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species1571

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About species1571

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  1. Updated to v1.34: ---When horizontal screen resolution is 1920 or higher, the Repair, Supplies and Equip windows will be expanded to make better use of the available screen space. When this is active, some irrelevant information will also be removed (i.e production time and material requirement from the supplies and equip windows and item weight from the equip window). There is an option on page 4 of the customization option if you prefer not to have this. ---On the repair screen, if there are any damaged systems, the carrier fuel bar in the top right corner will now include a needle. If you are pointing to the button of a damaged system, the needle will indicate the fuel impact of fully repairing that system. If you are not pointing to a damaged system, the needle will indicate the fuel impact of fully repairing all currently damaged systems. ---EM flares can no longer be launched if the control tower is too badly damaged. ---Fixed a bug causing the Carrier Low Fuel Level and Pier Refuelling Range Boost options on page 7 of the customization menu not to be loaded correctly at startup. You will need to adjust these options if you previously used them. CAMPAIGN-SPECIFIC: ---A feature was added in v1.30 allowing the scout drone to be launched and docked during island missions where the scout drone is normally not accessible. In these situations, you can now also access the scout drone remote camera, normally used from the carrier shell gun, by holding the camera key (C by default). If the scout drone has been launched, a caption will appear when this is available. ---The Islands Overview window will now indicate islands requiring a unit upgrade that you do not yet have. This will be indicated by the icon of the relevant upgrade on the right side of the island listing. Additionally, a warning message will appear if you attempt to use the Instant Sail button to travel to one of these islands. ---When the enemy carrier retreats from an encounter, it will no longer be able to continue destroying your units while the cutscene plays. ---The option for relocating the carrier to the initial anchor point of an island can no longer be used during island missions where you would not normally be able to control the carrier. ---During some island missions, ownership of the island changes during the mission. Island ownership messages will no longer appear in these cases. ---Fixed a situation during specific unit missions where it was possible to purchase the unit you were given to carry out the mission. Thanks to all who provided feedback since the last update, and to Rob04 for playtesting. Download page HERE, or go directly to the file HERE. Optional camouflages HERE.
  2. In the location C:\Program Files (x86)\Steam\userdata\Your Steam ID number\65740\local there is a file crash.log you can send me at species1571@blueyonder.co.uk It might not be a mod related crash, but I will take a look.
  3. Only the direct download from my site will work. Those other versions posted elsewhere will not work as they have not been updated for years now. You can easily tell if the mod is running from the main menu as the buttons will be aligned to the left instead of the middle of the screen, and also the mod version will display in the bottom right corner. Anyway, glad you got it working and hope you enjoy.
  4. Posted a second hotfix for a few minor issues in the v1.33 update: -Improved accuracy of the position of icons on the outer edges of the alternative radar. -Zoom and tint adjustments on the alternative radar not saved correctly between sessions. -Possible message saying an item could not be added to the carrier when arriving at an island. -Crash which would occur if auto-hook is enabled and a Walrus happens to be on top of the Manta's lift while the Manta is docked. If you already downloaded v1.33, please download again.
