Nagual
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Everything posted by Nagual
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Why bother when Nagual's that snide Nevermind it all.. LOL, okaaaay. So you seriously expected me to search the entire map for your vauge clues? wow. Thanks Jap.
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Very freaky, if you ever find an actual exact position of this mysterious "the edge", please say so, I don't see me searching the island for "the ridge with freaky invisible edge".
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Yeah, i think there is still the geo from the Nam version sandbags, should be easy fix. Sorry for delays on the patch folks, i've been a little distracted by other stuff lately. But it should come soon enough.
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Embassy, best bet would be something like clinks embassy, which i was also looking forward too. Other than that the big building in the city should could be ok for embassy missions when its finished, that model is barely even started in the public version. Thanks for the feedback Imshi-Yallah and cornhelium.
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I play on about 800 to 900 view distance (in those rare few times i've had time to actually play on it yet). I haven't seen the current isle beyond about 1500m. I wouldn't even be able to test 3000m, aside from upgrading my PC. So if 1000m is "can't see past your nose" to you, there's little i can say, or relate to. If you read the readme, you may see how it says (multiple times iirc) that performance is the biggest focus of future versions.
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Ahh, I was only going to change the grid for Ua, so if it doenst need changing now it can stay as is.
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There should be an update sometime next week again. Not sure exactly when due to some PC probs.
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I will see if an invisble road through there helps, dont know if vehicles will like it but it might work for Inf. If it works the fix will be in the first update of the wrp. Fubar, Deadmeat or Eviscerator would have to answer you about that. And hehe, i thought i heard a rather butch woman amoung the militia fighters the other day ;)
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A few things: Invis walls, i really need to know exactly where they are. I've never seen one on the roads, so is hard to fix something invisble ;) A target script in insurgency #2 was causing that initially with the brdm in that mission, but is disabled in 1.1. The invis wall around a jungle base sounds right, i made the wood hut very quickly (and before i was confident with making geometry) an iirc it also has weird fire geo wall above the roof too. Definately on the "to do" list for one day. MDS_KDXer, i will look into that. I notice the end of the spanwing and a few other bugs while fixing that mission, so thought that was fixed. One thing about any changes in camapign missions is that the new version wont load from an old save, the current mission need restarting if saved halfwaay thru. I will have a look at mission #2 prob too Tannethal. And g3sg1 fix is that easy, same with reb#4 ctd, just remove the 2 last smokeshells from his kit. To use CAS effectively, especially in #2, select "Precision" then click on the map, like right on the fort. Soon enough the hind or frogfoot will blast away right on the site. Doesnt work so well in #3 unless they have clear view of position, but can be useful in #4. Thanks for the report Angantyr, all of those bugs should be quick fixes. Not sure if ive mentioned yet that those big bis trees are place holders for some large african style trees, which will make those areas look much better. The hanger in kimbe is meant to be at that height, so it fits the little tunnel at the back ;) Will maybe get replaced by a proper garage one day. Benu, not sure if all the floating stuff is terrain based, like trees. There was some objects like that when making it, just hard to keep track of them. A good place to get a view of terrain effect is the govt. base in the desert, if you cycle thru terrain settings there the entire base warps.
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I did consider it this time, and will consider it again for the coops, just like i said, time/energy was limited. When i make a SP campaign into coop i like to let the bugs settle before making any big differences between the 2 versions, to save lots of hassle for myself during unexpected updates. At least any further parts to the campaign will have that sorted from the start. I have a few more dera vs opfor type missions on the way one day soon, much more clean cut in that area, with hd for opfor and normal for dera. And interesting about the 1.91 cpp, i did not know that.
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About to shoot Mr T i see ;) Good to hear you are enjoying it.
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Well, they (I) gave non HD scouts and Briefing mags as someone made a good point about the scouts being elite. Thats very last thing i can remeber doing to the camapign as a little bonus. If its going to cause a whole new round of complaints i dont really mind, peeps complained about all HD and would complain about all non-HD, and are complaining about the mix. If your ever are really wondering whey "they" did something, just remeber the answer that will always hold true for this pack "they did not have the time". edit Btw, i was planning some config and resource edits, but am not really interested in searching the net for decoded changes everytime bis makes a patch, and a few other probs. Things like interfaces and mission editor were already done, but doubt that will be finished these days.
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Yes g3sg1 is already fixed, just didnt make it into first patch. Are you adding jam stuff to a non jam or non opfor unit? maybe need the eventhandler all opfor and jam units use.
