Page 1 of 2

Uler GT's

Posted: Sat Sep 21, 2013 3:50 am
by Michael
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????

Re: Uler GT's

Posted: Sat Sep 21, 2013 6:28 am
by DarkCobra262
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.

Re: Uler GT's

Posted: Sat Sep 21, 2013 6:05 pm
by Michael
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.

Re: Uler GT's

Posted: Sat Sep 21, 2013 6:44 pm
by General BlackDragon
Check that the turret names are set properly in the ODF.

Re: Uler GT's

Posted: Sat Sep 21, 2013 6:48 pm
by Michael
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?

Re: Uler GT's

Posted: Sat Sep 21, 2013 7:13 pm
by General BlackDragon
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.

Re: Uler GT's

Posted: Sun Sep 22, 2013 6:23 am
by DarkCobra262
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

Re: Uler GT's

Posted: Wed Sep 25, 2013 2:29 am
by Michael
What is the name of the odf? All I was able to find was the amulet gun. . . .

Re: Uler GT's

Posted: Wed Sep 25, 2013 5:29 am
by Red Devil
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.

Re: Uler GT's

Posted: Wed Sep 25, 2013 5:42 am
by Red Devil
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.

Re: Uler GT's

Posted: Wed Sep 25, 2013 9:22 pm
by Red Devil
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.

Re: Uler GT's

Posted: Thu Sep 26, 2013 5:50 am
by Red Devil
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.

Re: Uler GT's

Posted: Sun Sep 29, 2013 12:25 am
by Red Devil
the catwalk collision is still broken in mission 6, so i may just replace it with a working one unless i can fix it.

Re: Uler GT's

Posted: Mon Sep 30, 2013 3:19 am
by Michael
Thanks for looking into it. I am probably the only one who still plays it. . .

Re: Uler GT's

Posted: Mon Sep 30, 2013 8:26 pm
by bornlibra23
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