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ALBINOsnowball
ALBINOsnowball Aug 2 2014, 1:20pm replied:

The bugs never stop! **Runs in circles screaming**

I guess I'll be uploading the file again later...wheee...

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 19 2014, 7:39am replied:

Or neither. Moddb.com

+1 vote   download: UnitPort 0.2.8.1
ALBINOsnowball
ALBINOsnowball Jun 11 2014, 11:24pm replied:

When it comes to file order, just make sure that mod support is first and unitport is installed after revamp. All files modified are in the gamedata folder. And, by "regular order", do you mean in the tech tree, in the build UI, in the factory UI, or somewhere else?

I might try playing games with each of your friends separately, and having each of them do the same. This way, you can identify the person (or persons) with the problem by identifying who keeps getting desyncs.

+2 votes   article: Unitport Crashes/Crash Fixing
ALBINOsnowball
ALBINOsnowball Jun 8 2014, 11:18pm replied:

Well, the only thing I can tell you for sure is that SOMEBODY isn't doing things right, as desyncs are caused when the gamedata folder between two (or more) players doesn't match up. Kudos to you for validating and re-dowloading, but obviously that isn't the problem. First, I'd make sure that everybody has the DLC and that everyone has (at least) all four required mods, as specified above. Then make sure everyone's installing them in the correct order (also specified above).

Unfortunately, this is about all I can tell you. Desyncs only have this one cause...

+1 vote   article: Unitport Crashes/Crash Fixing
ALBINOsnowball
ALBINOsnowball Feb 18 2014, 2:41pm replied:

If it's just your computer specs, then I can't really help you. However, if it's the mod actually crashing, I'll need more info, as specified here: Moddb.com

+1 vote   download: UnitPort 0.2.8
ALBINOsnowball
ALBINOsnowball Oct 7 2013, 7:24pm replied:

I believe this is a bug in any game, mods or not. If the AI gets to the 1000 unit mark, it simply stops working. The game wasn't originally designed for more than 1000 units, and since the AI is mostly uneditable, we can't adjust the AI to higher unit cap settings.

+1 vote   download: UnitPort 0.2.5pre2
ALBINOsnowball
ALBINOsnowball Jul 31 2013, 7:09pm replied:

About the T6's ... they are supposed to be enormous, if they can't fit, don't build them. There may be more mobile models in the future, though.

I'll see about the advanced mass extractors...that wouldn't be too hard

The UEF don't have a t3 converter? I wonder if I maxed out their UI....

The cybran XP ui being maxed out has been fixed

Marine mass extractors would be useless, as the mass points can't be put in the middle of the ocean. As for floating energy generators...possible....

More experimentals are on the way, I promise...

Thanks for the compliment :). If you have any more suggestions, feel free to put them here or on the forum!

+1 vote   download: UnitPort 0.2.3
ALBINOsnowball
ALBINOsnowball Jul 11 2013, 10:39pm says:

New update! V. 0.2.2 -- Moddb.com

+2 votes   member: ALBINOsnowball
ALBINOsnowball
ALBINOsnowball May 13 2013, 8:41pm replied:

Not ported! GASP! If you ever need a free hand, I can always port the simple units for you :). besides, I should really get away from the explosion effects for a bit. With all the work I've been doing on them, I think I'm gradually becoming a pyromaniac...

Small bug that I fixed myself, the Skystalker's build material doesn't work. I just turned the build material off, but you could probably edit the model to make it usable. Just in case you didnt' know...

+1 vote   download: OBSOLETE - Revamp Expansion Mod v1.1b2c
ALBINOsnowball
ALBINOsnowball May 13 2013, 7:16pm replied:

I thought you weren't going to be updating 1.1 anymore ...(and there were no huge bugs either)... Which units? I hope you haven't stolen any of mine! Well, at least you can't steal my explosion effects...well, now that I think about it, you could...

Actually, the only reason I said something about my effects was to oh-so-conveniently lead you to my all new mod-help forum :D ! This one shouldn't be so bad, but then again, that's what I say about them all....

Moddb.com

0 votes   download: OBSOLETE - Revamp Expansion Mod v1.1b2c
ALBINOsnowball
ALBINOsnowball Mar 19 2013, 3:25pm says:

I seem to have found a bug; for me, at least, the cybran SCU and FACU cannot attack (they won't shoot any projectiles).

+1 vote   download: OBSOLETE - Revamp Expansion Mod v1.1b
ALBINOsnowball
ALBINOsnowball Aug 1 2014, 8:35pm replied:

Hehehe. This is the sort of thing that makes me wonder if those resource generators were the best idea...

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Aug 1 2014, 8:35pm replied:

I looked into the build orders thing, but I can't seem to make this glitch occur. In any case, I don't think I could fix it even if I wanted to -- pretty much all the UI construction stuff is encrypted. I guess I can only tell you to try and not pause your build queue...

