Forgotten Enemies for 1.3.6.5 BETA

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Forgotten Enemies for 1.3.6.5 BETA

Postby Red Devil » Tue Nov 26, 2013 11:52 pm

Uploaded a new installer for the BETA version of FE13. The previous version got mangled due to too many updates, etc.

It fixes some bugs - but not all.

i focused on cfg's and the Singleplayer missions this time.

probably the most notable change will be Cloak of Deception, where the pipe sizes are corrected and the builder builds all of the comm bunkers (even some missing ones). the mission where you need to blow a hole in the crater wall has been updated so you can blow a hole in the wall now. the dll scriptor has some issues i'm trying to work around (like returning -1 for the countdown timer, so i had to hack it.

This installer will delete any previous install, so be sure to save them off if you want.

Known issues:
1. login screen needs work due to recent .cfg changes in patches, but at least you can use it now.
2. the first mercury mission fails about 5 seconds in due to having a null dome and recent patch changes.
3. the Rock IA variety map crashes during load; might be a dome problem, too.
4. haven't worked on MPI
5. there may be some AIP warnings popping up. let me know if you see any.


FE13 Download Link


FE13 Singleplayer and IA Fixes: updated May 4, 2015

+ Fixed the login and main shell screens.
+ Fixed the login and main shell for the Editor.
+ Fixed 3-way Instant Action maps and screen. Randomized race of opponents (was hard-coded before).
+ Fixed FE Variety maps and screen.

+ Supplied startup config that pulls in this and previous update.

Remember, the Singleplayer missions and the FE IA maps can (currently) only be played using the Editor. Use the supplied startup config.

FE13+SP_Update 4

delete old FE13_SP_Update folder before unzipping this zip into the root of your BZ2 install.
Last edited by Red Devil on Tue May 05, 2015 9:44 pm, edited 5 times in total.
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Re: Forgotten Enemies for 1.3.6.5

Postby Red Spot » Wed Nov 27, 2013 4:54 am

Are you a bit ahead of time or mistaken the version of the current PB? :)

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Re: Forgotten Enemies for 1.3.6.5

Postby Red Devil » Wed Nov 27, 2013 5:05 am

:-) on the leading, bleeding edge, i reckon.
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Re: Forgotten Enemies for 1.3.6.5

Postby bornlibra23 » Wed Nov 27, 2013 5:45 am

For what is the Arrival Fix? The mercury mission? Just to clarify this is not backward compatible is it?
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Re: Forgotten Enemies for 1.3.6.5

Postby Red Devil » Wed Nov 27, 2013 6:11 am

Arrival is the second mission; had the map pointing to a test .dll.

you can play it on the current public beta; just named it this way to save effort later.
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Re: Forgotten Enemies for 1.3.6.5

Postby Huib-Bloodstone » Wed Nov 27, 2013 8:00 pm

thanks,

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Re: Forgotten Enemies for 1.3.6.5

Postby AI_Unit » Mon Dec 02, 2013 2:15 pm

I have a resolution issue, everything seems so compact. It's still misplaced
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Re: Forgotten Enemies for 1.3.6.5

Postby General BlackDragon » Mon Dec 02, 2013 2:39 pm

Screenshot?
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Re: Forgotten Enemies for 1.3.6.5

Postby XxHAMADEHxX » Mon Dec 02, 2013 8:57 pm

does this fix the issues where I kept having to use bzwinner?

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Re: Forgotten Enemies for 1.3.6.5

Postby Wolfen » Tue Dec 03, 2013 2:14 am

Ok so I don't know if anyone else is having the same issue as me but the screen that displays on my pc seems a little big, some of the selection is off screen. The gameplay itself is perfectly fine it's just the menu. I run at 1366x768 Resolution.

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Re: Forgotten Enemies for 1.3.6.5

Postby Ded10c » Tue Dec 03, 2013 1:38 pm

A lot of cutscenes in mods that use BS-er's scriptor have that kind of problem, you might have to wait for the scripts to be converted to C++.

Interestingly, the original scripts have some terribly poor practice in them.
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Re: Forgotten Enemies for 1.3.6.5

Postby Zero Angel » Tue Dec 03, 2013 1:47 pm

AHadley wrote:A lot of cutscenes in mods that use BS-er's scriptor have that kind of problem, you might have to wait for the scripts to be converted to C++.

Interestingly, the original scripts have some terribly poor practice in them.

The FE scripts have poor practice?

Pfft, that's heresy.
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Re: Forgotten Enemies for 1.3.6.5

Postby Ded10c » Tue Dec 03, 2013 2:49 pm

Well, mercedf.dll uses pre-placed navs to spawn objects from and fails the player instantly (with a rather rude message about MPI noobs) if the Triton gets damaged.
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Re: Forgotten Enemies for 1.3.6.5

Postby Zero Angel » Tue Dec 03, 2013 3:11 pm

Oh, you're talking about the mission scripts. I thought you were talking about the story scripts.
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Re: Forgotten Enemies for 1.3.6.5

Postby Ded10c » Tue Dec 03, 2013 5:13 pm

Ah, no. FE is narratively sound. The only problems I have on that front are when people try to retcon it or start getting choosy :P
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