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Re: G66 Using Coxxon's BZIIRemodeled - A Test
Posted: Sun Jan 10, 2016 5:51 am
by Red Devil
i unzipped it to my public folder along with Coxxon's BZIIRemodeled and 1.04 update and it worked fine. i suggest checking the shortcut and the startup cfg it points to and then delete/reinstall the mods if that proves to not be the cause.
Re: G66 Using Coxxon's BZIIRemodeled - A Test
Posted: Sun Jan 10, 2016 4:59 pm
by Axeminister
Figured it out. During a reboot my shortcuts got re-arranged. Was clicking on wrong one.
Re: G66 Using Coxxon's BZIIRemodeled - A Test
Posted: Sun Jan 10, 2016 6:39 pm
by Commando
Suggestion, actual version numbers for the G66 updates.
Juggs spent a long time trying to join BulletMagnet's game. I was able to join, because I was running an install where I never applied the Remodeled patch. Juggs had applied it.
Re: G66 Using Coxxon's BZIIRemodeled - A Test
Posted: Sun Jan 10, 2016 6:59 pm
by Red Devil
Axeminister wrote:Figured it out. During a reboot my shortcuts got re-arranged. Was clicking on wrong one.
that's one of my pet peeves about windows: if you reboot without going through the shutdown, you lose your shortcut ordering.
Re: G66 Using Coxxon's BZIIRemodeled - A Test
Posted: Sun Jan 10, 2016 7:00 pm
by Red Devil
Commando wrote:Suggestion, actual version numbers for the G66 updates.
Juggs spent a long time trying to join BulletMagnet's game. I was able to join, because I was running an install where I never applied the Remodeled patch. Juggs had applied it.
okay, i'll put version numbers on them from now on.
Re: G66 Using Coxxon's BZIIRemodeled - A Test
Posted: Sun Jan 10, 2016 10:14 pm
by Commando
Got the following error in game.
1. ERROR: ODF "fpjax.odf" does not exist
2. FATAL ERROR: buildClass 'wingman' has no meshroot, can't make it.
Re: G66 Using Coxxon's BZIIRemodeled - A Test
Posted: Mon Jan 11, 2016 1:58 am
by Red Devil
fixed those.
Re: G66 Using Coxxon's BZIIRemodeled - A Test
Posted: Mon Jan 11, 2016 2:53 am
by Red Devil
updated the install instructions; sorry, had to get a root canal, so was using pk's and bourbon to kill the pain beforehand :-/ all better now, though.
Any updates, i will add a version to the end of the file name.
Re: G66 Using Coxxon's BZIIRemodeled - A Test
Posted: Mon Jan 11, 2016 3:25 am
by Red Devil
updated the zip: v1.10
Re: G66 Using Coxxon's BZIIRemodeled - A Test
Posted: Wed Jan 13, 2016 7:39 am
by Red Devil
updated to version 1.11
+ Fixed earthquake sound volume (finally)
+ Reduced ammoCost of TAG Gun
+ Fixed rapid fire of TAG Gun leader round when pointing at ground.
+ Added Bleeder to ISDF
+ Added Scorch to ISDF
+ Added Static Mine to Scion
+ Added Atomic Zap to Scion
+ Added missing info for some ships in ISDF and Scion Advanced list
+ Fixed typos in ISDF and Scion Advanced Vehicles list, so now it will show in correct slot; Heavy, too.
+ Fixed missing model for Defense Pod
Re: G66 Using Coxxon's BZIIRemodeled - A Test
Posted: Thu Jan 14, 2016 12:13 am
by Juggernaut
your updated 1.11 link appears to be 404'd for me. was anxious to test this. :-/
https://dl.dropboxusercontent.com/u/987 ... modeled.7z
Re: G66 Using Coxxon's BZIIRemodeled - A Test
Posted: Thu Jan 14, 2016 12:51 am
by Axeminister
Ya, I got the same thing.
Re: G66 Using Coxxon's BZIIRemodeled - A Test
Posted: Thu Jan 14, 2016 1:06 am
by Red Devil
updated to 1.12 just now
Re: G66 Using Coxxon's BZIIRemodeled - A Test
Posted: Thu Jan 14, 2016 1:08 am
by Red Devil
oops, had just updated the text name, not the actual link; fixed that
Re: G66 Using Coxxon's BZIIRemodeled - A Test
Posted: Thu Jan 14, 2016 1:11 am
by Red Devil
v 1.12:
+ Made the Bleeder a Gun, since no room in the weapons lists
+ Fixed the MITS not firing (didn't like trigger of 0.0)
+ Fixed typo in Static Mine requirements (left a trailing double quote off)
+ Removed Static Charge from [Kiln/Forge] since it already has Tesla.