  5. Updated to v1.33: -UNITS: ---Units can now be purchased directly from friendly islands. To do this, take control of an island unit by clicking on it on the map. A button will appear with the amount of material the unit will cost. If you already have 4 active units of that type, but room for a spare one in storage then you can do this by fully repairing and stripping all items from a docked unit. When you click purchase, the docked unit will be moved to storage and the purchased unit will take its place. NOTES: There is a price premium for purchasing items in this way, but you also save production and delivery time by getting the unit immediately. Remember that you are also purchasing all the items the unit has fitted, so choose wisely. The best time to purchase an island unit is after capturing an enemy island, so it is worth leaving some units alive if you wish to do this. You must have blueprints for all items fitted to the unit, or you will not be able to purchase it. ---Walrus bridge assistance - When a Walrus on autopilot approaches a bridge, it will automatically be placed onto the start of the bridge. This will help with Walruses getting stuck when trying to cross bridges. ---Walrus steering has been modified. The rear wheels will now steer in the opposite direction. This gives Walruses a much tighter turning circle and may also help with some situations where a Walrus would get stuck in a confined space or against an obstacle. Manual control may take some time to get used to as you will need less steering input for a particular turn. If you do not like this change, delete the deadlyislands\scripts\base\main\groundvehicle file. ---Some improvements to the auto hook - The command bar auto hook button states will now be saved between sessions, so you do not need to activate them every time. If a Walrus is in auto refuelling range of a fuel station, it will not be hooked until it is fully refuelled / repaired (as well as the Manta, depending on unit-to-unit refuelling mode). ---When the carrier is parked at a pier and a Manta is docking with a hooked Walrus, it should no longer drop the Walrus on top of the pier. ---Improved situation where island Walruses become piled up outside garages, preventing newly built Walruses from exiting their garage. ---Long range attack Mantas have been upgraded in terms of both their strength and numbers. Recommend setting the "Attack waves from nearby islands" option on page 2 of the customization menu to "Enabled with safety". ---Improved broken glass effect when the currently selected unit is destroyed. -UI: ---Islands overview - Island listing is now fully icon-based instead of using words. This will be clearer, especially for non-English languages, and also allowed a moderate reduction in the vertical size of the overview. For islands that do not have a connection to your current stockpile island, or cannot be reached with your current fuel level, this will now be indicated by a red stockpile or fuel icon respectively. For enemy islands, the island mission will now be indicated by the relevant icon in the area on the right. Any island under attack will now always be shown in the list, even if the listing mode is set to APA or Neutral. ---Some improvements to the alternative radar - Island units will now be shown with their correct orientation. Carrier outlines will now also be shown. Improved accuracy of the position of icons on the outer edges of the radar. Mission objective marker will now be shown on the radar. Zoom can be quickly adjusted by holding the right mouse button and using the wheel. ---Added an extra listing mode in the advanced production screen that will show missing blueprints. This will allow you to adjust the auto-queue settings for these items before they are unlocked, as well as just seeing which blueprints you are still waiting for. ---In the advanced production screen, for auto-queued items which are on hold due to their minimum material setting, their icon will now show the pause and material icons, rather than the "Pending material" wording previously shown. ---In the advanced production screen, pointing to the item currently in production will now show the remaining time and material required to complete the item, rather than the overall time and material for the item. ---Some improvements to the main menu - The main menu now has a screen saver feature which will activate after being idle for some time. When loading the game, if a strategy game was previously played, the "Strategy Game" button will be selected. When exiting from a game, the "Exit Game" button will be selected. The "Quit Carrier Command" dialog box has been moved so that you do not need to move the mouse to confirm. ---If the currently selected unit is causing damage, this will now be indicated by a red ring around the target reticle. LIMITATIONS: Only damaging hits will be shown. Shield hits or hits which destroy the target will not be shown. When controlling carrier guns, damage from any of the other guns will also be shown. ---In the tactical scan target list, damage to the targets is now displayed in real time regardless of the "Scan update rate" setting on page 3 of the customization menu, which reduces the need to have this set to "maximum". ---When "Unit quick command buttons" is enabled on page 4 of the customization menu, an additional command has been added for fitting docked units with their default fitting if they have had one set in the equip screen. ---Removed the film grain effect. If you prefer having the grain effect, delete the deadlyislands\textures\noise file. ---Improvements throughout the mod for display of information in non-English languages. -SAVES: ---Starting a new campaign will no longer delete the backup saves from the previous game on that profile (only for saves made while the backups feature was enabled). Instead, they will be moved to a separate backup folder for that type of campaign within the folder of that profile. ---If there are any previous campaigns backed up or any saved games which are not backed up in the current profile, this will be shown below the profile name on the main menu. ---A new option on page 7 of the customization menu allows unlimited "user" saves (manual saves made from the menu) instead of the game's normal limit of 8. With this option enabled, if you have 8 or more user saves, use the save menu to overwrite an existing save. The overwritten save will be restored when you exit to the desktop and will be available when you start the game again. If you disable this option, the number of user save slots will not be reduced, but will not be extended any further. -FIXES: Fixed a bug causing a display glitch when the "Alternative dock cameras" option is set to walrus only or manta only. Fixed a bug causing the "Scout drone autopilot altitude control" option not to be applied correctly. Fixed a bug causing some islands not to have their defense level boosted correctly when using the "Enemy island upgrade levels" option. Fixed a bug in CCGM where a Manta's weapon could not be used if a second weapon was removed in certain situations. Fixed a bug in CCGM where a dock being destroyed while a unit is in the middle of docking or undocking would cause the unit to be stuck, or floating in mid-air until the dock is repaired. They will now automatically be docked or undocked after a few seconds if this happens. Several smaller fixes and improvements throughout the mod. Thanks to all who provided feedback since the last update, and to Rob04 for playtesting. Download page HERE, or go directly to the file HERE. Optional camouflages HERE.