As for the Doomsday, I've seen this before, but it's just a price that has to be paid. The pathfinding in supcom2 is ... um ... not exactly the best, but I can't change anything about that for the same reason I can't edit the construction UI.

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Aug 1 2014, 8:32pm replied:

Posting picture = good idea. It really does help sometimes...

Funny how the more problems I fix, the more pop up. I'll re-upload the file (again...) sometime tonight with a fix. Don't you just love how you've had to download this, like, five times?...

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Aug 1 2014, 11:51am replied:

Really? I just tested it and found that it works just fine. I guess I inadvertently fixed that too.

In other news, I re-uploaded the file with a few fixes:

*The mantis is now the correct size
*The Catalyst UI shouldn't crash (but I make no guarantees, of course)
*Changed the health and speed of land scouts

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Aug 1 2014, 1:05am replied:

Maybe you're not tech toggling? If the unit doesn't show up, try switching to tech two or three. Remember that experimental factories have a tech toggle too.

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 31 2014, 11:47pm replied:

I can build all my experimentals just fine...and I believe you mean Fatboy II, not Chunky II. Hehehe...

It's not exactly that T6s have less construction time; it's that the ACU has double the build rate of a gantry. Still, a problem's a problem. Fixing now...

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 31 2014, 9:44pm replied:

The unit cap one is definitely unique. I plan on adding more in the future -- there's a ton of stuff I can do. Maybe I can even weasel Avitus into making some icons that actually look good...I'll worry about that later, though.

The problem was either something about how the catalyst was inserted into your catalyst table (which remembers all the non-enabled catalysts you have) or something about the randomization of the catalyst types and stats.

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 31 2014, 5:26pm replied:

You have to admit, though, it's rather hilarious to watch their walk animation...

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 31 2014, 4:55pm replied:

Okay, not sure exactly what I did, but after some fiddling around with the cat UI I managed to generate 11 catalysts in a row with no problems (I got those eleven catalysts by building a single doomsday...hehehe...). I did get your problem, though, so you're not crazy.

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 31 2014, 4:37pm replied:

All I can say is keep the balance suggestions comin'. Because I redid the health, damage and eco values of every unit, the balance is pretty ... experimental. Good news is, balance changes are easy to do, which means I can make releases with small changes more frequently.

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 31 2014, 4:29pm replied:

OH! Whoops. The number should be 0.1575, but I put in a 1.1575 instead.

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 31 2014, 12:49pm replied:

Gaah! I could have swore that I did this! Here, I re-uploaded the file with a fix. Sorry about that.

+2 votes   download: UnitPort 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 30 2014, 12:11pm replied:

The end of the month in MY time zone is MIDNIGHT on July 31. Right now, it's 12:10 on July 30. That means I still have approximately 36 hours until the end of the month, thank you very much.

+1 vote   article: Upcoming UnitPort Beta 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 28 2014, 10:51pm replied:

Well, I looked into the whole idea, but it doesn't look like it's going to work. You see, the research table is "run" BEFORE the game actually loads, and this means that I can't customize it in-game. For your idea to work, I'd have to customize the research tree while the game was loading depending on if "slow research" was checked or not. I'll keep thinking about it, but I wouldn't expect it in this release.

+1 vote   article: Upcoming UnitPort Beta 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 28 2014, 8:19am replied:

I'm still on schedule...just a couple days now.

+1 vote   article: Upcoming UnitPort Beta 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 28 2014, 12:36am replied:

Sorry, but no. I'm pretty sure we can't add new units into the campaign in the first place, but even if we could, it would require more work than it's worth. People usually only play the campaign once, and each mission is balanced around vanilla supcom anyway. (The tech tree alone would probably be painful to get working.)

+2 votes   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Jul 20 2014, 11:55am replied:

Tada!: Moddb.com

This should help.

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Jul 19 2014, 7:39am replied:

Still looking towards the end of July/beginning of August for a release. Nothing to help with at the moment, but once beta comes out I'll definitely need feedback on...well, pretty much everything.

+1 vote   article: Upcoming UnitPort Beta 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 18 2014, 4:15pm replied:

First off, UnitPort is an add-on to this mod, so it's not so much "what's the difference" than "what's new in UP?".

Basically, UP (in it's current public version) ports new units (from supcom1 mods as well as vanilla SCFA), adds new effects, redesigns the research tree, adds some new UIs, etc.

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Jul 15 2014, 10:20am replied:

We were denied permission to use their models, so we won't be using their ships. A shame, but it's their word so it's their decision.

+1 vote   article: NEWS FEED
ALBINOsnowball
ALBINOsnowball Jul 14 2014, 12:09pm replied:

No, the dragon is in 2.0.

