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edvincent
edvincent Sep 20 2013, 12:54pm replied:

After SteamPipe update (June 2013?) all mods released before need some changes in gameinfo.txt file. Instructions can be found by searching 'steampipe mods'. Seems like most mods have not posted new release or separate gameinfo fix, so i assume it is not too difficult.

+1 vote   mod: Random 17
edvincent
edvincent Jan 27 2013, 4:11pm replied:

I tried, at least for me, the current archive here had no errors and content/map loads fine. All I can recommend is try planetphillip.com version.

+1 vote   mod: Random 17
edvincent
edvincent Jan 17 2012, 10:12am replied:

I know how frustrating this will be, having no clue and being stuck in one area. Sorry. Without posting spoilers, the first hint would be to turn HDR lighting off. Also there are currently two play through videos available in YouTube.

+2 votes   mod: Random 17
edvincent
edvincent Sep 9 2011, 9:23am replied:

Updated the last release file. Included modelsounds.cache file what somehow seems to fix this crash.

+2 votes   mod: Random 17
edvincent
edvincent Sep 9 2011, 8:52am replied:

I am not sure, what exactly is going on but I have managed to replicate this error on one PC. Frustrating thing is that the mod ran perfectly some days ago, now any version of map crashes. And yet, on second PC it loads fine. The nature of crash is that the endata lump has to many entities, on working PC it shows total 1851, limit is 2k, there should be headroom. Though on the crashing PC there is only EP2 installed, on working one also HL2 & EP1. I will try to look into this. Thanks

+2 votes   mod: Random 17
edvincent
edvincent Aug 22 2011, 4:24pm replied:

I did wrote a post in news section but it is still in the wait - I am very aware about this 'Too many vertex format changes' error and HDR lighting (one value is too dim and next up burns all out). The truck has two levers but I will think on this. The winch prop had weird animations I didn't find useful even though I felt, it needs some hint to player. Thanks for feedback.

+2 votes   mod: Random 17
edvincent
edvincent Aug 21 2011, 8:02pm replied:

Thanks for comment but this mod would rather fit into rebellion time. Still I tried to keep areas more open and buildings intact to display some architecture.

+2 votes   mod: Random 17
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