POSTAL Megathread: Let's piss on everything and blow their heads off v1
4,955 replies, posted
[QUOTE=Toploader;44698769]Judas is a hard working and much valved intern that often forgets her place. My PM's to her alternate from 'great job' to 'wind your neck in' where she starts to act like she's up there with the most hardcore of RWS members.
She's an asset, but a long way from being able to say 'we' and 'us' when referring to RWS.
:dance:
[editline]2nd May 2014[/editline]
We know... don't get attached to it though.[/QUOTE]
Gotta keep em in their place.
Wait what am i saying, im part of the 'em'.
Ah well, call me masochistic.
And here's the beautiful, beautiful changelog in all its glory.
[quote]1413-1415 Change Log
POSTAL 2 Complete: General
--------------------------
* Steam Workshop support has been fully implemented! Use the POSTed Development Kit to design and upload your Workshop items, and then play them with the new Workshop browser in POSTAL 2 Complete. For more information on how to design, upload, and play custom content, see our Steam guides.
* New secret weapons await those who seek them out.
* End-of-game statistics now display the game mode, difficulty, and any Workshop mods you used.
* Bystanders waiting in queue lines with no operator will eventually get bored and leave.
* Resolved an issue where a pawn's mouth would continue to move indefinitely.
* Resolved an issue where some pawns would not notice the Dude's presence.
* Resolved an issue where checkpoint saves would fail to trigger in POSTAL and Impossible difficulty.
* Resolved an issue causing exploded cars and barrels to lose intractability.
* Resolved an issue where police and certain other pawns would "speedwalk" to their destination instead of running.
* ATMs now remember if they are broken into, and cannot be broken into repeatedly during the same day.
* Police will now arrest you if they see you breaking into an ATM.
* Resolved an issue where Rednecks would not notice the Dude dressed as the Gimp in the Brewery on POSTAL and Impossible difficulty.
* Resolved an issue where pawns in Apocalypse Weekend would receive the wrong randomized accessories.
* Reduced recoil on MP5 and Glock.
* Matches will no longer block doors from opening or closing.
* Resolved an issue where bystanders could get stuck in a T-pose in an open door.
* Fixed the position of the clipboard in the Dude's hand when looking in a mirror.
* Fixed the "double-shot" glitch that caused a weapon to fire twice in rapid succession when switching to it.
* Resolved an issue where unprintable characters entered into the console would literally be unprintable, leading to confusion when entering console commands.
* Balanced the damage of all Anthrax-based weapons
* Fixed a glitch where the player could obtain additional stored health items after winning at least one in the Chompy game cartridge for Bass Sniffer Radar.
* Resolved an issue where zombies would continue to "walk" despite losing one or both legs.
* Fixed crouch-walking animations for various weapons.
* Fixed aspect ratio for pre-rendered (RoQ) videos.
* The Enhanced Game "hands" weapon can be charged to throw objects a longer distance.
* When viewing rockets with the Rocket Camera item, you can now detonate them by pressing your Use Item button.
* Added new cheat: "CatNado" - adds AW test cats to your inventory.
* Made it easier for explodable cars and barrels to be triggered with fire and gasoline.
* Toned down the intensity of the AW head wound effects.
* Improved the chance for the Enhanced Game knuckle dusters' special effect to activate.
* The suicide grenade has a new effect in the Enhanced Game.
* Thrown or kicked heads will break windows now.
* The "Whatchutalkinbout" and "KrotchatizeMe" cheats will no longer cause the spawned Garys or Krotchys to carry errand specific items.
* Added a new Enhanced Game effect for the Baseball Bat's alt-fire.
* Clarified the conditions for unlocking the secret option in the Options menu.
* Glock and MP5 weapon firing mode now displayed next to ammo count, instead of off in a corner somewhere.
* The cheats GameSpeed, MightyFoot, SuperMario, SonicBoom, and MoonMan now persist between map changes.
