S.A.W. *(26/12/2014) UPDATE: V11.2 [STEAM WORKSHOP]
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Joseh123
Joined: Wed Feb 08, 2012 10:12 pm Posts: 611 Location: Brazil
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Re: S.A.W. *(03/06/2012) UPDATE: V11.0.1
This elite problem is the lag that the mod caused to my CC? When I installed the mod, I pressed the key to walk and the guy kept walking for 5 more seconds after I released the walk key. He wouldn't shoot straight, the music was looping, etc. Is that problem solved?
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Sat Jun 09, 2012 3:44 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: S.A.W. *(03/06/2012) UPDATE: V11.0.1
The Elite is fixed.
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Sat Jun 09, 2012 3:51 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: S.A.W. *(03/06/2012) UPDATE: V11.0.1
Laser sight enabler unit/Tool doesn't seem to project the dot when used on an Elite using SAW weapons. RSC-58LN missiles did seek the aim position however, so I think it was just failing to draw the dot. DebugConsole.txt is filled with; Code: ERROR: SAW.rte/Weapons.lua:45: attempt to index field 'paren' (a nil value) But no other major errors that I can see that haven't been reported already. (Also, I never noticed, but wow... some of the weapon effects are fantastic. How long did it take to make all those?)
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Sat Jun 09, 2012 4:05 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: S.A.W. *(03/06/2012) UPDATE: V11.0.1
That was the weapon's lua scripts. Just a simple typo, was fixed as well.
Also lots and lots of experimenting. Thank you, though.
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Sat Jun 09, 2012 4:56 pm |
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simbiot
Joined: Sun Jun 10, 2012 10:47 pm Posts: 2
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Re: S.A.W. *(03/06/2012) UPDATE: V11.0.1
Mac edition is broken my fix in attach GLUD-5/GLUD.ini
Attachments:
GLUD.ini [8.14 KiB]
Downloaded 176 times
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Sun Jun 10, 2012 10:54 pm |
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RadioActive
Joined: Mon Jun 11, 2012 8:33 pm Posts: 3
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Re: S.A.W. *(03/06/2012) UPDATE: V11.0.1
Loving the Mech, the animations and sounds are great.
But I think it's a bit too expensive as it dies pretty quickly, even Ronin weapons can penetrate the shield quickly and then the Mech malfunctions etc. Which .lua/.txt file do I edit to change costs? (Can't find it)
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Mon Jun 11, 2012 8:37 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: S.A.W. *(03/06/2012) UPDATE: V11.0.2
All right, sorry for the delays, guys. (You know, those infamous provincial exams.)
Everything that's been mentioned has been fixed with a couple of tweaks added.
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Wed Jun 13, 2012 5:29 pm |
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NikolaiLev
Joined: Fri Aug 26, 2011 3:06 am Posts: 42
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Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
My favorite faction can be played in the campaign! It has led to some quirks, though. Shields are affected by friendly fire. I don't think this is too grave an issue though, as it balances them out and makes the use of Elites and Commanders require relatively advanced tactics and careful planning. However, another weird thing is diggers (particularly pulse diggers, dunno about the rest) affects your own shields. I'm actually not sure this is too big a problem either, as it again balances out the shields. It makes the Commander vulnerable if he tries to dig in, I kinda like that. It might make sense to not give the Commander a digger, as yet another balancing act to the faction (it IS an Assault oriented faction, why would you want to be digging in?) By the way, the Commander spawns with a pulse digger. Is this why he's so expensive? I believe he costs 600 or so. Not that there's an issue with him being pricey (this faction should not be cheap in any stretch of the imagination) but if he's gonna have a digger, it ought to be the faction's own multitool. Otherwise, I'm having fun. It's not as powerful as I thought it would be, and the easiness I experience is merely a function of the current AI. All I can see happening is making stuff more expensive, especially the high-end KME weaponry like the Mass Driver, which can punch through that dirt the AI loves to dig into. Of course, Heavies can't aim down and they're quite bulky, which make them very subpar for going through those tunnels the enemy brains make, which are yet more incidental-yet-amazing balancing factors. Edit: I've found the Elite units have trouble following "Go to" orders, both for points and for following units (the waypoint will not follow another Elite). Might have to do with the fact the FPS was quite low while playing a campaign battle, no doubt due to the shields on commander and elite units.
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Fri Jun 15, 2012 6:49 am |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
I didn't notice that the shields are affected by friendly fire. I'll have to look into that.
Also I made it so that the Commander starts with a pulse digger instead because the multitool can't dig gold. But I guess it can be an exception, like you said, this is an assault type of faction and digging in isn't really necessary. I might switch it to the multitool in the next update.
Not sure about the Go-To orders either, I'll take a look at that as well.
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Sat Jun 16, 2012 9:35 pm |
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NikolaiLev
Joined: Fri Aug 26, 2011 3:06 am Posts: 42
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Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
I also ran into a very anticlimactic bug. I was about to fight against SAW in campaign, anticipating a much more challenging experience. I assaulted a base that had an enemy Commander sitting in the open. And he just... exploded. I can't tell what made it happen. It might've been the AI's excessively derpy beahvior regarding dropships, but I'm pretty sure there was no debris. Do enemy commanders spawn with grenades or something?
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Mon Jun 18, 2012 2:47 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
Maybe it was because of the seam bug. What was the actor doing?
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Mon Jun 18, 2012 2:49 am |
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NikolaiLev
Joined: Fri Aug 26, 2011 3:06 am Posts: 42
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Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
Asklar wrote: Maybe it was because of the seam bug. What was the actor doing? Just standing there. I thought that bug was fixed :s or hoped
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Mon Jun 18, 2012 4:38 am |
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Malamo999
Joined: Fri Jun 01, 2012 10:59 pm Posts: 103
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Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
NikolaiLev wrote: Just standing there. I thought that bug was fixed :s or hoped Nope, unfortunately not.
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Mon Jun 18, 2012 8:29 am |
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NikolaiLev
Joined: Fri Aug 26, 2011 3:06 am Posts: 42
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Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
Malamo999 wrote: NikolaiLev wrote: Just standing there. I thought that bug was fixed :s or hoped Nope, unfortunately not. I'd respond to that thread if I had proper repro, but foolish me hadn't recorded anything. Being aware of that thread will make me be more thorough, thanks! By the way, am I the only one whose game is rendered intermittently unplayable by the shields? Especially when it's underground (which enemy commanders tend to do). Every 3-5 seconds the game will grind to 5 fps or so. This happens if I'm using it, too. The shields seem so excessively taxing; I wish they could be made more efficient, even at the cost of prettiness. And since I know what you'll ask: Radeon HD 4890 1 GB Intel Core 2 Duo E8500 3.16GHz 3 gb DDR2 800 system ram Quite obviously not an issue with my pc, so... Edit: The lasers too. My enemy just dropped in an Ancient Guardian to defend himself with, which made me really excited to fight, but the FPS is so low I can't hope to fight it even with my meager SHIELD operators. :C
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Mon Jun 18, 2012 11:37 am |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
Graphics card doesn't matter, but the OS matters, since Vista and 7 screw up the program files permissions.
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Mon Jun 18, 2012 12:06 pm |
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