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EXUMPWeapons - Quality of Life/Updates for EXU2

For public discussion of all things EXU2.

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User avatar jaypeezy
Skaarj Berserker Skaarj Berserker
Posts: 326
Joined: 25 Sep 2010, 04:32

Subject: EXUMPWeapons - Quality of Life/Updates for EXU2

Post Posted: 01 May 2024, 12:49

Hey, you! Yeah you. (You know who you are).

Like excessive unreal 2? Think it's too damn hard? Some of the bugs irked you too much?

I took it upon myself to release a minor patch that will fix some of these problems. A non-exhaustive list of these includes:
- Fixed 3rd-person Quadshot model for the EXUShotty (Thanks to Marco/dots for allowing me to use the ported 227 quadshot model!)
- Many weapons like SK6, LRPC etc. were moved into a valid weapon slot (previously, assignment to invalid weapon slot produced Accessed None's repeatedly)
- Shitgun pentapower is now fixed, does not spawn burster brutes upon detonation of canisters

In addition, I've thrown in a new mutator exumpweapons.exucoophelper that can be used in SP and practice sessions to give players a bit of a helping hand, by spawning with armor and the full EXU loadout!

Get it here: ... drive_link

User avatar Sat42
Skaarj Warlord Skaarj Warlord
Posts: 923
Joined: 14 Jul 2013, 16:42

Subject: Re: EXUMPWeapons - Quality of Life/Updates for EXU2

Post Posted: 01 May 2024, 12:55

Sounds pretty sweet, thank you for the update! will test the mutator as I can use the helping hand :)
Nali: Magic or Telekinesis
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.

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