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Re: Forgotten Enemies for PB6
Posted: Sun Mar 06, 2011 6:19 pm
by Red Devil
what/which map issues?
Re: Forgotten Enemies for PB6
Posted: Sun Mar 06, 2011 6:28 pm
by Zax
Zax wrote: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.
These. Remember I'm doing SP spot checking

Re: Forgotten Enemies for PB6
Posted: Sun Mar 06, 2011 6:56 pm
by Red Devil
okay, i'm fixing those now.
draw distances...all SP maps or one in particular?
Re: Forgotten Enemies for PB6
Posted: Sun Mar 06, 2011 7:21 pm
by Red Devil
i can find *no* reference in the files to the Hammer for mission 5 - yet i see it in the full brief for mission 5....
EDIT: Scratch that. finally found it...

Re: Forgotten Enemies for PB6
Posted: Sun Mar 06, 2011 7:23 pm
by Zax
Red Devil wrote:okay, i'm fixing those now.
draw distances...all SP maps or one in particular?
All were fine until 5. I am testing in sequential order so I don't know.
Mission 4 has hammer in the factory. Hammer is introduced in Mission 5 briefing. Sequence issue.
Re: Forgotten Enemies for PB6
Posted: Sun Mar 06, 2011 7:55 pm
by Zax
I'd also like to thank you again for making this possible. I couldn't even command from my tank in Mission 5 in the earlier 1.3 or 1.2, I had to sit in a relay bunker because of framerate. It's like rediscovering FE.
Re: Forgotten Enemies for PB6
Posted: Sun Mar 06, 2011 8:52 pm
by Red Devil
you're welcome.
there...fixed your dadgum continuity error thing.

Re: Forgotten Enemies for PB6
Posted: Sun Mar 06, 2011 9:15 pm
by Zax
Red Devil wrote:you're welcome.
there...fixed your dadgum continuity error thing.

Continuity wasn't half of the problems
Those darn cutscenes, I need to learn how BZ2 counts. It must have counted things using a different time unit in 1.2, or that time unit is measured differently now.
Re: Forgotten Enemies for PB6
Posted: Sun Mar 06, 2011 9:24 pm
by Red Devil
the cutscenes play okay on my end and the scripts run okay. check the date of your bink dll in the root.
Re: Forgotten Enemies for PB6
Posted: Sun Mar 06, 2011 9:30 pm
by Zax
Red Devil wrote:the cutscenes play okay on my end and the scripts run okay. check the date of your bink dll in the root.
10/21/1999
They run fine, hands free? Because I can't fraps a single example since it goes way beyond 30 seconds. EVENTUALLY they end, but only after panning some object for eternity. Space bar HAS to be used to cancel them.
I'll test mission 5 again with zip 1. That map is just too pretty to be viewed the way it is, makes me remember the hardware available when FE was released and the limitations they had to work around.
Re: Forgotten Enemies for PB6
Posted: Sun Mar 06, 2011 9:37 pm
by Red Devil
you didn't do a full install of PB6. that, or your shortcut is point to the wrong install.
rename your addon folder to addon-bak, then run the PB6 full installer, pointing it to your FE install.
http://www.bzscrap.org/downloads/Patche ... nglish.zip
Re: Forgotten Enemies for PB6
Posted: Sun Mar 06, 2011 10:32 pm
by Red Devil
unsure why the water texture is missing in mission 5
Re: Forgotten Enemies for PB6
Posted: Sun Mar 06, 2011 10:40 pm
by Red Devil
fixed it
Re: Forgotten Enemies for PB6
Posted: Sun Mar 06, 2011 11:11 pm
by Red Devil
fixed the Drath's weapon range

Re: Forgotten Enemies for PB6
Posted: Sun Mar 06, 2011 11:16 pm
by Zax
All I have is binkw32.dll in root. And that is the old date even after reinstall.
"S:\Battlezone II 1.3pb6\bzone.exe" -nointro /config FE13.cfg