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This version appears to work with the bleeding edge cacobuild of PB, but when switching to the UAC .45 Pistol, I get a "Divide by zero in script 24008" error that causes the HUD's weapon list to disappear, but fortunately does not appear to have any other effect.
EDIT, Why isn't the delete button here? I failed a spot check a couple posts above me.
He's working on a mod for C&C Red Alert 3 atm, so 1.3 is up in the air for the time being.
I for one would look forward to a launcher system to better consolidate/manage all these compatibility patches.
Baggage cart = best turret armor.
Speaking of, I had this idea a month ago about a MMod conversion for the "FIREFIGHT RELOADED" mod. No idea how to pull that off though.
Press X to activate, and again to deactivate.
Script error, "Tomtefars_Extension1.9b.pk3:revolver.txt" line 9:
'@email@example.com' is an unknown actor property
My guess is the mod does not work with RC8.
Well it wasn't that it was scary, more that I got REALLY lost. Biggest problem was getting into the submarine in the first place. collision mesh doesn't match the shape of the model and there was no solid platforms within crouch-jumping range so there was no way to climb into the ship at all.
Copy the contents of the .cfg and paste them at the end of the config.cfg that comes with the compatibility patch, one created by the game after starting it up and going into options, or at the end of an autoexec.cfg placed into the cfg folder. Personally I have a personal config.cfg containing all my settings that I just copy into each compatibility patch directory to save me the hassle of going through the controls, fov, and MMod menus every time I check out a new patch.
This script was packaged as a separate exec for download to avoid interfering with other's config settings, and due to the nature of the script requiring sv_cheats 1 to be active in order to function properly.
That happened to me too. To preserve my "Many Enemies" choice, I just loaded an earlier save and used the console to warp to that level directly to avoid being turned invulnerable.
Trying to make my way over a hill through a pitch black and crumbling submarine proved about as fruitless as it was creepy. Had to resort to no clipping after several hours.
Crashed with: "Engine Error: ED_Alloc: no free edicts" when trying to load map 9
Simply edit the config and replace all instances of unbind and bind "x" with "TAB". That includes the instances in the alias lines.
Quicksaving after surviving the grenade trap in Megastructure without having escaped through the vent crashes the game.
MMod has given me the excuse to see what all the fuss with The Closure was about.
I could see why, with the superfluous cutscenes and areas strewn about. Some cutscenes the original author did were done really well though, but then you have these two-second-long ones every now and then that just disrupt the flow.
As for the patch, it is working well enough, there is a bug however with the Antlion Workers being unable to use their ranged attack.
Tip for those playing through this patch: Works REALLY well with the Soldier Revoice and PMC Redux mods...
Also, I have a soft spot for LEVOLUTION! And MMod's effects makes those sequences SO BEAUTIFUL!
I have no idea how a compatibility patch for that would even work...
I suggest that you follow Half Life 2: Overcharged for that kind of thing.
Found a bug:
"ERROR! models/zombie/zombie_soldier.mdl missing ACT_DIESIMPLE"
This causes the Zombines to die the instant they wake up. Note that this does not apply to the ones that spawn already awake, those are very much alive.
In addition, Combine soldiers/Metrocops upon death do not drop their weapons, unless this is intentional, but I am not certain.
So I skipped that and got up to Map 15.
"Scene 'scenes\m1.vcd' missing!"
I checked and saw they were in the main ravenholmncz folder, so I copied the scene folder over to the hl2mmod_ravenholm folder but that didn't fix it either.
For whatever reason, it is not recognizing the scenes folder.
Cool! Checking it out now.
UPDATE: Intro Cutscene is broken, so had to use "map ravenholm01" to continue.
Scene 'scenes\Expressions\citizen_normal_idle_01.vcd' missing!
Scene 'scenes\Expressions\citizen_scared_idle_01.vcd' missing!
I'd reckon you've got a few more files to copy.
He dropped that for the FEAR/FO3 style ones since the models were not made with ADS in mind and were badly misaligned and generally looked ugly like that. I do admit I would like it as an option to toggle though, provided somebody could donate better viewmodels to him. Without stealing of course.
3 compatibility patches in one day? Ya be the gift that keeps on giving!
Below and to the right of the sight? Check to see if the mmod option Use Muzzle position for projectiles is turned on.
The SSAO system used by the mod is rather flawed. Turn it off.
When it arrives, I think he said something in the streams about the AKs replacing most of the AR2 spawns on Rebels, and vice-versa for the OCIW on Nova Prospekt Guards.
There are few things more satisfying than unloading into a Combine Soldier's center of mass the moment he launches an SMG Grenade causing it to blow up in his face and sending his ragdoll flying backwards.
He posted a tutorial in the comments of the patch for Thirdparty.
Since Steam treats it as its own separate program, no.
Having the aforementioned crashing problem too. Does turning off physical bullets fix the problem? Update: No it did not.
So many cool sequences here.
Felt like this rebel just got startled by the broadcast and literally "stumbled", STUMBLED his way through the entire region while sleep-deprived looking for the train station... If it weren't for the Combine occupation he could've used that luck to buy a lottery ticket with.
Funny thing is, I was thinking of suggesting Research and Development the other day as a future April Fools joke. Give this glorious gunplay enhancement mod to the campaign with no gunplay in it whatsoever XD. I'd bet the escape sequence would look amazing with the graphical upgrade!