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 S.A.W. *(26/12/2014) UPDATE: V11.2 [STEAM WORKSHOP] 
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Joined: Fri Aug 26, 2011 3:06 am
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Post Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
Natti wrote:
Graphics card doesn't matter, but the OS matters, since Vista and 7 screw up the program files permissions.


Windows XP. :\

I tried lowering resolution and turning off glows and post processing. I guess it's a CPU thing, or something.

I would have thought if more people got this it would've been changed in the mod. Does it simply work for others?


Mon Jun 18, 2012 5:07 pm
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Post Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
I made my shields on a high end PC for CC so I didn't really experience the lag and FPS drops when testing the mod.

I'll make a low effects option for others with not-so-high end PCs soon.


Thu Jun 21, 2012 2:34 am
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Post Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
NikolaiLev wrote:
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


I had hoped you noticed this. This isn't exactly new, but it is high-end. If something can run Crysis on high I would hope it runs CC infallibly.


Thu Jun 21, 2012 10:40 am
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Post Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
Hey, I bought the big robot, and I shot with the Gauss Cannon, and then the cannon broke, and I switched to the other weapons and as soon as I switched to them they broke too :???:


Fri Jun 22, 2012 10:54 pm
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Post Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
Did you have any other mods in the game?

Did you have any actors near the gun when you fired it?

What build did you play this on?


Sat Jun 23, 2012 1:44 am
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Post Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
Yes, I was on Unmapped lands at an attack from the Coalition, and I was shooting at a drop ship. At the moment I shot the weapon broke and the dropship got destroyed. I play this on Build 27, And I last downloaded the mod like... 3 or 2 days ago.

EDIT: oh, and could you please reduce the recoil for the automatic weapons? It really is a pain to have to keep lowering the mouse. And sometimes when I am on Unmapped Lands I get a heavy unit and give him a heavy weapon and then kill someone, I try to shoot again with the weapon and it says I need a heavy unit to use it.


Sat Jun 23, 2012 7:46 pm
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Post Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
Im not sure if this mod is compatible with UL.

If it happens again, look at the console and show me any errors that pop up.

As for the heavy and weapons, I will take a look the script.


Sat Jun 23, 2012 11:35 pm
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Post Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
Also press CTRL+P and tell us MOID count, that's probably it.


Sat Jun 23, 2012 11:45 pm
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Post Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
-


Last edited by Chaos on Sat Jul 07, 2012 10:52 pm, edited 1 time in total.



Sat Jun 30, 2012 1:57 pm
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Post Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
This faction mod is truely epic. Its unique. Fun to play as/against; and its one of my favorite faction mods for Cortex Command. Which is why i decided to do a video on the mod showing off as much as i could:



So anyway, keep up the amazing work! :)


Sun Jul 01, 2012 5:29 pm
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Post Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
I love messing around with the mech but I'm not sure if its a isolated issue or what, but playing campaign, I couldn't switch mass cannon rounds, and the gatling gun didn't work right.

That being said, this pack does feel pretty perfectly balanced, not being able to aim down with the heavy is annoying as is having no jet pack on the elite, but I think that was so you had to use mediums for tunnel crawling. I like how the snipers are actually powerful, especially the gauss gun, the destruction fan wants to see some mega cannon type weapons, but that might not fit in with the theme.


Sun Jul 01, 2012 5:30 pm
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Post Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
Awesome spotlight, Chaos, thank you. You did however miss a couple of things, such as the elite and heavy abilities, and one thing that I should really point out in the OP is that you can't mine gold with the MPT. You can read the whole first post of small details on everything in this mod. If you don't have enough money ingame to get everything you can open the console (tilde or ~) and type in

Code:
ActivityMan:GetActivity():SetTeamFunds(1000000, 0)


That should give you more than enough money for showing off the rest of the mod. (Also don't worry, you got the names right)

As for the mod is not very compatible with the campaign at the moment. I'll haven't played with it in game yet so I didn't get the chance to test anything or witness any errors so there is a high chance of it being rather buggy.


Sun Jul 01, 2012 9:36 pm
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Post Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
Coops9753 wrote:
Awesome spotlight, Chaos, thank you. You did however miss a couple of things, such as the elite and heavy abilities, and one thing that I should really point out in the OP is that you can't mine gold with the MPT. You can read the whole first post of small details on everything in this mod. If you don't have enough money ingame to get everything you can open the console (tilde or ~) and type in

Code:
ActivityMan:GetActivity():SetTeamFunds(1000000, 0)


That should give you more than enough money for showing off the rest of the mod. (Also don't worry, you got the names right)

As for the mod is not very compatible with the campaign at the moment. I'll haven't played with it in game yet so I didn't get the chance to test anything or witness any errors so there is a high chance of it being rather buggy.


I tried my best to fit in as much as I could. Oh and when the mod gets a new update soon, I might do another video showing of the new and old features I missed. :) Also, I have tested the faction out on the campaign and i have not experienced any problems with it. The only time i get problems is when I play with the faction with another mod faction.

Thanks for the money tip as well, that will most certainly help me out with the mod spotlights I do in the future. :)

P.s. Silly ol' me using the MPT to mine gold. :3 Any chance you will add a tool for S.A.W. that's sole purpose is to mine gold?


Sun Jul 01, 2012 10:20 pm
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Post Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
have you added in an option for less lag yet?


Wed Jul 11, 2012 8:55 am
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Post Re: S.A.W. *(13/06/2012) UPDATE: V11.0.2
I have not, no.

There's no real simple way of doing it though. I need to go through every script that has the effect in it, find where I put the effect and remove it. Everyone that scripts knows that doing so would probably cause an error somewhere else in the script and its like chasing after a snake.

Doing that also means I'd have to make a separate lua file for everything with effects in it too. Which means either making a separate rte folder or having you guys replace the files on your own. But there's also the fact of everyone not knowing how to do that without breaking the mod.

Maybe I can just make a folder to replace the SAW.rte that only contains the necessary lua files.

Give me a week 5 mins.


Last edited by Coops on Wed Jul 11, 2012 10:11 am, edited 1 time in total.



Wed Jul 11, 2012 9:22 am
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