* Restored the old AWP cheats, CopKilla and Charismatic.
* NPCs will now properly utilize the MP5 in burst fire mode.
* Scissors will once again damage pawns at close range.
* Disabled bystander fists once again... they were causing too many problems to release as part of the main game. Look for a Workshop item to enable them if you're willing to deal with the issues they cause
POSTAL 2 Complete: Gameplay
---------------------------
* Church
* Reinstated a Redneck line that did not play correctly.
* Meat World
* Fixed an issue with the cinematics.
* Fixed an unreachable machete.
* Added a missing static mesh.
* West Mall
* Fixed pawns getting stuck in arcade machines.
* Greenbelt 2
* Fixed the bums in the millhouse being armed with baton ammo instead of an actual baton.
* Highlands
* Fixed a bystander spawning directly into a car that appears only on Friday.
* Suburbs 1
* Fixed pawns spawning under the map.
* Improved variety of Dude commentary.
* Tora Bora
* The soldiers you rescue in this map are actual semi-useful allies now!
* Tweaked the boss fight at the end of the map.
* Elephant Preserve
* The Dude is now healed to full at the end of this mission.
* Military Base Part 4
* Removed the exit that returns to Part 3, preventing the player from being forced to redo the previous map.
* Bridge
* The AW final boss is now immune to Anthrax damage.
POSTed: POSTAL 2 Development Kit
--------------------------------
* POSTed is now its own Tool, under Library --> Tools. It includes a self-contained installation of POSTAL 2 Complete, perfect for creating and testing new content without the risk of breaking your base installation. The UCC command-line tool is also part of this package.
* POSTed also includes a specialized testing map, TestMap.fuk, which can be used for easily testing any custom content you create.
* Several actors received all-new icons to better illustrate their purposes.
* Included a new set of developer placeholder textures, allowing you to easily plan out the BSP of your map. Includes a reference panel for the Dude's default movement abilities.
* The viewport right-click popup menu contains several new options:
"Toggle Paths" - toggles AI path display in all viewports.
"Actor Properties (New Window)" - Opens up an independent Actor Properties window. You can open any number of these windows, allowing you to visually compare properties between two or more actors.
"Edit --> Copy as Script" - Copies all highlighted actors to the clipboard as UnrealScript, allowing you to easily modify stock maps via P2GameMods. See the Steam Guide on "Modifying Stock Maps Using Copy As Script" for more details.
"Static Mesh" - You can smooth or unsmooth static meshes from the right-click menu.
"Select --> Actors of this Class" - Instead of selecting all actors of a specific class, you can now choose to select actors of a subclass, or a root non-Actor class. For example, if you have a MeatProtestor selected, you can select all actors of class MeatProtestor, Protestor, or all Pawns in the map.
* Several new top-row toolbar icons allow you to place the most commonly-used Actors without needing to go through the messy Actor Class Browser tree. Note that these buttons do not dynamically adjust to custom content; if you create any new actors you will have to place them the "old" way, by finding them in the Actor class Browser.
* Viewports now have several clickable buttons for toggling terrain, static mesh, etc. display.
* Holding the middle mouse button now lets you rotate the selected actor(s) in the 3D viewport. Holding CTRL and the middle mouse button allow you to pitch and roll the selected actor(s).
* Scripted Actions are now split into categories with plain English names when adding a new scripted action.
* The Checkpoint actor now defaults to using the Checkpoint save slot.
* Several new hotkeys have been added, and some have been moved. For further details, see the "POSTed Hotkeys Quick Reference" Steam Guide.
* DrawScale and DrawScale3D can be easily adjusted for the highlighted actor(s) with text boxes at the bottom of the editor.
* Added several useful actors and Scripted Actions for level designers.
* Actor placement no longer fails due to collision. This fixes the exceedingly-common issue where right click --> Add Actor would appear to fail for no good reason.
* The Radius Actors view now displays sound radius for ambient sounds.
