Nice I'll check it out once this installer comes out as I too run games on a separate drive.
Nice I'll check it out once this installer comes out as I too run games on a separate drive.
Question, does this mod lean more towards BF2,BF1942 TTK and balance or is it closer to Project Reality, Squad, Post-scriptum?
the link is broken and just takes me to dukeworld's home page
the newest code updates seems to have caused some new errors, first duke's shotgun was invisible with no sound to go with it. after restarting the game his shotgun and sounds are back but now in attrition the weapon and player level bars are missing in the hud.
I got it on gog so I guess I'll just have to wait.
My game freezes up on map 2. It happens when I kill the cultists in the area directly behind the napalm launcher. It doesn't seem to matter what I kill them with or in what order eventually I will kill one of them and the game freezes. I don't know if this is an issue with fresh supply or the mod though even though I've never experienced this in the vanilla game or any other mod.
My game keeps crashing at the same spot in map 2 in fresh supply, very shortly after grabbing the napalm launcher behind the stone door.
Not really it just crashes randomly sometimes. I have yet to see a connection between them.
I've been crashing but I haven't bothered to copy the error text as it's been so infrequent. Well it's been happening more and this is the error I was given.
History: ASwatAI::execGetAimOrigin <- UObject::CallFunction [SCRIPT='SwatGame.SwatAI.GetAimOrigin' OBJ='SwatEnemy255'] <- UObject::CallFunction [SCRIPT='Engine.HandheldEquipment.GetPerfectFireStart' OBJ='BadguyMP5SMG2'] <- UObject::CallFunction [SCRIPT='Engine.FiredWeapon.TraceFire' OBJ='BadguyMP5SMG2'] <- AActor::ProcessState [Stack: 'BadguyMP5SMG SP-Foodwall-RMX.BadguyMP5SMG2'] <- AActor::Tick [Actor: 'BadguyMP5SMG2' Actor->bDeleteMe: FALSE] <- AHandheldEquipment::Tick [(BadguyMP5SMG SP-Foodwall-RMX.BadguyMP5SMG2)] <- TickAllActors <- ULevel::Tick [(NetMode=3)] <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop->GenerateExtraCrashInfo [(GLevel: 'myLevel' PendingLevel: '(NULL)' NetMode: 'NM_Client'] <- MainLoop
I'll update if/when it crashes again to see if it gives the same message.
Oh from the wording it just seemed that was the first one in the campaign. Side question are all custom maps compatible with SEF?
In co-op it seems the only new map that can be selected is the meat barn restaurant. How do you access the other new maps?
Friend has an issue where invert mouse keeps being set on by default. nothing will turn it off. Any ideas?
This mod is great but quite honestly without a map or set of maps to go with this it won't realize it's true potential. It just feels weird to play this with the kind of map design inherent in doom. Thankfully you seem to be working on that.
I remember when I played this months ago (years?) there were some objective maps where you had to hold against ever increasing numbers of enemies. Are they still in the mod somewhere? I cant seem to find them.
I've been meaning to ask, when info is given on how to activate the game on steam for those who have bought it beforehand elsewhere, where will it be posted?
Are the songs in this mod in any other games or mods? Cause I SWEAR I've heard some of these before... I can't remember what games though so it's bothering me.
Yeah I'm not seeing credits to fox or Cameron here. Might want to put up some lengthy text to avoid a C&D.
wait a sec boychaos uploaded a bunch of pictures to the image gallery a while ago and they werent gay porn. wonder what happened.
Well I figured out the problem but I'm still not sure why this did not affect the previous version. I checked the error logs that were generated and realized I wasn't running both the game and steam in administrator mode, I at least thought I was running steam in it. Game runs fine now. If my comment came off aggressive in any way sorry didnt mean it like that.
My only problem with the mod so far is the constant crashing. I can't finish a single game. I'm well aware of the so called fix for this but the previous version of this mod did not have this problem what so ever so I'm sorry if I'm inclined to believe its the mods problem.
ugh all that posting with no reply and I figured it out on my own. the tyranid mod was outdated. Downloaded the link provided by psykotenshi on relicnews installed it and it works fine now.
as I've said here already getting the same problem I have all 3 mods installed though. I had the new races mod working in the 1.6 version. is there a file that needs to be updated?
bump
So yeah the campaign and new races modules wont load when I select them from the game manager any help?
actually I get the same problem trying to activate the campaign.
Ok so I installed the grand release and then I installed the daemons mod (already have inquisition and nids) but when I try to activate the new races module I get an error saying failed to activate the requested game. What did I do wrong?
do I install the grand release first? and do I overwrite anything? help from anyone would be appreciated
Awesome I'll make sure to help seed it while I'm still awake at least.
Judging from some comments I've seen I have to ask is there another race added in this soon to be released version? If so, will there be instructions in the download on how to install it? If not can a news post be put up here like the one for the inquisition mod and tyranids, I found it to be extremely helpful.
I'd rather just wait for the torrent honestly.
Can you make a news post or something similar once it's up and confirmed that it works?
lemoncurry?
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