  6. www.species1571.com/deadlyislands_camo_switch.zip The file is still there, but the link was broken. Can you edit the link out of your quote?
  7. Updated to v1.32: -Advanced production screen overhaul: ---Tooltips will now be displayed when placing the mouse pointer over the various options. ---Blueprints list and advanced queue can now be scrolled using the mouse wheel. Blueprints list can also be scrolled by dragging the list up or down. ---When using the minimum material level options for auto-queueing items, previously the item would not be queued until the material level was reached. The item will now be queued regardless of material, but production will not start until the material level is reached. This allows you to adjust the production order, even if production cannot start yet. The queue will indicate pending materials in these cases. -Islands Overview overhaul: ---An additional entry in the Islands Overview option on page 4 of the customization menu allows the overview to always be displayed when on the map screen. When this option is enabled, the overview may get in the way of selecting items on the map, and in this case the overview can be temporarily hidden by holding the right mouse button. ---An additional entry in the display option on the overview window allows all islands to be listed, regardless of ownership. ---Island ownership is now indicated by the colour of its listing in the overview. ---If an island is under attack, this will be indicated at the top of the overview. The island's listing on the overview will also show that it is under attack. ---The overview can now be scrolled using the mouse wheel or by dragging the list. -Scout drone: ---The scout drone now has a limit to its range. Unlike carrier units, the drone will not lose telemetry and when the range is exceeded, it will set a course for a location within range. The range is slightly longer than the carrier's unit telemetry range, so it can still be used effectively on islands with scramblers in most situations. ---With the scout drone deployed and carrier shell cannon selected, the remote view can now be toggled by tapping the camera key (C by default). Holding the camera key instead of tapping will still function as before. A tagged target is no longer required. ---When the remote view is active and a target is tagged, you can now set the drone to automatically track the target. This can be toggled using the execute key (E by default). With tracking enabled, the drone will follow the target and try to keep itself slightly on the carrier side of the target. This makes it easier to line up shots, as the shells will be coming from the bottom of the screen, and also allows you to switch between multiple targets without setting the drone's position every time. NOTES: The drone will only track a target when the remote view is active. Take care when using this option as it may move your drone into hostile areas. ---When the remote view is active and there is no tagged target, you can now adjust the view from the drone by holding the right mouse button. ---When the drone is docked, its button within the carrier tactical button will remain displayed. This allows you to see its refuelling and repair state. You can also click on this to launch the drone. ---When the drone is launched using the shortcut key or the button within the carrier tactical button, clicking again will automatically switch to the drone once it has launched. ---The option for controlling drone altitude during autopilot has moved to page 6 of the customization menu. -Defense drones: ---If drone formation is set to "Island" on page 1 of the customization menu, the drones will now automatically rotate their position around the carrier to track the nearest enemy walrus if one is nearby. When no enemy walrus is nearby, they will behave the same as before. ---Added option on page 6 of the customization menu which allows drones to automatically launch when arriving at an enemy island and automatically dock when the island is captured. ---When the carrier is close to a pier, the pier will show as friendly. This prevents a situation where defense drones detonate on contact with the pier. ---Fuel management system options on page 7 of the customization menu now include an option for manual refuelling of docked units. When this option is enabled, a target fuel level slider will appear above the command bar for the currently selected unit. When the unit docks, the unit will be refuelled (or de-fuelled) to the target level. NOTES: The target fuel level will be cleared when the target is reached or if the unit undocks before reaching the target fuel level, so you will need to set the target level each time, but you can do this at any time