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cornetto
Joined: Sat Feb 21, 2009 6:53 pm Posts: 53
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
nerve gas > all
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Sun Mar 08, 2009 12:06 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
Doesn't work on Dummies, robots, or anything with a space suit.
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Sun Mar 08, 2009 12:30 am |
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cornetto
Joined: Sat Feb 21, 2009 6:53 pm Posts: 53
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
if you're a ladylike
but gas in this game is a floating emitter of deadly particles
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Sun Mar 08, 2009 1:41 am |
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Orglar
Joined: Wed Dec 10, 2008 3:21 am Posts: 116
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
Numgun, in your next release of this, could you could you please tone down the lagginess of the floating particles? I know they look extremely cool, but after a few dropship/rocket crashes or midair collisions I notice the floaty white particles are everywhere and are lagging my game half-way to hell. =m=
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Sun Mar 15, 2009 6:43 am |
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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
Nerve gas??
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Sun Mar 15, 2009 7:06 am |
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Dr. Dude
Joined: Thu Mar 06, 2008 5:31 pm Posts: 1
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
A really asome mod but after a min it gets lagy as hell, probly of all the flying parts, blood and left over pixels First i tought my 2e screen was screwing around but even after i disable it its major lagy Any fix on this? My comp specs aint bad amd 6000+ 3Ghz 4Gb mem Geforce 8600 GT Its not pressing on my VGA card as the temp does not rise
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Sun Mar 15, 2009 11:49 am |
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madmonkey43
Joined: Mon Sep 10, 2007 4:42 pm Posts: 59 Location: your miiiiiind
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
The novastar cannon cannot take out hoverships at all...it just annoys them by continually shooting them lower after they have risen a few meters
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Sun Mar 15, 2009 4:51 pm |
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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
Can someone PM me a version of this mod with everything unlocked in it?
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Sun Mar 15, 2009 11:58 pm |
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Disst
Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
do it yourself you lazy bastard.
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Mon Mar 16, 2009 2:38 am |
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wutangfan1990
Joined: Sun Apr 29, 2007 6:11 pm Posts: 543 Location: The hood
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
UHHHH, riddle me this; how can I find out how many cheats there are when I do not know the limits of the cheats themselves.
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Mon Mar 16, 2009 6:13 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
If you had a unix-like terminal access, you could have the file command file analyze all the files in your AAL directory. Or you could have an archive utility spam integrity tests on the files. Both of which turn up negative. Now, unless numgun scrambled the archive headers, <tl;dr>I'm sure there are no hidden stuff. If you wanted water and MPAM weapons, then you're lazy. Read below for fix </tl'dr>Replace AAL.rte\Device\Weapon\MPAM\index.ini with: Code: // MPAM Weapons Index
IncludeFile = AAL.rte/Device/Weapon/MPAM/MachineGun.ini IncludeFile = AAL.rte/Device/Weapon/MPAM/Shotgun.ini IncludeFile = AAL.rte/Device/Weapon/MPAM/BeamRifle.ini IncludeFile = AAL.rte/Device/Weapon/MPAM/EnergyBlade.ini IncludeFile = AAL.rte/Device/Weapon/MPAM/RailCannon.ini IncludeFile = AAL.rte/Device/Weapon/MPAM/SpeedCannon.ini
//EXPERIMENTAL WEAPONS - NOT INTENDED FOR FAIR PLAY
IncludeFile = AAL.rte/Device/Weapon/MPAM/MegaDrillX.ini IncludeFile = AAL.rte/Device/Weapon/MPAM/EradicatorX.ini IncludeFile = AAL.rte/Device/Weapon/MPAM/ForceRifleX.ini IncludeFile = AAL.rte/Device/Weapon/MPAM/PhaseBeamRifleX.ini IncludeFile = AAL.rte/Device/Weapon/MPAM/EnergyRifleX.ini IncludeFile = AAL.rte/Device/Weapon/MPAM/GravityHammerX.ini IncludeFile = AAL.rte/Device/Weapon/MPAM/DeliveryClawX.ini
And replace AAL.rte/Base/Modules/Index.ini with: Code: IncludeFile = AAL.rte/Base/Modules/Backgrounds.ini IncludeFile = AAL.rte/Base/Modules/Bunker.ini IncludeFile = AAL.rte/Base/Modules/Modules.ini IncludeFile = AAL.rte/Base/Modules/Water.ini //Just for fun.
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Mon Mar 16, 2009 6:55 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
wutangfan1990 wrote: UHHHH, riddle me this; how can I find out how many cheats there are when I do not know the limits of the cheats themselves. Kind of ironic, since the cheat.ini file is enabled by default. Those water and MPAM extra weapons are just experimental toys not ment for fair play. Really, besides those theres nothing hidden like the last time. Blaim TrouserDemon.
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Mon Mar 16, 2009 9:13 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
I think many of us feel the TIC is not worth the money. 2000 for a cannon like that? I'd rather keep ordering slayers and use STDs.
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Mon Mar 16, 2009 4:29 pm |
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Hellborg 45
Joined: Wed Nov 12, 2008 6:03 pm Posts: 11
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
It was good but there are only two things that bug me.
One is that you can't select the weapons that the units use from the weapon menu
And Two is that the thrusters for the craft and units, well they just look odd. In your last AAL mod the Reaper had blue thrusters and it looked awesome. And the marines had an awesome jetpack trail as well, since it looked like one from a rocket. If you were to fix those two issues, this would be an amazing mod.
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Mon Mar 16, 2009 6:52 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: =Alteisen Arsenal Labs 3rd= ))AAL Product
The Decaying Soldat wrote: I think many of us feel the TIC is not worth the money. 2000 for a cannon like that? I'd rather keep ordering slayers and use STDs. I love how satisfying the TIC is though...
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Mon Mar 16, 2009 8:35 pm |
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