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Tonal-Tango Patch 1 ============================================== Tonal-Tango Pack Patch 1 by Ballistic Addon Studios, 2003 http://www.ballistic-studios.com/ 09 October 2003 ============================================== INSTALLATION: ============================================== ************************* Addons : The Island anim Folder must be placed in Res\Addons\ folder (not everyone has normal addons folder). Overwrite the old file with new one: * BAS_Isle_Anim - BAS_IsleScene3.BAS_I1 Changes - * Su25 hitting tree in isle anim fixed. ************************* Single Missions : Place the updated mission in your Tonal Folder in Missions\Tonal or Missions\Ballistic\Tonal folder: * BAS_Isle_RebelRoad_v1.1.bas_i2.pbo Changes - * Fixed AK74Hd.sqs bug ************************* Campaign : Overwrite the old campaign pbo with the new file (file name can't be changed to reflect version): * Insurgency_01.pbo Changes - * Non HD magazine for playable Scouts and briefing. * Ammo dump mission bugs fixed. * Fade to black on SP KIA fixed. * Zinaba obectives fixed. * Missing sound in Holiday fixed. * Area CAS bug fixed (although not needed). * Missing addon Su25 in Internal Conflict fixed. * Weapons available in SP breifing. * Warpath mission ending early fixed. ************************* MP Missions : Delete the old files and add the new ones to MPmissions folder: * co@ 5 scoutpatrol v1.1.bas_i1.pbo * co@ 14 closetohome v1.1.bas_i1.pbo * co@ 16 militiadump v1.1.bas_i1.pbo * co@ 20 internalconflict v1.1.bas_i1.pbo * co@ 5 zinaba v1.1.bas_i1.pbo * co@ 11 warpath v1.1.bas_i1.pbo * co@ 17 holiday v1.1.bas_i2.pbo * co@ 17 rebelroad v1.1.bas_i2.pbo Changes - Same as SP. NOTE: CAS is untested in MP, and most likey will not work in MP (it was added to make SP easier). ************************* Maybe another small patch soon for the addon files, no idea when.
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Ahh, haven't actually stopped working since release,so haven't been able to answer everything...yes map grid will most likely be altered at some point.
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CAS, is best to wait for next version, its also only there for precision mode (which needs map click to mark target). The cas dialogs are in the island pbos, still sorting out the mission scripting side. Templates yes. Last thing i will prolly do before taking a break will be finishing up the template with a nice tutorial. All that fancy text stuff in intros takes about 2 mins to setup.
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You're a strange lad Nagual! Â Nice island though. BTW, I don't think anyone really "needs" BAS' permission to use your objects on their own island. They aren't editing or changing any of BAS' objects. They are just making another island with existing objects.....and they might come up with something good. I agree with you no permission but you forgot 1 thing must give credit to BAS Â So you made this ? its up to you to decide?...cool, saves me any time on the update ;)
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Heh, on the contray, they do "need" to ask. The only reason I ever made any objects was to make Tonal unique, i would love to see a quote of me ever saying i was making a pack of things for island making. Which is not to say nobody would get permission...but crap like this makes it worse for everyone. If its going to be a problem, i can simply release it later with p3d names coded ect, then stop making updates or addons until peoples serious hard work is protected (which most likely will be never). Lt damamge, forget it, not going to happen. Peeps should remember if they have ever been an ass to bas folk in the past before expecting such things.
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hehe, not a bad find, but not especially good either. If you really want to get a better idea of it (and hehe, words wont do much for that), here's two links. Hehe, nice palms nxzshadows. Im quite happy with the current palms, the single ones are some of the first models i ever made in my life, so i like them. And like ST said, we had quite a few files to look after, something like 2900 ;) So what is it that we are meant to notice? That you are editing the bas island or using the bas objects on your island without permission?
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It can't be walked in (atm), but something i think i forgot to put in isle readme, is the hospitals on tonal can always be healed at. So during any mission if you can find a hospital it will be able to heal you. Same for the BIS repair sheds at various bases, you can always repair and re-arm vehicles at them. Try hovering over one in a helo after some ammo is spent. There will be an update sometime today fixing campaign, some missions, opfor addon dependency and reb #4 bugs, around 5 mb in size (or smaller).
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Hehe, i cant strees enough that the pack was lucky to get a campagin at all (or anything at all for that matter). I made it in one weekend (2 days), then about 2 semi days of tweaking. So i think what you got for that amount of time is pretty good. About black squares, never seen that before, no bas testers had that. So in other words, its some tex problem with a system spec we have no idea about ,and no way of testing or fixing (just like linux or top of the line 3ghz boxes, ect). Everyone else has rugs there. You should check the sofas, they use the same textures. Benu, Â about more detailed buildings, incredible amounts of more lag would come with them. Do you think your players would not just turn around then and complain about lag, and not like that? Hehe everyone should know people producing free addons cant satisfy everyone, even from the basic fact people do not value free things to the extent of something they have payed for. Easy come..easy complain. Edit On second thought, about both jungle and town detail, ANY more detail and I would not of been able to play on what i made, which would of been...ridiculous...nuff said.
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Voice acting, depends really. We would love to get some new good african voices for various things, but it's pretty hard with limited time/resources. And idea as well for the insurgency is ongoing weekly missions. Eg, whether they come from bas or other mission makers, a weekly feature mission to keep the war going for players would be / will be nice.
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Hehe, if you only want a tin mosque, then the mosque in Kimoe should suffice ;)
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This is a typo in the readme - the script is actually called "bas_mist.sqs", not just "mist.sqs". Just look at the examples below that one and you will see the right syntax. Yep, and also in the editor under Game Logic units is a Mist Logic, a premade long-life mist point (about .7 delay i think). The island logics are something that will be done properly in the next version, the Tonal Logic thats in there now is just random weather. All bugs up to here have been noted, most mission ones and rebel #4 CTD have been fixed so far. edit And as far as the end of the Insurgency, it will be a long war before the end. Part 2 should be alot better. Just think, you dont really know much about who the scout is, or where he comes from ;)
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Hehe, thats a little present Ebud made for me one day ;) There are some other easter eggs around, some have been mentioned in this thread already. The 2 of the hardest to find can only be seen well from the air.