If you can mod, then you can enable all the extra units you want. However, after UnitPort, the only units left (if my memory serves me correctly, and I think it does) are the classic engineers and factories, which don't do anything important anymore (since the tech toggle was implemented).

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Jul 12 2014, 12:17pm replied:

Yes, a balloon factory, absolutely! How did you ever guess? :)

+2 votes   media: What am I making?
ALBINOsnowball
ALBINOsnowball Jul 7 2014, 5:30pm replied:

Okay, NOW I get it. Thanks for clearing that up.

It's not a bad idea, but there's just one catch. I can't add any new restrictions. I can tweak old ones, but I can't add anything in. I do like the idea though, I might be able to swap it in at the cost of a different restriction.

+1 vote   article: Upcoming UnitPort Beta 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 6 2014, 6:43pm replied:

It's a bug, fixed in the next release.

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Jul 6 2014, 6:41pm replied:

Possibly.

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Jul 6 2014, 1:26pm replied:

If you're talking about desyncs, then look at question #1. On the other hand, if you're just talking about random disconnects (as in, it says "network connection interrupted" or nothing at all) then it's possible your pc or internet connection just can't handle running the whole game (thus, it is a hardware issue).

+1 vote   article: Unitport Crashes/Crash Fixing
ALBINOsnowball
ALBINOsnowball Jul 6 2014, 1:22pm replied:

I'm afraid I need to you clarify what you mean by "locks the research center for 75 research points". Do you mean that you can't get more than 75 research points from research stations at a time?

+1 vote   article: Upcoming UnitPort Beta 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 6 2014, 1:20pm replied:

No and no. I'm not putting in the Thunderstrike because it's just too close to the devastator and undertaker to really contribute anything to the game, and I'm not putting in the Talon because it has texture issues (I tried putting it in before...the diffuse ends up having this ugly mesh-y look).

+1 vote   article: Upcoming UnitPort Beta 0.3.0
ALBINOsnowball
ALBINOsnowball Aug 15 2014, 11:03pm replied:

I can get to multi-tier stuff just fine...so I would assume that you're either getting confused with the tech toggle (unlikely) or you did something wrong when you installed (more likely). Take a look at this:

Moddb.com

+1 vote   download: UnitPort 0.3.0.2
ALBINOsnowball
ALBINOsnowball Jul 5 2014, 1:03pm replied:

Well, the answer is yes, that is possible, thanks to Asdru's Xtreme Wars. The problem is, Xtreme wars only upgrades SCFA units, so other mod units (like the Demon, Crawler, or Rhyolite) would be left with no upgrades, thus creating a bit of a balance issue...

+1 vote   article: Upcoming UnitPort Beta 0.3.0
ALBINOsnowball
ALBINOsnowball Apr 20 2014, 10:45am replied:

Hehehe...did you get this line from the unit wiki?

YO II, here we come...

+2 votes   media: Aeon XP nuke launcher
ALBINOsnowball
ALBINOsnowball Feb 17 2014, 12:30pm replied:

Fixed :)

+1 vote   download: UnitPort 0.2.8
ALBINOsnowball
ALBINOsnowball Jan 10 2014, 11:54pm replied:

Well, you have all the correct versions and such, and generally this problem is with the mod itself as opposed to installation, so no worries on your end. However, it'd be nice to have some more info (though what you gave me is helpful). I've updated the EAQ up top to include everything that I could possibly need.

+1 vote   article: Unitport Crashes/Crash Fixing
ALBINOsnowball
ALBINOsnowball Dec 23 2013, 1:07pm replied:

I just teleported 20 super tritons, and it worked just fine for me...

+1 vote   download: UnitPort 0.2.7
ALBINOsnowball
ALBINOsnowball Nov 6 2013, 9:12pm replied:

Yeah....have to put revamp in first, then put in unitport, which will replace revamp. If you have any other issues (or bugs), feel free to ask.

+1 vote   download: UnitPort 0.2.6
ALBINOsnowball
ALBINOsnowball Nov 5 2013, 7:17pm replied:

UnitPort is supposed to replace revamp, though no message should pop up.....

Maybe try adding the files manually? Or you could try validating the game and then using the mod manager, if you haven't done so already.

+1 vote   download: UnitPort 0.2.6
ALBINOsnowball
ALBINOsnowball Aug 8 2013, 9:29pm says:

Looks good, as usual.

Just wondering, are all these models ones that you've had for a while, or do you just happen to have some excess free time recently?

+2 votes   media: UEF T3 SAM
ALBINOsnowball
ALBINOsnowball Aug 7 2013, 10:44pm replied:

So....what sort of projectiles did you have in mind for this? Normal gauss projectiles (like the fatboy or original perses...I'm already calling this the Perses II...) or some sort of plasma sort of cannon (like the KK cannons or the new Percival II's projectiles)?

