Mutilate a doll 2 моды
Gameplay:
Add [Detail > Effects > Wound] (particles on bleeding wounds)
Add [Detail > Effects > Collision] (particle on each touch)
Add [Detail > Effects > Collision Explosion] (poof of particles on harder touch, up to once every 30ms)
Add console command «prioritizeselection [0/1]» (or «ps [0/1]») that temporarily toggles tools prioritizing selected items
Modify Delete tool to delete items incrementally for performance (when deleting >20 items at once, otherwise it’s instant like before)
Modify [Detail > Selection] list to allow deselecting items with Shift+Click
Fix blunt blood splatters not splattering quite bluntly enough
Bloody Mess:
Modify doll parts that would spawn with pre-bloodymess default healths to increase their healths to match current default healths so they don’t feel extremely weak
(Note that this doesn’t affect any custom doll that was saved with a manually modified health.)
Fix concuss setting not applying to per-bodypart concussions
Items:
Modify Kinetizer items to trigger on-throw functionality of items (e.g. Cluster Ball splits into three when Kinetizered)
Modify stabbing force thresholds to make it slightly more solid
Modify various bows to shoot slower so they don’t cut bodyparts quite as instantly
Modify Senzu Bean to set max health to 90001 to match new doll healths better
Modify (Un)Trigger Field not to affect linked items
UI:
Modify [Detail > Joints] to display amount of joints in the title
Modify [Library > Saved Levels] tooltip to elaborate how things can be added there
Fix library reseting when spawning a custom item
Rename «Favourite» to «Add to Library» in [Content menu > Current Save]
Move temporary properties (debug/locked/grid snap) to the bottom of the properties list
Modify Colour menu to accept pasting #ABCDEF format hex codes, stripping the «#» in the process
Clarify various settings
Fix various tooltips
Misc:
Fix incremental loading failing if no items were saved
Fix Crash still appearing in the Powers menu in some cases (it’s supposed to be in Environment > Minigames only)
Mutilate a doll 2 моды
В разных играх мастерская Steam может использоваться по-разному, но всё, что тут есть, сделано обычными участниками сообщества Steam, такими же как и вы.
При подготовке страницы модификации или предмета в Мастерской Steam теперь вы можете добавить интерактивное трехмерное превью предмета вдобавок к видео и скриншотам.
Пример использования превью можно найти на странице модификации Doomhammer, созданной пользователем johnskyrim:
https://sketchfab.com/models/7b08add6fb40478a9bc465a8ef0d8ffb
Превью помогает получше ознакомиться с предметом, сценой или моделью, осматривая их со всех сторон в трехмерном пространстве.
Чтобы добавить трехмерное превью, вам понадобится создать бесплатный аккаунт на сайте Sketchfab (http://sketchfab.com/) и загрузить свою модель. Процесс подобен публикации видео на сайте YouTube. После загрузки предмета и создания соответствующей страницы на Sketchfab, вам останется лишь указать ссылку на ту страницу в новом поле при редактировании скриншотов и видео предмета в Мастерской Steam.
Превью также можно использовать в Обсуждениях, Объявлениях и Greenlight.
We’re going to remove the payment feature from the Skyrim workshop. For anyone who spent money on a mod, we’ll be refunding you the complete amount. We talked to the team at Bethesda and they agree.
We’ve done this because it’s clear we didn’t understand exactly what we were doing. We’ve been shipping many features over the years aimed at allowing community creators to receive a share of the rewards, and in the past, they’ve been received well. It’s obvious now that this case is different.
To help you understand why we thought this was a good idea, our main goals were to allow mod makers the opportunity to work on their mods full time if they wanted to, and to encourage developers to provide better support to their mod communities. We thought this would result in better mods for everyone, both free & paid. We wanted more great mods becoming great products, like Dota, Counter-strike, DayZ, and Killing Floor, and we wanted that to happen organically for any mod maker who wanted to take a shot at it.
But we underestimated the differences between our previously successful revenue sharing models, and the addition of paid mods to Skyrim’s workshop. We understand our own game’s communities pretty well, but stepping into an established, years old modding community in Skyrim was probably not the right place to start iterating. We think this made us miss the mark pretty badly, even though we believe there’s a useful feature somewhere here.
