XParkour 2.2 (Xaser's old mod but it's new)

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Re: XParkour 2.0 (Xaser's old mod but it's new)

Postby The Purple Marine » Fri Nov 30, 2018 10:55 pm

I was itching to use slade... so I modded your mod a bit. I recolored the stock of the uzi, messed with the colors of the rifle, and I changed the reload anim on the autoshotgun. Idk why
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Re: XParkour 2.0 (Xaser's old mod but it's new)

Postby The Purple Marine » Sun Dec 09, 2018 9:33 pm

¿Este mod es muerto?
If it is dead, I suppose the mods should know so they can move it to the dead projects subforum.
It would be unfortunate, as I had some fun with this mod, but completely understandable. Regardless, thanks for making this! :)
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Re: XParkour 2.0 (Xaser's old mod but it's new)

Postby TDRR » Mon Dec 10, 2018 11:39 am

The Purple Marine wrote:¿Este mod es muerto?
If it is dead, I suppose the mods should know so they can move it to the dead projects subforum.
It would be unfortunate, as I had some fun with this mod, but completely understandable. Regardless, thanks for making this! :)


Oh you are so funny :x

No mod of mine is dead unless i give my word on it. I just forgot about this one :lol:

Updated, mostly a bugfix and balance patch. I think i made the Akimbo Sawed Offs spawn again?

EDIT: Thanks to wildweasel for clearing it out. Talking about forgetting mods, i forgot to update Skulltag Emulation AGAIN!
Last edited by TDRR on Mon Dec 10, 2018 11:53 am, edited 1 time in total.
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Re: XParkour 2.0 (Xaser's old mod but it's new)

Postby wildweasel » Mon Dec 10, 2018 11:48 am

The Purple Marine wrote:¿Este mod es muerto?
If it is dead, I suppose the mods should know so they can move it to the dead projects subforum.
It would be unfortunate, as I had some fun with this mod, but completely understandable. Regardless, thanks for making this! :)

If it has a download link, it isn't dead.
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Re: XParkour 2.2 (Xaser's old mod but it's new)

Postby TDRR » Tue Dec 11, 2018 3:07 pm

Updated! Mostly cosmetic patch.

Spoiler: Changeloggy


Link in the first post
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Re: XParkour 2.2 (Xaser's old mod but it's new)

Postby UnbornDecay25 » Wed Dec 12, 2018 10:59 am

Now THIS is the definetive way to play Parkour now. The update fixed everything I didnt like bout it and made all the weapons feel good to compensate. Now my only problems are with the original Parkour itself. Thanks man!
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Re: XParkour 2.2 (Xaser's old mod but it's new)

Postby TDRR » Wed Dec 12, 2018 11:48 am

UnbornDecay25 wrote:Now THIS is the definetive way to play Parkour now. The update fixed everything I didnt like bout it and made all the weapons feel good to compensate. Now my only problems are with the original Parkour itself. Thanks man!


That's the nicest thing someone has ever said to one of my mods! Thanks.

But it's a mod that isn't 100% by me so... fission mailed
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Re: XParkour 2.2 (Xaser's old mod but it's new)

Postby UnbornDecay25 » Mon Dec 24, 2018 1:28 pm

TDRR wrote:That's the nicest thing someone has ever said to one of my mods! Thanks.

But it's a mod that isn't 100% by me so... fission mailed


Eeehhhh, you did your best man. Take it with a grain of sugar.
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Re: XParkour 2.2 (Xaser's old mod but it's new)

Postby Dklark » Tue Jan 15, 2019 1:44 pm

Is there a way to disable bullet casing/shell ejection? It can be quite inconsistent. Not to mention the akimbo ssg doesn't eject shells at all.
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Re: XParkour 2.2 (Xaser's old mod but it's new)

Postby TDRR » Tue Jan 15, 2019 4:40 pm

Dklark wrote:Is there a way to disable bullet casing/shell ejection? It can be quite inconsistent. Not to mention the akimbo ssg doesn't eject shells at all.


I was working a way to do this but toggles proved to be difficult. Is a separate patch that removes casings enough for you?

Yes i know casing spawning can be inconsistent depending on pitch but it's because of the really outdated method i used here, i may update it later.
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