I just checked out the new version and wanted to mention that the flashlight works prefectly. So, thank you for updating it so quickly! Excellent work!
I just checked out the new version and wanted to mention that the flashlight works prefectly. So, thank you for updating it so quickly! Excellent work!
I'm wondering if it might be something with my computer (hardware or software). I've fiddled with all the settings in GZDoom, but I simply cannot get the flashlight to work - either in this or in the older Alien: Colonial Marines TC (which I know did work on an older computer of mine).
I'm running on the latest(?) version I think; 4.2.1.
The default flashlight button makes a clicking noise, as if I'm activating it - but nothing happens. Possibly related is that the weapons doesn't light up the area either. The only things that do create some dynamic lights are when a bullet hits a wall, explosions and the flares (alongside all static light sources).
I tried changing the flashlight button to another key, but it only makes the same clicking noise as the F-button.
Sorry if this was stated somewhere, but I can't get the flashlight to work. Is it a pickup somewhere, or do I need to configure GZDoom in some manner?
Gotta say, placeholder or not, its really nice to see the old designs interpreted in the TI style.
Addition: Looks like it was the renderer. DDrawCompat doesn't work on my Win10 64-bit Geforce-card machine.
Anyone else having problems with starting the campaigns? The screen goes to black as if its trying to start the game, but then returns to desktop with the game client popping up.
Edit: Looks like it was the renderer. DDrawCompat doesn't work on my Win10 64-bit Geforce-card machine.
I updated to the latest version, but now it won't start anymore. When I select a mission/campaign, the screen goes black for a few seconds, then kicks me back to the desktop and the launcher pops back up.
Likely unrelated: The icon for my shortcut broke as "TI_Launcher" from which it got the icon, no longer exists.
Edit:
I tried directly downloading the files and extracting them into a new folder, but despite running in administrator mode, the game still doesn't start.
The old 0.7.8 version still appears to work however.
This is an exceptionally good and creepy mission, easily one of my favorites! An honest must-play for any Thief fan around.
It is great to see this back in action!
Oh man, I remember this mod. Such good memories.
Oh the nostalgia...
That was awesome :D
Fantastic!
...and oh my god, are those slab-like terrain objects old concrete walls from TD?
Oh man, I remember this mission all too well...
Stupid computer selling buildings when all I have left are rocket launchers...
Goodluck!
And now that I've finally beat the mission, let me tell you that I greatly enjoyed it despite the ramped up difficulty. It was a nice touch to introduce the older GDI units in place for the ones GloboTech stole back (though I wonder why you changed the name to "TW1 Unit-name" instead of the model names).
In fact, I would suggest you let the players have to use nothing but TD1 units (unless they are simply that much weaker) as it would really push the point of how ****** GDI would be without GloboTech support (and I love micro-managing small groups of stronger units like the Goliaths and Walkers one starts with) and only get the newer units back when one recaptures certain buildings or data.
Though, I was a bit dissappointed when I did not get the GDI base back when I recaptured the Construction Yard, nor access to the Railgun tanks.
All in all, a good, long and hard mission that took me all day to complete. It was really satisfying to beat.
The mission can still be completed however.
Bug found in GDI Mission 11. After sending the second convoy truck up to the top-right facility, but before I sent the last to the island base, the truck I had left in my base was the one made unmovable, while the truck in the top-right was still controllabe.
Oh, they are pretty strong as it did take the fighter two runs before the truck got destroyed.
Hm, and I can't repair the Convoy Trucks on the repair pads.
It certainly made it hard to recapture the GDI base let me tell you! :P
Ah, I see. Thank you.
Oh, though I just noticed one of the Convoy Trucks got itself destroyed somehow, likely by an GT Super Sonic Fighter, but without any notification or mission failure.
This was after I got one to the Research Center below the GDI base.
(And what is this Big Daddy V thing I see running laps around my troops?)
Additional, is GloboTech suppose to be able to rebuild the captured GDI base's defenses?
Sorry if you've already answered this or its stated somewhere, but on GDI Mission 11 "Insurrection", I captured the northen GloboTech Barracks, Hospital and Airstrip but I could not train any GloboTech Infantry until I got the hospital, where I now could train the GloboTech Medics.
Additional, the GloboTech Gunship and Fighter/Jet both lacks an icon.
Awesome. And I think the Scatterpack are part of the end sequence.
On another note, is the two Globotech APCs suppose to show up so quickly in GDI Mission 11? I barely have time to either take out the big cannon or sneak around it before they have caught up. And by then I have far too few units to deal with them all.
And that is on Easy.
Ah, I see. Speaking of that mission, is the Ion storm going to let up or does it last the entire mission? Additional, there is a trio of Scatterpack walkers near the top left of the map, over the main base that are uncontrollable.
Additional, there is a cluster of three medics and two riflemen stacked ontop of eachother to the bottom left in GDI mission 10. I suspect the way they are placed was not intended.
Oh, and the little Nod mini-outpost in GDI Mission 9 with the radar, powerplant and laser to the right of the collapsed tunnel near the bottom keeps being rebuilt despite being fully cleared.
This might already have been asked about / reported, but during GDI Mission 09: Flight, I noticed the Nod "Hall of Faith" building popping up in my construction list (possibly after having captured a couple of buildings). Its crossed out however so I realize you may already be aware of this.
On another note, after I land the MCV on the other side of the tunnels, I am attacked by several subterranean APCs and Artillery units without any forewarning (despite the sensor arrays I had). A bit later, I however got a message that Nod was aware of my presence and was about to attack, leading me to wonder if the message might have been delayed as nothing actually attacked me afterwards.
Say, is the Globotech APC suppose to be amphibian?
Nevindar
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