* Resolved an issue causing the Terrain, Surface, and other dialog boxes to appear broken on Windows 7 and newer operating systems.
* Textures can now be defined as bTwoSided. You no longer need to create a FinalBlend or Shader specifically for this purpose.
* Terrain DecoLayers now have the RandomYaw feature enabled.
* Right-clicking in the Static Mesh, Texture, etc. browsers now gives the option to copy the object's name to the clipboard. If a menu does not appear (Sound/Animation Browser) then the name is copied to the clipboard automatically.
* Several actor defaults have been set to proper values, to make your life easier as a level designer.
* Added pre-defined fire and smoke emitters (FireEmitterMap, SmokeEmitterMap).
* Added the Load All option to the Sound Browser.
* Implemented right-click menu in Matinee Action editor.
* Viewports are properly refreshed while working in Matinee editor.
* Added "Add Interp Point + Action" button in Matinee Tools.
* New feature for DayBlockers, where instead of being added on a specified day, it is removed.
* Resolved an issue where an Emitter set as AutoDestroy would, in fact, destroy itself if real-time preview mode was turned on.
* Added "FollowPlayerController" as a possible Controller class. Pawns with this controller will attempt to follow and protect the Dude. The pawn should also be set to bPlayerIsFriend and have a reasonably high friend damage threshold. [/quote]
[QUOTE=Judas;44705269]in all its glory.[/QUOTE]
oh god that reminds me of that exposed penis dlc
[QUOTE=Judas;44705269]And here's the beautiful, beautiful changelog in all its glory.[/QUOTE]
This update had a lot of thing i've been waiting for to be fixed. Mostly just old reported bugs finally get fixed and that alone makes me a happy mass murdering lunatic.
also there's a POSTAL 2 key giveaway happening again
[url]http://gopostalrws.tumblr.com/post/84538840240/steam-workshop-has-launched-and-postal-2-key[/url]
This guy got stuck here somehow. He did nothing for a few seconds then he started vomiting. He still hasn't stopped.
[t]http://i.imgur.com/f3SkgVj.jpg[/t]
Unreal ED seems to stop working when in the workshop publish tool opening an image crashes
Apparently it only happens if the image is NOT in the postal 2 editor folder
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=255631823&searchtext="]Also i'm the first one to upload a non official non dev workshop mod yeeaaa[/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=255631823&searchtext="][IMG]http://cloud-4.steampowered.com/ugc/3334098169241677339/4D8032D449B0C6B38FBB2BC4756CFCF99F0EF310/[/IMG][/URL]
Cool! Feels more real now we've had a third party upload content.
This is literally going to usher in a completely new way to play the game. Congrats guys, you more or less reinvented postal 2 just by making modding significantly easier.
I'm not sure why but the scripts thing frustrates me
i fixed my mod since i forgot to do it
[del]hope i did everything right[/del] shit
Please decrease POSTAL 2 price to 40 cents so I can buy it!
Just had a quick look at the editor I'm dying for a shit though so I will come back to it and learn more after
[QUOTE=Zender Troop;44706012]Please decrease POSTAL 2 price to 40 cents so I can buy it![/QUOTE]
as posted earlier, if you use tumblr you can get a free key right now.
This is too awesome Toploader. We all knew it would be implemented, but not this soon!
When are the Mac and Linux achievements going to land?
If you make a workshop addon
Make sure to include scripts or you've pretty much doomed all of humanity.
[QUOTE=Memobot;44706132]This is too awesome Toploader. We all knew it would be implemented, but not this soon!
When are the Mac and Linux achievements going to land?[/QUOTE]
Now we've wrapped up the final big Windows update we'll start to look at rolling them onto Linux and Mac, no ETA though yet.
[editline]2nd May 2014[/editline]
Protip:
P2 will go 70% off tomorrow for two weeks.
Never realized the civilians were individually placed. Always assumed they were mostly randomly spawned.
It's 50/50, many are spawned too.
