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Joseh123
Joined: Wed Feb 08, 2012 10:12 pm Posts: 611 Location: Brazil
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
Yeah, my game also crashed with a Militia inside the balloon. I would like to see more modules, and you could fix the House altitude. I always gotta click and drag it to make it go right into the ground.
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Thu Aug 02, 2012 5:45 pm |
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OliveD
Joined: Sun Jul 29, 2012 2:46 am Posts: 16
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
I figured out the problem with the balloon, a really stupid error on my end.
Basically, the actors that the balloon was spawning have to spawn another randomized actor when they are created then immediately delete themselves. This causes the pointer the balloon has to its original BasketActor to point to some random memory address and cause what I assume was a memory access violation. I wrote a sort of hacky fix for it. I'll try to think of a better solution in the future, but this should work for now. Also fixed loadouts.ini.
Could you take a screenshot of the house not seaming into the ground properly? It seems fine for me, and is level with the trenches (at least on my dev version.) I'll adjust it based on your screen capture. Thanks!
Also, about the bayonets, I am examining the problem and am trying to make them easier to use without conflicting with the CC control scheme too much or requiring all the rifles to be scripted. It will probably be a mode switch, but I'm not sure yet.
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Fri Aug 03, 2012 12:09 am |
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Joseh123
Joined: Wed Feb 08, 2012 10:12 pm Posts: 611 Location: Brazil
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
I'm starting to think that the error is in the scene. It happens with all modules. I'm using the Flat Zones. Anyone else gets an altitude error with the modules in that scene, or is it me?
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Fri Aug 03, 2012 12:57 am |
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Boba_Fett
Joined: Wed Jul 30, 2008 10:27 pm Posts: 272
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
Turns out I didn't even notice build 27 was out. My problem should be resolved.
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Fri Aug 03, 2012 2:55 am |
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C4KSoldier
Joined: Sun Aug 07, 2011 12:26 am Posts: 29 Location: NY, New York
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
Love the mod and it works perfect on mac. I doubt this'll be added (because it may be hard and people will hate it) if when you throw the grenade it has a small percentage of blowing up in your face
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Fri Aug 03, 2012 3:54 am |
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Rainbows
Joined: Sat Dec 17, 2011 10:36 am Posts: 18
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
With the current usefulness of grenades I imagine that would stop anyone using them. Their blast range means they only do damage if they are right in your face. Also the wood, stone and metal in the modules is to weak. An militia firing his rifle quickly wears it away.
Last edited by Rainbows on Sat Aug 04, 2012 5:35 pm, edited 1 time in total.
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Fri Aug 03, 2012 6:00 pm |
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Joseh123
Joined: Wed Feb 08, 2012 10:12 pm Posts: 611 Location: Brazil
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
Agreed. I had a brain unit at the basement of one of the house modules and suddenly part of the floor was destroyed just because of the movement of the flag. EDIT: Yay, new update with balloon ship working!
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Fri Aug 03, 2012 10:50 pm |
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knight133
Joined: Sun Sep 26, 2010 8:00 pm Posts: 8
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
An old civil war cannon like this one in the image would make good artillery in this mod.
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Sat Aug 04, 2012 6:40 pm |
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Rainbows
Joined: Sat Dec 17, 2011 10:36 am Posts: 18
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
I would say they could do better than that. A WW1 artillery gun would fit in with the style more.
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Sun Aug 05, 2012 4:05 pm |
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Roy the Cuttlefish
Joined: Tue Apr 03, 2012 7:28 am Posts: 67
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
Ya mean like THIZ WHON!?!?!
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Mon Aug 06, 2012 4:58 am |
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Fail Flail
Joined: Sun Jun 13, 2010 5:40 am Posts: 1059 Location: I chose my fate, do not pity me.
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
Roy the Cuttlefish wrote: Ya mean like THIZ WHON!?!?! I don't like you... *ahem* The update is good, it's nice to be able to play with them properly in campaign. Once again, keep up the good work!
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Mon Aug 06, 2012 2:04 pm |
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OliveD
Joined: Sun Jul 29, 2012 2:46 am Posts: 16
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
A quick teaser image to keep everyone interested: Along with that, I made all the houses concrete (yay, walking up stairs without burrowing to dirt level!), added better bayonet controls and some other stuff.
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Wed Aug 08, 2012 4:50 pm |
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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: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
Well you sure kept my interest. Railroad guns, how did you know about my fetish anyway?
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Wed Aug 08, 2012 5:01 pm |
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Joseh123
Joined: Wed Feb 08, 2012 10:12 pm Posts: 611 Location: Brazil
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
♥♥♥♥ YEAH. Man, I can't wait for that wip wip wip wip wip update. Is that a tank, a module, or is it a tank-module?
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Wed Aug 08, 2012 6:41 pm |
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URLEFT4DEAD
Joined: Sun May 08, 2011 2:20 pm Posts: 40
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Re: Loyalists.rte - Militia Faction [WIP] Updated 31.07.2012
OH. MY. GOD. You are a master, I have no words for this.
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Wed Aug 08, 2012 8:14 pm |
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