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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 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, 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 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 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
ALBINOsnowball
ALBINOsnowball Jul 4 2014, 5:03pm replied:

Desyncs are caused by differences between two players' gamedata files. Basically, you and your nephew have done something different when each of you installed the mods. Make sure you both can answer all of the points in question #3 the same way:

Moddb.com

+1 vote   article: Upcoming UnitPort Beta 0.3.0
ALBINOsnowball
ALBINOsnowball Jul 4 2014, 5:01pm replied:

Moddb.com

Question #19

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Jul 2 2014, 11:28am says:

Love the team color designs on the ends!

+7 votes   media: Aeon sea factory NK III wip 2
ALBINOsnowball
ALBINOsnowball Jun 30 2014, 2:01pm replied:

Yes, I mean giving resources. Pressing "J" opens up the UI for giving mass and energy, pressing "Shift+Y" opens up the UI for giving research points.

Now that I think about it, I'm not sure that having two players actually sharing the same pool of resources is even possible. Probably encrypted in the engine. In any case, resource giving should work just fine.

+1 vote   member: ALBINOsnowball
ALBINOsnowball
ALBINOsnowball Jun 30 2014, 12:03pm replied:

Umm...I don't think so, but you could always test it out and see for yourselves. I've been wrong before...

+1 vote   article: Unitport Crashes/Crash Fixing
ALBINOsnowball
ALBINOsnowball Jun 28 2014, 7:49pm replied:

Yerp.

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Jun 28 2014, 11:49am replied:

Well, I already have resource sharing in UnitPort. But if you mean a SEPERATE resource sharing mod, then yes, that is probable. I'm more concerned with finishing UP as a whole first, though.

+1 vote   member: ALBINOsnowball
ALBINOsnowball
ALBINOsnowball Jun 23 2014, 11:19pm replied:

Sometime around the end of July.

+2 votes   article: Upcoming UnitPort Beta 0.3.0
ALBINOsnowball
ALBINOsnowball Jun 19 2014, 11:39am replied:

Look at question 3, point 8 and question 5.

+1 vote   article: Unitport Crashes/Crash Fixing
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 Jun 7 2014, 12:25am replied:

Hmm...are you sure you have mod support? I know you probably do, but that's the only thing I can think of off the top of my head....if something else comes to mind, I'll make sure to say so.

+1 vote   article: Unitport Crashes/Crash Fixing
ALBINOsnowball
ALBINOsnowball Jun 7 2014, 12:23am replied:

The end of this video will describe how to install mods manually: Moddb.com

Furthermore, you need version 1.260 for the mod to work correctly.

+1 vote   article: Unitport Crashes/Crash Fixing
ALBINOsnowball
ALBINOsnowball Jun 6 2014, 6:15am replied:

Have you read this?

Moddb.com

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball May 16 2014, 2:41pm replied:

Darn, they didn't mention UnitPort. But still, it's nice to see that new people come to this page too (as opposed to chronic every-day-checkers like me)

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball May 11 2014, 6:30pm replied:

At the moment, I'm having some...computer problems...so I wouldn't be expecting anything terribly soon. There's also the fact that not only am I awful at balancing, but I'm slow too.

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball May 3 2014, 10:01pm replied:

At the moment, I'm just working on writing all the descriptions for the unit wiki. Not exactly picturesque...

+2 votes   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Apr 28 2014, 10:49pm replied:

Cheating in general is blocked in multiplayer, and as far as I'm aware, there's no way to change it.

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Apr 19 2014, 12:01pm replied:

You will ABSOLUTELY see another version of unitport! The question is only "when?". If I didn't plan on finishing it, I would have quit working on it a while ago...

+2 votes   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Apr 18 2014, 9:18pm replied:

Hey, it's not so bad....as long as it works :)

+3 votes   media: Cybran Dragon MK IV in game
ALBINOsnowball
ALBINOsnowball Apr 18 2014, 12:14pm replied:

I know, but better safe than sorry...

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Apr 17 2014, 10:36pm replied:

Mostly because I'm afraid they'll cause crashes...the AI hates me, and I hate the AI, so I try to stay away from it as much as possible. I still may allow the AI to build them later, though...

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Apr 5 2014, 5:17pm replied:

No. The Illuminate doesn't have any T6 models yet, for starters.

+1 vote   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Apr 4 2014, 2:39pm replied:

If your balancing sense is messed up, them mine is...is...oh, I don't want to think about it! :)

+2 votes   mod: Revamp Expansion Mod (RVE)
ALBINOsnowball
ALBINOsnowball Apr 3 2014, 7:52pm replied:

This is a different unit than the Harbinger. It just looks like it, but it won't replace it.

