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BSG Half Race Mod Error Reporting and Help

  • Thread starter thunderfoot
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Walternate

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Glad to hear it! I'm eagerly awaiting the chance to play! :)
 

Majestic

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Any release would be highly downloaded I believe. ;)
 

kjc733

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Job for this weekend is to put together another install (as there have been a few changes from when TF tried it) and test from fresh.

*cough* ok, so this didn't happen. Had a few other things to do and then got carried away building meshes... you all know how it is, something new and shiney comes along and you just have to put away that old toy.

Anyways, just did two of the small jobs I've been avoiding - converting inserting the new colonial music and chasing down a bug with the nukes. (I really had to kick myself when I found it! :oops:)

Now I need to go back to the readmes...:cry:
 

Majestic

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Hey as long as you eventually get it done is all that matters right? :thumbsup:
 
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thunderfoot

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I have a curiousity as to what you chose for the Colonial music. Tons of good choices. Chiletrek was right. Music makes up about 40% of how we perceive a game.
 

kjc733

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I have a curiousity as to what you chose for the Colonial music. Tons of good choices. Chiletrek was right. Music makes up about 40% of how we perceive a game.

Yes, and trying to pick one has taught me a new appreciation for it. Have to balance length with with the ability to repeat without being annoying. It must be exciting enough to give you that thrill whilst playing, but not so much so that it distracts from actually playing the game (or again being annoying).

And no, I'm not saying. Can't go spoiling all the surprises now :p
 

Majestic

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That's the way KJC, keep them in suspense. :lol2:

Music being annoying really destroys the experience, it's so hard to get the right piece that loops correctly, I had to learn to manipulate music when doing Parallels due to nothing available at the time fitted in right.
 

kjc733

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Brace for contact my friends.
 
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thunderfoot

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"Haven't heard that in a while..."

Does that mean what I think it means?

Zelph, "Better grab your gun and bring in the cat." 'Cuz KJC ain't hearin' "Nothin' but the rain."
 

Majestic

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After uploading the 200MB Constitution Pack Yesterday, I am leaving the two mods ready for upload to our File Kitteh. He should get onto it next time he is on. :thumbsup:
 
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thunderfoot

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After uploading the 200MB Constitution Pack Yesterday, I am leaving the two mods ready for upload to our File Kitteh. He should get onto it next time he is on. :thumbsup:
Gonna be a slow roasted Upload Kitteh if he dawdles on uploading this one, lol. I understand it takes time to do so properly. I also understand the system can be a little hard to work with. Please understand in return KJC took the mess I made of it and over the course of a year, turned it into a real mod, done by a real modder. The BSG fans who also play A2 have waited long enough, doncha think?
 

Majestic

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But I do have to think about my bandwidth and I'm not the only one in the house that uses it and I hog it enough. We here in Australia unfortunately don't get the high speeds and bandwidth that you guys in the US do. One of your slowest speeds/deals would probably be lucky to meet our higher end ones. :cry:

That said I also still have a great deal to do to the site, unless of course you'd think that I should commit to uploading a mod over working on it? There are bugs I still haven't ironed out and can't find any support for. It's a joke and so frustrating that I have simply done some modelling rather then doing something stupid out of frustration.
 
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Katala

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But I do have to think about my bandwidth and I'm not the only one in the house that uses it and I hog it enough. We here in Australia unfortunately don't get the high speeds and bandwidth that you guys in the US do. One of your slowest speeds/deals would probably be lucky to meet our higher end ones. :cry:

Not to mention we don't even get any of Australia's high end speeds in this area because we are so secluded :p
 
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thunderfoot

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No Maj, keep the site going. Forget what I posted. Meant as a joke only. Taken the wrong way. Tell ya what, maybe I can help. File Kitteh needs an assistant, obviously. So I'll volunteer to assist. Unless you don't want to use me this way? I can understand why you might hesitate. I would hesitate to hire me on as well.
 

Terra_Inc

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Sorry, everyone - the kitteh's eMail software screwed up and I forgot adding the files account when I repaired it :sweat: Just a stupid mistake on my part, which has been fixed in the meantime. The kitteh is availablol for uploading services again. :thumbsup:
 

Terra_Inc

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Got it. Merging and uploading right now.
 

kjc733

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Got it. Merging and uploading right now.
Thank You.

