Uler GT's

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Michael
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Uler GT's

Post by Michael » Sat Sep 21, 2013 3:50 am

Is it me, or do the ISDF GT's in the uler mod not work?? I hoped in and they have no up and down tilt. Is it supposed to be this way????

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Re: Uler GT's

Post by DarkCobra262 » Sat Sep 21, 2013 6:28 am

Michael wrote:Is it me, or do the ISDF GT's in the uler mod not work?? I hoped in and they have no up and down tilt. Is it supposed to be this way????
I suppose as long as the AI uses them correctly I wouldn't worry about it. But if the AI doesn't use them properly then something is up, I'd definitely hope someone has a better answer than I.
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Re: Uler GT's

Post by Michael » Sat Sep 21, 2013 6:05 pm

That is the thing. The AI DO NOT use them correctly. They don't shoot and look straight down at the ground. Noticing this is the reason why I hopped in to the GT. There is something up.

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Re: Uler GT's

Post by General BlackDragon » Sat Sep 21, 2013 6:44 pm

Check that the turret names are set properly in the ODF.
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Re: Uler GT's

Post by Michael » Sat Sep 21, 2013 6:48 pm

will do, what should it be set to again? It has been awhile since I messed with any odf's. Also, isn't uler in a .pak?

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Re: Uler GT's

Post by General BlackDragon » Sat Sep 21, 2013 7:13 pm

probably.

use Pak Explorer to open the pak, find the odf , extract it to the uler addon folder.

Use this BZ2 MSH viewer to look up what the turret names should be, from the model .msh file.
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Re: Uler GT's

Post by DarkCobra262 » Sun Sep 22, 2013 6:23 am

General BlackDragon wrote:probably.

use Pak Explorer to open the pak, find the odf , extract it to the uler addon folder.

Use this BZ2 MSH viewer to look up what the turret names should be, from the model .msh file.
This, I'd hope the turrets pivots and such are correct
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Re: Uler GT's

Post by Michael » Wed Sep 25, 2013 2:29 am

What is the name of the odf? All I was able to find was the amulet gun. . . .

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Re: Uler GT's

Post by Red Devil » Wed Sep 25, 2013 5:29 am

looking at it now and the Uler mod uses mostly stock ISDF buildings; don't see any ISDF gun towers in there.

edit: nvm, found it.
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Re: Uler GT's

Post by Red Devil » Wed Sep 25, 2013 5:42 am

confirmed that the vertical turrets don't move, looking for problem.

edit: fixed it; eyepoint was disabled for some reason. will post an installer with fix tomorrow along with some other things i found.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
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Red Devil
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Re: Uler GT's

Post by Red Devil » Wed Sep 25, 2013 9:22 pm

fixed a bunch of effects pointing to the wrong spot, spellings in briefings.

going through all the SP missions now, fixing things as i go.

will need to recreate the Uler dll's to reduce the waves of units.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
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Re: Uler GT's

Post by Red Devil » Thu Sep 26, 2013 5:50 am

got to the final end game sp mission and and it doesn't go boom.

sim rate seems to be much faster than normal, making crigs and other ships move much faster than normal.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
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Red Devil
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Re: Uler GT's

Post by Red Devil » Sun Sep 29, 2013 12:25 am

the catwalk collision is still broken in mission 6, so i may just replace it with a working one unless i can fix it.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
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Michael
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Re: Uler GT's

Post by Michael » Mon Sep 30, 2013 3:19 am

Thanks for looking into it. I am probably the only one who still plays it. . .

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Re: Uler GT's

Post by bornlibra23 » Mon Sep 30, 2013 8:26 pm

Michael wrote:Thanks for looking into it. I am probably the only one who still plays it. . .
No I am there too. Remember I posted this as well :)
So Red Devil to customers at least hoping for a patch
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