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About Shirsh

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Don't Starve Together
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Oxygen Not Included
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  1. Banter lines you written in 2015, I finally added them to combo version of agent mod!

  2. [MOD] Advanced Guard Protocol

    Probably it was exact point when head was emptied to zero there only two then
  3. [MOD] Advanced Guard Protocol

    I totally burned out on numbers of new guards for now: emptiness in a head about how to combine parts or trying to think of something new happened, so I started to leave it for yesterday, it goes in a loop and there still done nothing so I uploaded those 3 that were done at least so they can be used as named or differently Advanced protocols
  4. [MOD] Advanced Guard Protocol

    I'm slowpoking with art, sorry, as people saying "soontm"
  5. [MOD] Advanced Guard Protocol

    I was more into something like good old mk 1 image but now idk how it will go here's yesterday evening remixes (I'm lazy so it's really just a remixes of different guys), that's a KO Assault unit (finally) and probably Sprinter, and teaser of another agent mod, that suddenly slightly more upcoming than day before also wow, new options for images on a forum, pretty awesome (or it's old but I missed them).
  6. [MOD] Advanced Guard Protocol

    Oh, my mistake I thought James add it in anim examples but there only new akumas.
  7. [MOD] Advanced Guard Protocol

    I think I should make some skins for this guys then: Omni hunter KO Thor unit (+elite) Ghost (+elite) if they are not replacement for Psi KO Sprinter
  8. [MOD] Advanced Guard Protocol

    @Cyberboy2000 did you put in game old tanky akuma btw? Maybe there's a place for it possible? Also, can you make sysadmins using separate option please? Sometimes it's just a mood to have more classic experience, without cat'n'mouse game with them every round while still with other new guards.
  9. [MOD] Advanced Guard Protocol

    Ghosts code was removed in release version, same as random events code etc, even with early access build on hand (I don't have it now) it was over the top work to recreate it, in EA version there was code for "cloak" perk for example, that made enemies use that opacity shader and iirk also made them and their fov seen only in certain radius.
  10. [MOD] Advanced Guard Protocol

    Cool,didn't tested yet, so there new guards to change graphics for?
  11. @Cyberboy2000 I have both extracted, with build xmls, you sure was using "-e anims" in KWADTool?
  12. I'll stop to be "that guy" then. Really really really wish to see this game on next devstream.
  13. I'll be "that guy", why is there "puppy eyes and blocky faces" style, it's so Castle Crashers and BattleBlock Theateresque >_>
  14. Hey, @Jason I've got another modding question/request: when I trying to make female enemy it's always looks like for dragging this enemy male animation used: doesn't matter if I use Banks kanim or use .adef from grp_name.anim, she always get male proportions when an agent drag her =/ Is it possible to override somehow?
  15. That's why I use Akelpad - optional lua syntax highlight. In 1st case It was extra pair of square brackets that ruined everything: But second looks more like modinit that should work. Did you tried it without sequential modloader part? I have feeling that you didn't add it properly: in his thread Lemonymous write to add "include( scriptPath .. "/lib_sequentialModLoader" )( modApi )" and I didn't see it in your file.