Culled FE Posts
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- Red Devil
- Recycler
- Posts: 4398
- Joined: Fri Feb 18, 2011 5:10 pm
- Location: High in the Rocky Mountains
Re: Forgotten Enemies for PB6
Human or AI recs?
- Red Devil
- Recycler
- Posts: 4398
- Joined: Fri Feb 18, 2011 5:10 pm
- Location: High in the Rocky Mountains
Re: Forgotten Enemies for PB6
okay, getting ready to post a full build/zip now...
Re: Forgotten Enemies for PB6
Your link fails.
ALSO NOTE TO TESTERS: It goes without saying, delete the addon and the maps folder before installing to make sure nothing overwrites.
ALSO NOTE TO TESTERS: It goes without saying, delete the addon and the maps folder before installing to make sure nothing overwrites.
- Red Devil
- Recycler
- Posts: 4398
- Joined: Fri Feb 18, 2011 5:10 pm
- Location: High in the Rocky Mountains
Re: Forgotten Enemies for PB6
Yes, i prepared it ahead of time and disabled it until it was finished. It works now.
Re: Forgotten Enemies for PB6
Wishful thinking: My internet fast enough to download your update in a timely manner.
Onward to mission 5, and all the horrors it entails! I haven't played past 5 in the PB3 version because of bugs, so here's hoping. Also, I enjoy the frames per second. Truly wonderful gameplay in DX9.
Onward to mission 5, and all the horrors it entails! I haven't played past 5 in the PB3 version because of bugs, so here's hoping. Also, I enjoy the frames per second. Truly wonderful gameplay in DX9.
Re: Forgotten Enemies for PB6
Continuity error: Mission 5 full briefing says the new recycler allows building the hammer, but Mission 4 allowed this as well. I'm wondering if the correct recyclers are being used in their missions.
Checklist:
First cinema and I am guessing later ones is way too long as usual
Draw distance or fog is wrong. Pop up and terrain draw in is too apparent, either visibility needs to be increased or fog range needs to be lowered to match the visibility.
Checklist:
First cinema and I am guessing later ones is way too long as usual
Draw distance or fog is wrong. Pop up and terrain draw in is too apparent, either visibility needs to be increased or fog range needs to be lowered to match the visibility.
- Red Devil
- Recycler
- Posts: 4398
- Joined: Fri Feb 18, 2011 5:10 pm
- Location: High in the Rocky Mountains
Re: Forgotten Enemies for PB6
Be sure to check the max players field before starting. some maps were left at 1.
i'll post a fix for that later.
going to move the Hadean truck and pods up one slot to 6 and 7.
i'll post a fix for that later.
going to move the Hadean truck and pods up one slot to 6 and 7.
- Red Devil
- Recycler
- Posts: 4398
- Joined: Fri Feb 18, 2011 5:10 pm
- Location: High in the Rocky Mountains
Re: Forgotten Enemies for PB6
i fixed the draw/fog distance on Mt. St. Helens. try that and see what you think of it.
Re: Forgotten Enemies for PB6
Is that the map Firing Back is on?Red Devil wrote:i fixed the draw/fog distance on Mt. St. Helens. try that and see what you think of it.
- Red Devil
- Recycler
- Posts: 4398
- Joined: Fri Feb 18, 2011 5:10 pm
- Location: High in the Rocky Mountains
Re: Forgotten Enemies for PB6
no, it's an MPI/Strat
- Red Devil
- Recycler
- Posts: 4398
- Joined: Fri Feb 18, 2011 5:10 pm
- Location: High in the Rocky Mountains
Re: Forgotten Enemies for PB6
found a bug in the MPI DLL where it constantly keeps setting the AIP to the late AIP. i'll fix it Sunday.
Re: Forgotten Enemies for PB6
No chance of tugs, then.Red Devil wrote:going to move the Hadean truck and pods up one slot to 6 and 7.
- Red Devil
- Recycler
- Posts: 4398
- Joined: Fri Feb 18, 2011 5:10 pm
- Location: High in the Rocky Mountains
Re: Forgotten Enemies for PB6
crig was already moved down to slot 5
Re: Forgotten Enemies for PB6
I guess I can fix the map issues locally until it is addressed in a zip...
I have to edit the .trn right?
I have to edit the .trn right?