+3 votes   media: Aeon T3 heavy Assault bot
ALBINOsnowball
ALBINOsnowball Apr 3 2014, 2:44pm replied:

Press Ctrl-X to switch techs after you get hunker.

+1 vote   download: UnitPort 0.2.8.1
ALBINOsnowball
ALBINOsnowball Apr 2 2014, 8:23pm replied:

Ummm...it seems that you forgot RVE itself. Install RVE v1.1 right in between the map pack and UnitPort.

+1 vote   download: UnitPort 0.2.8.1
ALBINOsnowball
ALBINOsnowball Mar 30 2014, 10:48am replied:

Moddb.com

Question 3, point #8

+1 vote   download: UnitPort 0.2.8.1
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 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 Feb 17 2014, 4:46pm replied:

You have the last version installed; I just double checked, and I did fix this problem in this version.

+1 vote   download: UnitPort 0.2.8
ALBINOsnowball
ALBINOsnowball Jan 15 2014, 2:47pm replied:

If you want me to fix stuff, you're going to need to be more specific....What units? Projectiles from what units?

+1 vote   download: UnitPort 0.2.7
ALBINOsnowball
ALBINOsnowball Aug 15 2013, 4:52pm replied:

The number of experimentals will increase as new versions come out....

+1 vote   download: UnitPort 0.2.4.2
ALBINOsnowball
ALBINOsnowball Jul 28 2013, 8:00pm replied:

Hmmm...I'll look into that issue.

+1 vote   download: UnitPort 0.2.3
ALBINOsnowball
ALBINOsnowball Jul 6 2013, 6:44pm replied:

That sounds like an interesting idea.

+1 vote   member: ALBINOsnowball
ALBINOsnowball
ALBINOsnowball Jul 6 2013, 10:58am replied:

True, true. But Burnie made some buildings. Mostly turrets. And hydrocarbon structures, and anti-navy structures, and new air refueling stations (I think). Overall, there aren't many different types of structures, but we have a wide selection when it comes to certain stuff.

+1 vote   member: ALBINOsnowball
ALBINOsnowball
ALBINOsnowball Jul 6 2013, 12:35am replied:

And we have a lot. Burnie has made a TON of models. And once we take all of his, we go and ask blacktops if we can take theirs! Mwuhahahaha...

+1 vote   member: ALBINOsnowball
ALBINOsnowball
ALBINOsnowball Jul 6 2013, 12:00am replied:

Almost all the models are courtesy of Burnie222 and his mod, Total Mayhem for SC1. If you own the game, you should install it. Link is in the description of the download...

Burnie is starting to get tired of modding SC1, though. And I doubt he wants to mod SC2. So, as much as I would want to ask him to make models that rival Avitus' for me, I can't. He has to volunteer.

+1 vote   member: ALBINOsnowball
ALBINOsnowball
ALBINOsnowball Apr 19 2013, 3:04pm replied:

Darnit. Wen't to click the "+" and clicked the "-" instead. Whoops...

+1 vote   media: New job
ALBINOsnowball
ALBINOsnowball Apr 14 2013, 4:36pm says:

I've always been a UEF fan, but you just might make me switch to the illuminte if you keep making things like this! Nice job.

+1 vote   media: Illuminate Drone Platform
ALBINOsnowball
ALBINOsnowball Apr 3 2013, 12:32am says:

Here I am running around trying to figure out how to make a projectile at all, and you guys pump out something like this. Great job.

Question: Was the t3 bomber just used to demonstrate this, or will it definitely use this projectile?

+2 votes   media: Electro-Shock Effect Demo
ALBINOsnowball
ALBINOsnowball Mar 23 2013, 11:26am says:

I like the idea of the role, but I think it's a tad to pointy, as aeon units are generally more round (surprise...). Maybe make the "feet" and the cannons a little more "dull", and also take the horns off the "chin"?

+2 votes   media: Illuminate T4 "Equalizer" Walker (wip)
ALBINOsnowball
ALBINOsnowball Mar 17 2013, 2:52pm says:

Models that would take me eons to make thrown out because they dont...fit. A shame.

As stated before, the T3 carrier is a good model; maybe increase it's size and make it a T4 carrier? Also, I like the idea of a T4 missile launcher. Not so much for gameplay reasons, but because nobody has one at the moment...

+3 votes   article: Revamp Graveyard
ALBINOsnowball
ALBINOsnowball Mar 16 2013, 1:49pm says:

Illuminate or cybran T2 artillery is my best guess.

+2 votes   media: Unidentified Threat Imminent
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