Now that you’ve backed a dump truck of feedback onto our inboxes, we’ll be chewing through that, but if you have any further thoughts let us know.
The Steam Workshop has always been a great place for discovering community-made mods, maps, and items for a variety of games. Starting now with The Elder Scrolls V: Skyrim, the Workshop is also a great place for community content creators to earn money by selling their greatest works.
We think this is a great opportunity to help support the incredible creative work being done by mod makers in the Steam Workshop and to encourage more top-quality work. This new feature allows mod authors to choose whether to list their items for a fixed price, for pay-what-you-want, or to make their item available for free. As a customer and fan of Skyrim, you’re able to explore both paid and free mods, quests, and items.
The whole feature is best explained in the full press announcement and on the detailed announcement page and FAQ here: http://www.steamcommunity.com/workshop/aboutpaidcontent
Along with these new options available to mod-creators, we’ve added a few features to support the experience and make everything as easy as possible:
With over 24,000 free mods available for Skyrim in the Steam Workshop, there will always be lots to do and explore for free. Now you can also find mods with a specified price, or mods where you can choose how much you wish to support the creators. The price is up to the mod creators.
When shopping for anything, it’s still important to spend a little time learning about any product you are about to purchase. But, if after purchase you find that a mod is broken or doesn’t work as promised, you can easily get a refund of that mod within 24 hours of your purchase. View the full refund policy here.
If you’re new to Skyrim and haven’t yet tried it out, now is your chance. Available now through April 26th, Skyrim is free to play. Just visit the Skyrim store page and click the ‘play’ button to download and start playing. If you decide you want to keep the game, it’s also on sale for 75% off regular price!
To prepare for this announcement, we’ve asked a few community mod makers to prepare some content for release. Browse Paid Skyrim Mods
Whether you’re just getting started or are already a professional artist or developer, now you can make money from your creations in the Steam Workshop.
Starting with The Elder Scrolls V: Skyrim, you can make new cosmetic items, custom skins, fancy houses, epic quests, entire new cities, or just a new hat for Lydia. Once you’ve made your creation, you can easily set a price and earn a portion of each sale made through the Steam Workshop.
Plus, many more of your favorite Workshop games will support paid content in the coming weeks. Check out the full announcement and FAQ for more details.
The limitation of paid, revenue-generating Workshops to Valve content has been an unfortunate consequence of the sheer number of challenges required in order to scale to a global audience of creators and players. Today we’re happy to announce that after a ton of work, the first curated Workshops for non-Valve games have opened: Dungeon Defenders: Eternity and Chivalry: Medieval Warfare.
This is really exciting news and means that more high quality content will be available for the game you love playing. Plus, purchases of this great new content directly enables those community members to continue practicing their craft and making more awesome content.
We expect more curated Workshops to become available for creators and players in various games over the coming weeks and months.
The Workshop has continued to grow and a larger number of contributors are now earning revenue from more pieces of content in a wider variety of games. To help answer questions about where revenue is coming from, we’re also launching a set of new tools that enable contributors to view real-time sales data for their items as well as view detailed per-item revenue breakdowns and historical statements.
Once you have content accepted into a paid, curated Workshop, you’ll see a link to «View Your Revenue» from your «My Workshop Files» page. If you don’t have any content accepted yet, now’s a great time to get involved!
We just released an update for the Steam Workshop that adds a voting queue for item selection and a new home page for each Workshop to highlight cool content.
Workshops for games such as Team Fortress 2, Dota 2, and Counter-Strike: Global Offensive include a type of items that players vote on to help determine which items can get accepted and made available for use in the game.
Workshops with these types of items now have a voting queue, similar to the queue in Greenlight or on the Steam home page. This queue will make it easy to discover new and interesting items to vote on, and will help the game teams get a better measure of community interest on the variety of items being considered for use in the game.
Each product Workshop now has a new home page design, helping to highlight the most interesting content in the Workshop, and to also better expose a variety of ways to browse the Workshop. With this new home page, customers can now more easily see mods, maps, or items created by authors they follow, see what their friends are marking as favorites, and read about recent Workshop news from the game teams.
This new home page also provides space for games to run special events such as themed contests, or to highlight new types of content supported by their Workshop.
