Wow, that's stunning!
Beautifully done. What an appropriate day to post it, too.
After doing some testing, I have found that this only happens when I am playing as an ODST and when I zoom in. I think it may have to do with the HUD.
Well you guys seem to have fixed just about everything that caused problems during the first release.
New bugs:
The option to blast the door off the drop pod never goes away, so you can blow like 100 doors off of a single pod.
I don't know why, but every since I installed the new version, my game has been crashing a lot. At first I thought it was because I was using the Panthera map, but then it continued to crash regardless of what map I was on.
It's also just about impossible to make a mission with Drop Pods where the AI uses them because they can't activate the script, so they die on impact, even with "allowDamage false;"
Everyone's been having the shadow problem so far. They said it'll be fixed in a hotfix in a few days. On their BIS forums I think they listed all of the vehicles they are going to add.
Awesome job so far!
Bugs:
Music from mod doesn't play. I'll set up a trigger to play music and it works for all music except the mod's.
With the ODST SMG, when you take off the silencer, the flashlight is just floating in the air.
The necks of the ODSTs and ONI agent seem to conflict with the collars of their outfits.
Is the Pelican based off of a 1 or 2 main rotor helicopter? After getting hit by a rocket, a Pelican started swirling out of control as if it lost a tail rotor.
Gauss aiming system is messed up. No retical on PIP display and it blocks line of sight, making it hard to aim.
I tried using ODSTs by dropping the pods from really high up and using "this allowDamage false;" While they did survive the impact, they simply refuse to leave their pods unless commanded by a player to do so. ODSTs are also missing frag grenades, which may be intentional but really makes shock drops hard, especially when literally dropping directly on top of enemies.
I believe that once the various bugs are sorted out, this mod could easily become one of the best mods for Arma. Great work!
Damn that goes together well!
I imagined that it would fly more like an Osprey than a heli
It's nice to see, Xativa, where my family's from
Some game settings/modes seem to make the game crash. Try playing as the Imperials against the Rebels with default settings and then it should run well. Also, run the game in Win98 compatibility mode.
Wow, you did a really good job with the texture. Looks just like in the actual game
Much better than the old loaf of bread
I installed the mod as I was supposed to in the folder
"D:\Program Files (x86)\Steam\SteamApps\common\Star Wars Empire at War\GameData\Mods\star_wars_clone_wars_iV"
I changed the shortcut so that it would point to the right swfoc.exe because I have the Steam version. Whenever I try to launch the mod, it will only give me vanilla FoC.
How can I fix this?
Oh damn that's beautiful!
I love this ugly little bastard!
Looks really promising. However the game does not open here. The console says:
"execing default.cfg
couldn't exec language.cfg
execing players/MANUELO/config.cfg
fs_game is write protected.
Mismatched REF_API_VERSION: expected 59, got 60
-------------------------------
Error during initialization:
Failed to initialize renderer: version mismatch."
I honestly wouldn't mind some simulated civil wars. It could definitely be interesting to see an empire fighting itself and being able to take sides in the conflict.
You sir, are a genius!
I have waited so long for this day
Sounds great, but the piano's too loud and downs out some of the other parts.
(buried)
Who the hell names a ship the "Onomatopoeia"? An English teacher?
(buried)
Oh Jesus, dose afts!!!
Are the forums down right now? I can't seem to access them right now.
If only we could 3D print these models and sell them as Halo toys like the action figures.
Commander_Jbug
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