+1 vote   media: UEF XP PD MK III
ALBINOsnowball
ALBINOsnowball Aug 7 2013, 5:32pm says:

Looks a lot like the perses....as a matter of fact, it's a LOT like the perses. Fatboy-like guns, cylindrical body, radar doodad at the top...which makes this one of my more favorite models, considering I really like the perses :)

Can't wait to see it textured!

+6 votes   media: UEF XP PD MK III
ALBINOsnowball
ALBINOsnowball Aug 3 2013, 9:40pm replied:

Hmm...the Avalanche and the Pyrite both fire properly for me, I just checked. I suppose re-install the mod?

+1 vote   download: UnitPort Alpha 0.2.4
ALBINOsnowball
ALBINOsnowball Jul 27 2013, 12:56pm replied:

You model? Interesting.

I, personally, am really excited for the UEF T4 gunship coming. I know, like the UEF need another gunship, but how can one resist a flying fatboy-thing?

I guess I'll pull down the urchinow health a tad more...

+1 vote   article: NEWS FEED
ALBINOsnowball
ALBINOsnowball Jul 22 2013, 6:05pm says:

Okay, I put a installation video up (processing at the moment, should be up soon). Both says how to install and proves that I'm not lying when I say it works fine for me.

+1 vote   download: UnitPort 0.2.3
ALBINOsnowball
ALBINOsnowball Jun 16 2013, 7:28pm replied:

So you noticed the atlantis too? I have a feeling that we are either in the minority, or I am extremely ignorant :). I just found the atlantis (an enabled it in-game) not too long ago...along with a couple other (ie. the mercy) non-enabled units.

+1 vote   download: Revamp Expansion Mod v1.1 ( Legacy )
ALBINOsnowball
ALBINOsnowball May 14 2013, 2:42pm says:

I approve. A shame the UI can't be modded...thanks GPG...

+4 votes   media: Eco Panel For RVE 1.2
ALBINOsnowball
ALBINOsnowball May 8 2013, 9:04pm replied:

At the moment...nothing at all. I have gotten no opiions at all on the matter, and I'm busy working on the tech trees and porting units (and another suprise) at the moment.

+1 vote   member: ALBINOsnowball
ALBINOsnowball
ALBINOsnowball Apr 18 2013, 3:48pm replied:

Happy to help. Keep in mind, though, that modding questions go in the mod help forum. I got scolded because I didn't do that....

All you really need program-wise to port new units is Winrar v4.01 (newer versions won't handle some files correctly) and an image editing program. I use gimp, but photoshop is what RVE uses. If you want to design new units, then you would want a modelling program. I believe you can either use Autodesk 3dsMax (recommended, but expensive) or blender. (For either one of these, you'll need to go to the GPG forums and get a importer/exporter). And, of course, you need supcom2.

Feel free to ask if you need any help....finding assistance is really the hardest part of porting units for supcom2.

+2 votes   download: OBSOLETE - Revamp Expansion Mod v1.1b2c
ALBINOsnowball
ALBINOsnowball Apr 17 2013, 5:03pm replied:

This makes me even happier: publicity for my mod! First, I fix all revamp bugs that I can. (See last comment...)

Second, I port new units. At the moment, I've got approx. units for UEF and Illuminate, and 3 for Cybran (I don't play as them often...). I mostly take units from Total Mayhem, since the mod's got some pretty cool models. I also am making a "return of the torpedo pds". Of course, my texturing is off (but not THAT bad), icons are bad, and all units aren't terribly complex...

If you want to see a big of what I've done, click on my name and take a look at a illuminate XP artillery ship that I ported...

+1 vote   download: OBSOLETE - Revamp Expansion Mod v1.1b2c
ALBINOsnowball
ALBINOsnowball Apr 17 2013, 3:03pm says:

Oh my...I already thought things were slow...but that doesn't matter! Good luck, and wow them with your supreme modelling (I didn't spell that right, did I?) abilities!

+3 votes   media: New job
ALBINOsnowball
ALBINOsnowball Apr 17 2013, 2:58pm says:

Hooray! Now I get to tinker with all the new files...and, of course, add my own stuff. If I find any bugs, I suppose I should just fix them myself instead of reporting them?

Funny...I look at the changelog, and I fixed almost everything by myself! Modding self-esteem boost...

+1 vote   download: OBSOLETE - Revamp Expansion Mod v1.1b2c
ALBINOsnowball
ALBINOsnowball Mar 18 2013, 3:41pm replied:

The Novax and it's satellite are also a new units....

+1 vote   download: OBSOLETE - Revamp Expansion Mod v1.1b
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