This update has automatically applied to all games and software with a Steam Workshop, so just check out your favorite Workshop to see these new features.
Mutilate-a-Doll 2 на ПК
Mutilate-a-Doll 2 – это очень странный и необычный казуальный симулятор, в котором вам нужно будет испытывать различные вооружения на тряпичных человекообразных куклах…
Никакого конкретного сюжета в этой игре попросту нет. Да он и не требуется, ведь суть тут не в сюжетной истории, а в том, чтоб использовать максимум воображения и фантазии в попытке уничтожить тряпичную человекообразную куклу. Да-да, ваша цель – уничтожить тряпичную куклу, похожу на человека. Причем, в вашем распоряжении будет такое количество всевозможных средств, с которым вы сможете придумать самые жестокие, кровавые и необычные способы уничтожения.
Второе же достоинство этой игры заключается в реалистичной физике. Тут нет летающих предметов или нереалистичных процессов – все подвержено воздействию реальных законов физики. Тяжелые предметы падают сверху вниз, топор разрезает тело куклы так, как и должно быть, огонь горит снизу-вверх, и все в этом роде.
Ну а в дополнение ко всему прочему стоило бы сказать еще и о том, что условия, в которых будет все происходить, вы придумываете и создаете в Mutilate-a-Doll 2 самостоятельно. Попробуйте создать море и пропустить по плавающей кукле катер, или уроните на куклу горящую машину, или и вовсе устройте потоп и посмотрите, как именно погибнет кукла. Вариантов много – вам остается лишь пофантазировать…
У нас вы можете скачать Mutilate-a-Doll 2 торрент последнюю версию бесплатно на компьютер.
Mutilate a doll 2 моды
A: MaD2 is a highly customizable virtual stressball and physics sandbox about mutilating ragdolls in various ways using an overwhelming amount of weapons and tools.
A2: Marketing tagline aside, MaD2 is a game with a very simple premise (it’s in the name) combined with tons of content and very deep sandbox features for the power users. It’ll take a bit to get into it, but once you do, you’ll be able to create pretty fancy things (see for example the Maker Environments in-game for examples of content created entirely in-game by other players.)
A: Dozens or even hundreds hours if you really really like the game.
As of writing, the average time played is 13 hours, with 22% of all players having played for more than 10h, 5% having played more than 50h, and 1% having played more than 100h.
A: The download release exists to allow people who like the game to continue playing the game while supporting future updates, because web Flash End-of-Life is in effect, meaning the game can’t be played on the web any more:
«Adobe is planning to end-of-life Flash. Specifically,
we will stop updating and distributing the Flash Player at the end of 2020″
(Full announcement: https://theblog.adobe.com/adobe-flash-update/ )
Other than that, the simple fact is that MaD2 is a good game that I’ve worked on for years and years, with potential for hundreds of hours of gameplay due to the sheer amount of content. If you like the game, support it.
That said, I very much know that the game is just not for everyone, especially if they’re not aware of the whole web origins aspect of it, which is why I’ve included the very large disclaimer about the technical limitations on the store page for transparency, even at the cost of sales. If you don’t feel like it’s a game you’ll enjoy, feel free to use Steam’s refund system.
MaD2 is a game that is meant to be played, unlike many games nowadays.
Mutilate a doll 2 моды
Mutilate-a-Doll 2
Item models can be imported into the game by anyone via [Library > Local Models] locally, but any permanent global additions to the Library and all item functionality is done by myself in-code.
So you can add your own props, if you bother learning how the editor works, but for any actual functionality besides sticky/sharp (which are item model properties) you’ll need to mess with existing items.
Item models can be imported into the game by anyone via [Library > Local Models] locally, but any permanent global additions to the Library and all item functionality is done by myself in-code.
So you can add your own props, if you bother learning how the editor works, but for any actual functionality besides sticky/sharp (which are item model properties) you’ll need to mess with existing items.
Item models can be imported into the game by anyone via [Library > Local Models] locally, but any permanent global additions to the Library and all item functionality is done by myself in-code.
So you can add your own props, if you bother learning how the editor works, but for any actual functionality besides sticky/sharp (which are item model properties) you’ll need to mess with existing items.






