This member has provided no bio about themself...
Yep...is really great! Go to Operations, seal the doors and survive the Alien waves from above. Like in the movie. ;-)
Why GBX didn´t add the welding option or only alien, no mercs from the beginning?
Yes. Even with 4 teammate or singelplayer.
BTW...only Lurker is way to heavy!!! O-o
ok...I´ll test the boiler mod! It´s ok...but your mods are better! ;-)
The boilers are too fast! You have no chance to escape or to defense them. And there are still mercs!
For me the best mod is the welding, with diffrent aliens.
Keep up the great work!
Yep...don´t copy the read me file into the content folder!
Dino heads still there...but hey no mercs!
No Problem! It would be nice but if it don´t work with the dino heads, well it´s ok for me.
Today (later), I will test the boiler mod from the steam forum. Their is a manuel too, to make hex editing "easier".... ;-)
Yeah...didn´t expect this with the read me file. But I think Steam or ACM counts the file, speacely in the DLC folder. One to much, the game is corrupted. O-o
I have sooooooo many differnt files in the "core-game" folder. And a lot read me files with other stuff....had never a problem with it....nevermind
If someone ask you about it, now you know the answer! ;-)
Yep I still got the dino heads on Steam- and Standalone.
Everythink else is working fine.
I mean...I have no problems with the dinos! I´m happy about to have no mercs anymore! Great work!
And the welding option is AWESOME! ;-)
Does it works with your mod(s)
Ok. Found the steam problem! Don´t copy the read me file into the content folder! :-)....oh boy!
But...I still have Dino - Heads with the steam version. WY-Soldiers are gone / exchanged!
Dosen´t matter wich mod I use. Now I´m a little confused!
Standalone works great!
This is the big problem with our mod too!
It worked with a standalone but not with the steam version!
Bye the way...nice mod!!! Is it possible to make this for the SP?
Well...it works, but not with the steam version! With my standalone version it works perfect!
How did ya do this? Hex editing?!?....Jesus!!!
This the message that I get with the steam version:
"Some of your donwloaded content is corrupted and can not be loaded"
Bug Hunt is not available!
First make a backup of the original upk files!
It´s the whole game, incl. a modifiyd ACM.exe.
So it´s actually not a classic "mod". It´s a stand alone game that starts without steam.
We didn´t found a way (yet) to build the files into the steam version, without editing / modifing the ACM.exe.
In other words...if we upload the "mode" /"game", you get ACM totaly for free. And SEGA don´t like that. ;-)
all this things you can´t do with "hex.editing". Agatsumas mod is based on hex editing.
Hex editing is really hard way to mod a game, it drives me insane.
I still play A:CM / BH (moded). But as standalone, without steam on a local lan, via hamachi.
Try the CilitbängPack v.1.8 or set the ACM.exe to admin. And rebooting shoud be history. (It´s actually a Steamclient bug)
Like the other versions.
Copy and paste into:
C:\Users\Na;me%\Documents\My Games\Aliens Colonial Marines\PecanGame\Config
And set them to read - only!
Well...I do what I can...but I have a life to live. ;-)
I did a mod with some friends. But we can´t upload it. It´s not legal. :-(
And it´s almost 10GB big....it´s the whole game with many changes...
- exchanged the w-y soldiers with combat androids. They got white
blood and a robotig voice / sounds. We took the textures from the armored w-y soldiers with the smart gun for the androids.
- more aliens....specially more facehuger / every egg get open
Yeah right....on MP is it perfect!
I think I played too much the SP. :-)
I know were the aliens are come from and point the PR automaticly to this areas. :-)
The hitpoint from the marines are great. How it should be. Now the acid makes some damage too.
I hope agastuma finds a way to speed up (a littel) the aliens. :-)
but....is it possibel to increase the hitpoints for the xenos? Most of them going down after a singel burst with the PR.
Everything else is perfect!
NICE !!! THX for the work!
Copy and paste the PeacanGame.upk.
And just delet the PecanGame.upk.uncompressed_size,. Done!
I´ll try to paste the work from the survival mod into this mod. Maybe this is working at all.
In Feburary I have some free time. Sorry, but it will take some time to do it. ;-)
Ok. thanx for the hint.
I will try it with those progs when I have some free time. I got the RAW data from the survival and weapon mod. Maybe I can exchange the PR with the Hudson PR or stuff like that.
Can you tell me wich tool´s you´re using? I´ll used UE Explorer in the past. For the most Unreal games it worked fine. Expect A:CM. ;-)
I don´t think there is a difference for the eu or us version. Otherwise your mod would not work for me. Steam games got one int. version. You only add the language pack for your location.
It runs with all DLC´s too! How did you edit the upk files? I can´t do that after the 1.1.1 update.
this is no dx 10 or 11 mod. Just some tweaks. ;-)
copy that!!! :-)
hmmm...how you enabeld dx10 or 11? Too launch a game in dx 10 / 11 modus you need a seperate or modified exe for this. Without this, ACM launch always the DX9 modus. ;-)
When I start the game with the "normal" ACM.exe and your tweaks it is still DX9 for me. You can´t enabel DX 10 or even 11 with tweaking. This game (engine) don´t support any DX10 or 11 features like tessellation or stuff like that.
I had many of discussions about this DX Thread in the past with the GBX-game developers. They said, it don´t work at all. Also not emulated. You have to rebuild the whole game for DX10/11.
Sorry for my critic...