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Re: Forgotten Enemies for 1.3.6.5 BETA

Posted: Wed Jan 21, 2015 4:55 pm
by AI_Unit

Re: Forgotten Enemies for 1.3.6.5 BETA

Posted: Wed Jan 21, 2015 9:29 pm
by Red Devil
unsure what you mean because it "undeploys" on my end, meaning that when i hit 8 in its build menu, a new one is built by the rec and the other one goes away.

EDIT: disregrad; tried your dll and it works.

Re: Forgotten Enemies for 1.3.6.5 BETA

Posted: Wed Jan 21, 2015 11:07 pm
by AI_Unit
I also fixed some other minor things in that. The console was saying "ERROR: ODF ivrecy091 doesn't exist" I changed it to the correct ODF and changed some positions of the meteor spawns cause it kept saying "Warning: DLL wants to build 'meteor' at 0,0,0 which is BAD correcting to y 30".

Re: Forgotten Enemies for 1.3.6.5 BETA

Posted: Wed Jan 21, 2015 11:09 pm
by Red Devil
i still get the meteor spawn messages, but am still using older map

Re: Forgotten Enemies for 1.3.6.5 BETA

Posted: Thu Jan 22, 2015 3:51 am
by Red Devil
just went through Arrival and it worked okay; added some .inf files for the cthonian ruins.

Re: Forgotten Enemies for 1.3.6.5 BETA

Posted: Thu Jan 22, 2015 5:37 am
by Red Devil
Went through Power Struggle and it functioned correctly; some cutscenes are still a little choppy and/or slow though, so i'll have to speed them up some more, plus the debrief screens tend to appear before the last audio debriefs are finished, cutting them off.

Unsure why there are | bars at the end of text in debriefings.

Interesting to see that some of the log dates in the debriefings are 2009...

Re: Forgotten Enemies for 1.3.6.5 BETA

Posted: Thu Jan 22, 2015 10:41 am
by AI_Unit
Think some of the audio files need fixing too, I've noticed that the first audio file in Hidden Threats cuts off just as Corber starts to speak. I might also start fixing up some stuff relevant to the Cerberi, mainly AIP's. Might start work on some of the IA Missions too.

Re: Forgotten Enemies for 1.3.6.5 BETA

Posted: Thu Jan 22, 2015 10:45 am
by yeah
Red Devil wrote:Went through Power Struggle and it functioned correctly; some cutscenes are still a little choppy and/or slow though, so i'll have to speed them up some more, plus the debrief screens tend to appear before the last audio debriefs are finished, cutting them off.

Unsure why there are | bars at the end of text in debriefings.

Interesting to see that some of the log dates in the debriefings are 2009...
Thanks for the work, actually I great that still somebody works on the mission/story mode. I t is probably a lame question to ask, but I'll do it anyway. Are there any cheats for the mission mode?

Re: Forgotten Enemies for 1.3.6.5 BETA

Posted: Thu Jan 22, 2015 4:02 pm
by AI_Unit
No.

Re: Forgotten Enemies for 1.3.6.5 BETA

Posted: Thu Jan 22, 2015 5:15 pm
by Red Devil
well, aside from the bzgame.cheat bzbody/bztnt/bzfree/bzradar ones, which i have linked to keys on my keyboard so i can toggle them, no.

when i'm testing, i usually use a cheat ship to test audio triggers and to make sure attackers/whatever happen - which saves a *lot* of time - then i'll go through it not using one.

ai_unit, do the meteors work okay in the missions on your end?

Re: Forgotten Enemies for 1.3.6.5 BETA

Posted: Thu Jan 22, 2015 5:29 pm
by Red Devil
forgot to say that i made the edf map names consistent inside and out last night; i.e., changing them from edf3 -> edf03, etc.

Re: Forgotten Enemies for 1.3.6.5 BETA

Posted: Thu Jan 22, 2015 6:04 pm
by AI_Unit
Meteors are working fine now a fix was posted yeah, I did a test run of Escape Path and Mercury Rising. Both seemed fine.

Re: Forgotten Enemies for 1.3.6.5 BETA

Posted: Thu Jan 22, 2015 6:50 pm
by Red Devil
cool; just tried Firing Back and, wowzers, it was still overwhelming, so i'll need to adjust the numbers downwards a bit.

Re: Forgotten Enemies for 1.3.6.5 BETA

Posted: Thu Jan 22, 2015 7:03 pm
by AI_Unit
I'm assuming you mean with the DLL controlled hostiles targeting your Transport and/or Recycler?

Re: Forgotten Enemies for 1.3.6.5 BETA

Posted: Thu Jan 22, 2015 8:13 pm
by Red Devil
nope, the hadean attackers; they tend to flood the base as i'm trying to set things up due to the aip attacker fixes in the engine awhile back.