whether the unit is docked or undocked. Having multiple units selected when you click the slider will apply the target fuel level to all selected units. Enabling this option will disable the "Unit fuel balancing" and "Carrier can use unit fuel" options. ---When a docked unit is selected, you can now quickly select an equipment preset using the relevant number key on the numeric keypad. You can do this without opening the Equip screen. ---Added option on page 6 of the customization menu for Manta alternative control. With this option enabled, the orientation of mantas is directly controlled with the mouse. This is mainly intended for players with a Steam controller, but it should also be possible with other controllers as long as they are using mouse emulation. You can also try it with the mouse if you find mantas difficult to control. NOTES: Only works with interior camera mode. If set to "Enabled", interior camera will be forced. If set to "Interior camera only", the function will toggle on and off depending your camera selection. Weapons such as lasers will appear with slight judder and will not always point exactly at the reticle (you will need to visually account for this). There is slight drifting to the left or right when rotating the manta on the spot. Collisions with objects such as trees or terrain will no longer affect the orientation of the manta. ---Barque arrival animation can now be interrupted by pressing the camera key. ---Giving a unit a waypoint by clicking on the map will now automatically execute if the unit was previously suspended. ---If the game crashes and you don't see the crash message, it will appear on the menu screen the next time you launch the game. This will also show the location of the crash log. ---The option for inverting vertical mouse axis has been removed from the customization menu. This will now be read from the main game options. ---The option for selecting HUD removal has been removed from the customization menu. This will now use the combined method - tap the HUD key to toggle or press for a longer period to hold. When toggled off, the HUD can now be shown by holding the key. ---Unit quick command buttons added in v1.30 no longer require the right mouse button to be held. If you prefer, you can restore the right mouse button requirement, or disable the function entirely. An option has been added on page 4 of the customization menu. ---Enhanced context buttons added in v1.30 will now always be used when a carrier unit is selected. This means that DOCK/UNDOCK/EXECUTE/SUSPEND will always be shown uniformly, with a fifth button appearing for EQUIP if the unit is docked. ---Fixed a long-running issue where clicking on mod-specific buttons in fullscreen without holding the right mouse button would cause the selected unit to either undock or switch to manual control. As a result of this fix, some buttons which would previously only appear when the right mouse button was held, will now always appear. ---Fixed a bug in the previous update when playing the story campaign, the hammerhead mission would not trigger after capturing Vattland, meaning the mission on Fulcrum could not start until you returned to Vattland. ---Fixed a problem in CCGM where Walruses would sometimes not accept waypoints to certain locations on an island. ---Fixed a problem in CCGM where Walruses would not accept waypoints to stations on an island if they weren't needed, for example clicking on a refuelling station if the walrus had full fuel. ---Fixed a problem in CCGM when using missiles to lock onto a target, the name of the target would be obscured by the white targeting box. ---Fixed a problem in CCGM when using Set Sail or Instant Sail if the carrier was in shallow water, it would remain stuck until manually steered out. The carrier will now automatically move to the anchor point when this happens. Thanks to all who provided feedback since the last update, and to Rob04 for playtesting. Download page HERE .
  8. Solved. Hammerhead objective was not fully completed.
  9. In the unmodded game, the limit is 60°. You can change it, but it won't be more useful as the maximum distance for shells is at 45°. Firing up beyond 80, the shell would just come down a few feet in front or even hit the carrier. It also becomes possible for the front gun to be left in the vertical position and destroyed by fire from the rear left gun. The same with the downward and side angles, extending them causes damage to the front and sides of the carrier, especially if fired when the carrier is moving forwards. I adjusted the position and angle limits of all the guns from the unmodded game to give maximum coverage without damaging the carrier.
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