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blue banana
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Re: Forgotten Enemies for PB6

Post by blue banana » Sun Mar 13, 2011 3:07 pm

this is awesome now. who was that wise person, a friend?

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Red Devil
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Re: Forgotten Enemies for PB6

Post by Red Devil » Sun Mar 13, 2011 7:04 pm

yes, a very good friend indeed.

Sorry about the DM vehicles. i left a blank line in the vehicles file instead of having a // there. fixed locally.

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Baconboy
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Re: Forgotten Enemies for PB6

Post by Baconboy » Sun Mar 13, 2011 7:13 pm

Is there anyway to make the file smaller?
My hardrive is almost full...

Major Cooke
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Re: Forgotten Enemies for PB6

Post by Major Cooke » Sun Mar 13, 2011 7:48 pm

Baconboy wrote:Is there anyway to make the file smaller?
My hardrive is almost full...
Not really. The original 1.2 version I think was just as large... I think. I don't recall entirely.

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Red Devil
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Re: Forgotten Enemies for PB6

Post by Red Devil » Sun Mar 13, 2011 8:05 pm

looking into BS-er's Scriptor now to investigate the animation/cutscene code. Looks like the new/latest callbacks can be added, too.

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Zax
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Re: Forgotten Enemies for PB6

Post by Zax » Sun Mar 13, 2011 8:17 pm

Zax wrote:More bug reports from the UNGODLY mission 5, firing back.

Observation: Terrain is much more forgiving at placing gun towers, or I'm just getting better at it after doing it for FIVE FREAKING HOURS.
The Xares with EG1 and shell, along with missing cockpit, has wrong sounds.

WARNING: MEGAGUN IMPACT objective does not fit into the objective screen. This is triggered when the fourth pool is secured I THINK.

When capturing the megagun, the name of the object is mega gun relic. Don't know if that is intentional, it's late and I skimmed the inf file. ALSO:
The engineer transport has to be hand held coming up the skinny land path because it wants to slip into the water, where it has to be walked out. Kind of infuriating. Path needs to stick to the sliver of land.

Other than that, this mission is a grind! Winnable, but grind grind grind! I had all but one pool and they strike everywhere...uhg. Oh well I'll let you know more when I get out of act 2. If.

Getting out of the beginning was hard enough, but it is all about scrap management, speed, and keeping initial starting units alive and healthy... possible without cheating.
When a mission becomes literally impossible without cheating I will let you know.
In case you missed it

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blue banana
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Re: Forgotten Enemies for PB6

Post by blue banana » Sun Mar 13, 2011 9:31 pm

Baconboy wrote:Is there anyway to make the file smaller?
My hardrive is almost full...
delete some junk you dont use anymore, or get another hard drive

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Baconboy
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Re: Forgotten Enemies for PB6

Post by Baconboy » Sun Mar 13, 2011 9:32 pm

Good point... lol

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Red Devil
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Re: Forgotten Enemies for PB6

Post by Red Devil » Sun Mar 13, 2011 11:05 pm

i don't know what your money situation is, but Amazon has a bunch of 1 TB drives (one is $69) and even 2 TB drives available.

also, a good place for drives is a local computer repair store because people are always swapping out drives for newer and bigger ones or a second-hand computer store.

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Red Devil
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Re: Forgotten Enemies for PB6

Post by Red Devil » Sun Mar 13, 2011 11:09 pm

it will take *awhile* before i can dissect the Scriptor code. BS-er and Company got down to the bare metal on it.

One thing i did notice is that the code directly calls SetAnimation and StartAnimation from the engine, whereas the current code PB6 code has callbacks. i.e., they aren't in ScriptUtils, so i can try the current file(s), recompile it, etc.

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Red Devil
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Re: Forgotten Enemies for PB6

Post by Red Devil » Sun Mar 13, 2011 11:39 pm

fixed the Xares sound. was using the scav engine sound for some reason.

engineer ship is the same deal as in power struggle, where you have to stay near it for it to follow, otherwise, the driver falls asleep at the controls and wanders off. not sure if that is what you are describing, though.

i'll look at shortening the mega gun warning. pretty sure the relic is intended.

ADMIRAL MANSON
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Re: Forgotten Enemies for PB6

Post by ADMIRAL MANSON » Mon Mar 14, 2011 2:48 am

Well if possible can someone pm me when the next update for full build is uploaded. RL has been crappy/busy lately.

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labmice00
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Re: Forgotten Enemies for PB6

Post by labmice00 » Mon Mar 14, 2011 2:54 am

On mission 14, as you get to the spot the Hadean dropship lands to supply reinforcements, you'll get the error "dropoff.wav is missing". Not to mention that some Kruls that attack you are blue rather than red.

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blue banana
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Re: Forgotten Enemies for PB6

Post by blue banana » Mon Mar 14, 2011 5:11 am

speaking of krukd, some of the kruls werent even able to be any color when my reticle was on them. also on mission 9 i got some scrap glitches where all my scrwp just disalpeared whenever i builtv something. sorry anout the typing errors, its dark at my house.

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Re: Forgotten Enemies for PB6

Post by Voodoochile » Mon Mar 14, 2011 11:51 am

hey,

i cant complete mission 4.
the recycler deploys, i build a base, i have 3 pools and a big army, now what?

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