And a thank you to everyone else for your patience. I just hope it lives up to your expectations.
 

Adm_Z

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Awesome! Love the mod, got it running in FO too, with no problems so far, and no modification at all(besides putting the files in their correct folders).;)

I have 2 bugs to report.

1: the colonial weapons need their lifespan increased. They disappear before the hit their targets when they are not really close.

2: The cylons don't seem to know how to use fighters.:lol: Here is a pic(widescreen!) to show you what I mean.
FOScreenShot_111010_200306.png

I would also recommend replacing the white flash damage thing with an empty texture so the ships aren't constantly flashing.:lol:


Like I said though, I love the mod.:)
 

Majestic

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Well if it works on FO I might install it and give it a whirl. :thumbsup:
 

Adm_Z

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I had to install it ontop of blades A2 classic mod,( which took forever to download from megaupload...) but it worked fine after that. Just be sure to put the textures in the textures folder and not the textures/rgb folder.:sweat:
 

Majestic

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Thanks, I'll give it a shot tonight and give KJC some feedback! :thumbsup:
 

Dominus_Noctis

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Yup, I popped it into the Modification Manager as well :)

Going into the Map Editor, seems there is a crash associated with one of the ships here (crashes as soon as I try to get into this submenu):
ebsg_named

In this file
ebsg_cylons

the

item1 = "cylon_basestar1"
item2 = "cylon_basestar2"

Are not present in the mod, though you do have a cylon_baseship1,2,3 :)
 
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thunderfoot

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Whoops! Swap 'basestar' out for 'baseship' in the appropriate ODF file, please. I should have caught the typo when I was bughunting. Not KJC's fault, mine. Seems one just can't get good help these days, lol.
 

kjc733

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Awesome! Love the mod, got it running in FO too, with no problems so far, and no modification at all(besides putting the files in their correct folders).;)

I have 2 bugs to report.

1: the colonial weapons need their lifespan increased. They disappear before the hit their targets when they are not really close.

2: The cylons don't seem to know how to use fighters.:lol: Here is a pic(widescreen!) to show you what I mean.
View attachment 6782

I would also recommend replacing the white flash damage thing with an empty texture so the ships aren't constantly flashing.:lol:


Like I said though, I love the mod.:)

Thank you. I'm actually somewhat surprised it works in FlOps seeing as it hasn't been tested at all in anything other than stock A2 v1.1.
Regarding the colonial weapons, they are relativelyt short ranged intentionally to give the cylons a range advantage. Otherwise it may be a stock-FlOps anomoly as it looks fine in my build, and the direct fire weapons haven't changed much from v1.0. Does the flak work in this build as you were having problems porting it to your mod?
Regarding the fighters, they do like to stack them... however once the hornets nest is prodded you best jump away quick!

Whoops! Swap 'basestar' out for 'baseship' in the appropriate ODF file, please.

What 'e said. I kept making that mistake in the AI files too, took forever to find them all!
 

Adm_Z

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Haha, that is true, I was kinda slaughtered before I had the chance to get to the fighters.:lol: And I put the mod into Apoclaydon's A2 classic mod for FO, which basically re-adds Stock a2, into FO so you can use its code on stock mods. So far it seems to be working fine.:) Unfortunately, Blade removed all the map objects and backgrounds so it looks just like stock too.:sweat: At this point, the only bonus is the widescreen, but it is awesome with only that addition.:cool:
 

Dominus_Noctis

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Apparently the reason that the nuke doesn't damage stations is because an ODF is missing:

NukeEMP1.odf has the correct reference,
waveName = "Wposiwav"
but wposiwav is not present :sweat: :thumbsup:
 

kjc733

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the EMP odfs do not damage anything - they are the sensor jamming componant of the nuke (i.e. the EMP blast wave). Wposiwave isn't included in the install because it is part of the stock game - part of the romulan sensor jamming weapon. The EMP componant does affect stations.

the NukeDet odf files are the blast damage effects. But aside from making a pretty light display on the stations shields they cause no damage. They will however tear most ships to shreds and give any surviving ones a kick away from the epicentre.
 
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