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Re: Forgotten Enemies 1.3 Singleplayer Fixes

Posted: Thu Jul 05, 2012 9:56 pm
by Red Devil
'into the fire' is working again and it is very difficult

some minor things i need to fix:

- talon spawns right in front of you when you exit the hadean bunker
- pods bounce when spawned by ecm unit
- service trucks over-steer when crossing bridge
- crater breach leaves a lip that units find hard to get over (increased thrust of hammers)

Re: Forgotten Enemies 1.3 Singleplayer Fixes

Posted: Thu Jul 05, 2012 11:47 pm
by jack775544
Red Devil wrote:'into the fire' is working again and it is very difficult
Woohoo.
- The talon by the bunker was hard but not impossible but it will be good to see a fix for it.
- The bouncing pods are good for healing the pod though.
- Yes I had to get one of my tugs to lift the service truck across the bridge, the other somehow clipped though the bridge and into the lava below :(
- I couldn't get to that part before with the camera glitch so no comment :).

Re: Forgotten Enemies 1.3 Singleplayer Fixes

Posted: Thu Jul 05, 2012 11:52 pm
by Ded10c
Pipes on the facility maps are goddamn huge.

Re: Forgotten Enemies 1.3 Singleplayer Fixes

Posted: Fri Jul 06, 2012 12:43 am
by Red Devil
yes, i was wondering if they were misplaced, but hugeness is the culprit.

found that the reason that the creator skips the first few jammer locations is that GetCommand is always returning 0.

Re: Forgotten Enemies 1.3 Singleplayer Fixes

Posted: Fri Jul 06, 2012 5:27 pm
by Red Devil
found all the facility pipe/etc. .xsi's and am being a virtual steamfitter now; looks like some pipes are missing or it was unfinished.

edit: might just be that that is the point - that it is supposed to represent Facility under construction/being repaired, hence all the cranes.

Re: Forgotten Enemies 1.3 Singleplayer Fixes

Posted: Fri Jul 06, 2012 9:16 pm
by Ded10c
I'm not quite sure how the pipe size got mangled, since my work for BZRAP has meant I've updated and modularised all the assets from FE, including those from Facility's environment, and they all work as exactly they did in 1.2. Either way, the pipes as they are work fine on the existing maps and have always done so. No new assets should be required, nor any changes.

Re: Forgotten Enemies 1.3 Singleplayer Fixes

Posted: Fri Jul 06, 2012 9:30 pm
by General BlackDragon
AHadley wrote:No new assets should be required, nor any changes.
+1

Re: Forgotten Enemies 1.3 Singleplayer Fixes

Posted: Sat Jul 07, 2012 3:37 am
by Red Devil
it's the same assets, just rescaled. geometryScale was set to 9 somehow. also removed/replaced pipes that were on team 15/enemy; probably an oversight. all 5 jammers/bunkers are built now instead of 3..5. if i hop in a siren and attack, stewart starts whining, so i'm going to look into that. adjusted the engageRange of the sirens so it matches their assault weapon aiRanges. etc., etc., etc....

Re: Forgotten Enemies 1.3 Singleplayer Fixes

Posted: Sat Jul 07, 2012 11:27 am
by Ded10c
There's a mesh in the assets, how did that happen?

Frankly one change I would advocate is making the Cerberi unsnipable in singleplayer.

Re: Forgotten Enemies 1.3 Singleplayer Fixes

Posted: Sat Jul 07, 2012 12:25 pm
by Red Spot
Wasnt it like that in the 1.2 version? «« May recall that incorrectly.

Re: Forgotten Enemies 1.3 Singleplayer Fixes

Posted: Sat Jul 07, 2012 2:08 pm
by Ded10c
Even if it was, it didn't make sense.

Re: Forgotten Enemies 1.3 Singleplayer Fixes

Posted: Sat Jul 07, 2012 7:27 pm
by Red Devil
yes, was thinking yesterday that all the AI-team cerberi craft should be unpiloted, but will leave the human team ones piloted so you can be 'rescued'. will try them without pilots to see if i can be rescued by an unpiloted craft first, though.

Re: Forgotten Enemies 1.3 Singleplayer Fixes

Posted: Sun Jul 08, 2012 8:05 pm
by Red Devil
cloak of deception is all fixed up now; had to fix the fake cerberi craft not being detected as cerberi (units built by rec have a ':1' tacked onto the end of their names).

hats off to lizard, slaor, bs-er, et al; no way this mod could be made now-a-days.

Re: Forgotten Enemies 1.3 Singleplayer Fixes

Posted: Tue Jul 10, 2012 9:28 pm
by Ded10c
Red Devil wrote:hats off to lizard, slaor, bs-er, et al; no way this mod could be made now-a-days.
Except it can and is.

(that's the split, for anyone wondering where the hell the topic went)

Re: Forgotten Enemies 1.3 Singleplayer Fixes

Posted: Thu Jul 12, 2012 2:35 pm
by Red Devil
there, got the trucks sobered up