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Showing results for tags 'tkom'.
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Please use the enfusion engine to improve Take On Mars
beebah posted a topic in BOHEMIA INTERACTIVE - GENERAL
I'll keep it simple. I really hope the new enfusion engine is also applied to other BI games like Take on Mars, it still remains a game with potential, especially in this age where interest beyond our planet increases. Please BI don't abandon this game in the past. -
When I try to start the game it crashes with the following error message: Unhandled exception Program:..)\Steam\steamapps\common\Take On Mars\TKOM.exe Reason: Access violation. Illegal ready by 5d82b34b at 18 SysGetSymFromAddr:487, addr 0x5... SysGetSymFromAddr:487, addr 0x5... (Press Retry to debug the application - JIT must be enabled) I am able to launch the game in the 'developer mode' but that is no the solution to this issue... Anybody knows how to solve this crash? Already tried to reinstall the game.
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The image say it well hahahaha. This was a mission for the Large Rover, but... OMG... this experiment is impossible to acomplish due the cilinder area is really lower than the position of the tool.
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Hello everyone, a few of us will be helping out our colleagues at GamesCom next week, including myself and Salat, one of our designers. Thus I will be unavailable for fixes and will likely be inactive on the forums during that time. The rest of the team will continue working on fixing bugs, improving missions and also getting trading cards ready, so something to look forward to. They will of course be available to answer questions and sort through the tracker, but will be unable to change core game functionality. Most importantly, Steam Workshop support will be implemented during this time, and the tools along with the support will be released once we have returned. Developer builds should still occur regularly, so you will not miss out on any fixes and updates. Kind regards, Martin Melicharek (TKOM Project Lead)
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Need Help changing the Faction of a retextured addon
BoltboxerPro posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
For my new campaign, I got to work changing the textures and armor of the default SUV. So the easy work is done- now comes the fun part. I want to change the side from all the default ones the SUV comes with (civ, uno, taki army, pmc) to just one that has its own custom name. The only problem is that i need some insight on how to change the faction to my own unique one. The code under me was pulled from the end of "CfgVehicles.hpp". WHat do I have to change here to make it my own? class SUV_TK_CIV_EP1 : SUV_Base_EP1 { scope = public; crew = "TK_CIV_Takistani01_EP1"; typicalCargo[] = {"TK_CIV_Takistani01_EP1", "TK_CIV_Takistani01_EP1", "TK_CIV_Takistani01_EP1", "TK_CIV_Takistani01_EP1", "TK_CIV_Takistani01_EP1"}; rarityUrban = 0.8; faction = BIS_TK_CIV; side = TCivilian; }; class SUV_TK_EP1 : SUV_Base_EP1 { scope = public; rarityUrban = 0.8; side = TEast; faction = BIS_TK; crew = "TK_Soldier_EP1"; typicalCargo[] = {"TK_Soldier_EP1", "TK_Soldier_EP1", "TK_Soldier_EP1", "TK_Soldier_EP1", "TK_Soldier_EP1"}; }; class SUV_UN_EP1 : SUV_Base_EP1 { scope = public; rarityUrban = 0.8; side = TGuerrila; faction = BIS_UN; crew = "UN_CDF_Soldier_EP1"; typicalCargo[] = {"UN_CDF_Soldier_EP1", "UN_CDF_Soldier_EP1", "UN_CDF_Soldier_EP1", "UN_CDF_Soldier_EP1", "UN_CDF_Soldier_EP1"}; }; }; If it helps, here is the config.hpp #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 enum { STABILIZEDINAXISX = 1, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, STABILIZEDINAXESNONE = 0, }; #include "CfgPatches.hpp" #include "CfgVehicles.hpp" Thanks!