam

http://www.amiaworld.net/hak/amia_hak.exe
http://www.amiaworld.net/hak/amia_hak.zip
http://www.amiaworld.net/hak/amia_hak.rar

These are already available. Make sure you overwrite any old hak/tlk files, I didn't change their names this time. I updated and started the test server again.

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Last edited by Dev Disco on Wed, Jan 20 2010, 22:31 PM, edited 1 time in total.

 
      
BlackDahlya
 
PostPosted: Wed, Jan 20 2010, 22:29 PM 

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Joined: 17 Aug 2005
Location: Land of the Scorching Sun, Empowered by Global Warming

Dev Disco wrote:
http://www.amiaworld.net/hak/amia_hak.exe
http://www.amiaworld.net/hak/amia_hak.zip
http://www.amiaworld.net/hak/amia_hak.rar

These are already available. Make sure you overwrite any old hak/tlk files, I didn't change their names this time. I updated and started the test server again.

EDIT: hrggg... that (censored) again... fixing.


It's asking a password, Disco.

EDIT: Username and password. I assume it should be mine, but what about new players?

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Dev Disco
 
PostPosted: Wed, Jan 20 2010, 22:31 PM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
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See the line: "argg... that shite again, fixing".

Shoudl work now.

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BlackDahlya
 
PostPosted: Wed, Jan 20 2010, 22:42 PM 

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I have no idea how I missed the edit. ^^;;

Anyway, yes, it is working now!

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BlackDahlya

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Mobile_Svensk
 
PostPosted: Wed, Jan 20 2010, 23:44 PM 

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Joined: 21 Jul 2005
Location: Awarded most Confused Git of 2014!

I assume the Amia_tlk.tlk goes in the "tlk" folder?

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-Cloak-and-Dagger-
 
PostPosted: Wed, Jan 20 2010, 23:51 PM 

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In the New Placebles bit, there are two buggy ones. One is a cart, the other is Stonehenge. Walking into either sends you flying. :idea:


 
      
mairacle_ninja
 
PostPosted: Wed, Jan 20 2010, 23:56 PM 

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Methinks I'll wait for everything to be confirmed as working and for the 7z version to come up, just to be on the safe side/reduce download amount.

Can't wait for this stuff to be used, though!

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Sylfwe
 
PostPosted: Thu, Jan 21 2010, 0:00 AM 

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Very_Svensk wrote:
I assume the Amia_tlk.tlk goes in the "tlk" folder?


Yep.

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Dev Disco
 
PostPosted: Thu, Jan 21 2010, 8:05 AM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

-Cloak-and-Dagger- wrote:
In the New Placebles bit, there are two buggy ones. One is a cart, the other is Stonehenge. Walking into either sends you flying. :idea:


I'll have a lok. Wouldn't be surprised it it's actually the house next to it.

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Dev Disco
 
PostPosted: Thu, Jan 21 2010, 13:17 PM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

Folks, test test test!

And take a look at the post below. Is this clear enough?

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Dev Disco
 
PostPosted: Thu, Jan 21 2010, 13:18 PM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

Downloading

There 5 download flavours, based on ease of use and download size.

Just give me the easiest option available and don't bother about my download speed
Self installer, 170 MB
http://www.amiaworld.net/hak/amia_hak.exe

I have a Mac and/or I don't want to install a decent archiving program
Single zip archive, 164 MB
http://www.amiaworld.net/hak/amia_hak.zip

I have Unix and/or I don't want to install 7zip
Single rar archive, 102 MB
http://www.amiaworld.net/hak/amia_hak.rar

I have 7zip so give me the smallest file*
Single 7zip archive, 77.5 MB
http://staff.science.uva.nl/~dcslob/hak/amia_hak.7z

My connection isn't that reliable (or fast)
11 part 7zip archive, 75.5 MB
http://staff.science.uva.nl/~dcslob/hak/parts/

Installing
The self-installer does all the work by itself. Download, double-click and press the 'yes' button.

The files in the archives need to be placed in the proper folders: the .hak files go in the /hak/ folder of your NWN installation and the .tlk file goes in the /tlk/ folder. I assume that you know how to deal with segmented archives if you download the last option.

The extracted files take up 580 MB of disk space.



* 7-zip programs can be downloaded at the following locations
Windows: http://www.7-zip.org/
Linux: http://sourceforge.net/projects/p7zip/files/
Mac: http://web.me.com/krmathis/

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Last edited by Dev Disco on Thu, Jan 21 2010, 14:42 PM, edited 1 time in total.

 
      
xordae
 
PostPosted: Thu, Jan 21 2010, 14:03 PM 

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Joined: 01 Jul 2005
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http://staff.science.uva.nl/~dcslob/hak/amia_hak.7z does not work, I am thinking http://staff.science.uva.nl/~dcslob/hak/hak.7z is the correct one?

Also for Linux there is a 7zip repository, it's called p7zip-full if you guys wanna shave some off your bandwidth.


 
      
Dev Disco
 
PostPosted: Thu, Jan 21 2010, 14:42 PM 

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HRM Chicken I of Amia

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Location: Amsterdam

Fixed and added links to 7-zip.

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Mahtan
 
PostPosted: Thu, Jan 21 2010, 17:04 PM 

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Joined: 28 May 2006
Location: That place with the green grass and that blue sky.

The large Orc/Door shield tower shield is all reflective on the inside of the shield.

In the desert II, the door you come out of and the entire transition is slightly floating off the ground, it might be either the building itself, or that its on one of those new hills.

Trying it on a slower computer of mine, the creature room with the Dynamic models gets a huge lag spike as you enter.

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