[editline]2nd May 2014[/editline]
[QUOTE=ChickenLegGuy;44706191]If you make a workshop addon
Make sure to include scripts or you've pretty much doomed all of humanity.[/QUOTE]
Could you pull your mod please until you would out why this crash is happening for those that start in Sandbox:
History: FUnrealfileSummary<< <- LoadSummary <- ULinkerLoad::ULinkerLoad <- UObject::GetPackageLinker <- (Core.Class rusty.rusty NULL) <- UObject::StaticLoadObject <- (InteractionMaster Transient.InteractionMaster0, Function Engine.InteractionMaster.Process_KeyEvent) <- UObject::ProcessEvent <- UInteractionMaster::MasterProcessKeyEvent <- UEngine::InputEvent <- UWindowsViewport::CauseInputEvent <- UWindowsViewport::UpdateInput <- UViewport::ReadInput <- APlayerController::Tick <- TickAllActors <- (NetMode=0) <- ULevel::Tick <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoo
[QUOTE=Toploader;44706734]It's 50/50, may are spawned too.
[editline]2nd May 2014[/editline]
Could you pull your mod please until you would out why this crash is happening for those that start in Sandbox:
History: FUnrealfileSummary<< <- LoadSummary <- ULinkerLoad::ULinkerLoad <- UObject::GetPackageLinker <- (Core.Class rusty.rusty NULL) <- UObject::StaticLoadObject <- (InteractionMaster Transient.InteractionMaster0, Function Engine.InteractionMaster.Process_KeyEvent) <- UObject::ProcessEvent <- UInteractionMaster::MasterProcessKeyEvent <- UEngine::InputEvent <- UWindowsViewport::CauseInputEvent <- UWindowsViewport::UpdateInput <- UViewport::ReadInput <- APlayerController::Tick <- TickAllActors <- (NetMode=0) <- ULevel::Tick <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoo[/QUOTE]
Sure.
[QUOTE](Core.Class rusty.rusty NULL)[/QUOTE]
Oh I get it.
[QUOTE=Judas;44704580][img]http://puu.sh/8vAC9.png[/img][/QUOTE]
Someone please replace the Dude's dialogue with Plinkett quotes.
Instead of "Would you like to sign my petition", he can say "You want a pizza roll?"
[QUOTE=Coffee;44708431]Instead of "Would you like to sign my petition", he can say "You want a pizza roll?"[/QUOTE]
That would be so glorious
[QUOTE=Coffee;44708431]Instead of "Would you like to sign my petition", he can say "You want a pizza roll?"[/QUOTE]
"Fuck you Rick Berman!"
So how easy is it to mod in postal 2?
[QUOTE=megafat;44708414]Someone please replace the Dude's dialogue with Plinkett quotes.[/QUOTE]
please leave a comment on my webzone if you know how to get goat milk
[QUOTE=Judas;44705269]And here's the beautiful, beautiful changelog in all its glory.[/QUOTE]
been noticing for a while you've been getting dumbed by the same guy in every one of your posts here.
[QUOTE=endorphinsam;44709710]been noticing for a while you've been getting dumbed by the same guy in every one of your posts here.[/QUOTE]
~my haters are my motivators~
So, since the last 2 updates I wasn't able to open the game, cleaned the system folder and now it's working again, problem is, I lost all the unlocks I had (Enhanced mode and stuff), is there a way to unlock this without having to replay the game?
[QUOTE=E.C.S;44710132]So, since the last 2 updates I wasn't able to open the game, cleaned the system folder and now it's working again, problem is, I lost all the unlocks I had (Enhanced mode and stuff), is there a way to unlock this without having to replay the game?[/QUOTE]
type "open movieoutro" into the console ingame
[QUOTE=Coffee;44708431]Instead of "Would you like to sign my petition", he can say "You want a pizza roll?"[/QUOTE]
"[i]Video games didn't ruin my life, fucking [b]Polio[/b] did![/i]"
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