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you are using a compatibility patch that's not required to play the game use only pb core unless you play the wad included patches were made for
hi guys good news i fixed all bugs with carbine sprites all animations works properly now here is a link to the file Dropbox.com
hi i just checked the changelog so i looked inside the PB_carbine.pk3 with slade and confirmed that there are more sprites in te file now but i keep getting these error messages
R_InstallSpriteLump: bad frames characters in lump carbines
R_InstallSpriteLump: bad frames characters in lump 4AFZC01
however when looking at file content of this addon and the mod i noticed that some sprites names are different between these two, i don't know if that could be the cause, but since i haven't seen any problem when shooting or aiming i guess this is not an issue right?
now unlike prior version, when selecting carbine or switching weapons sprites doesn't revert back to original ones, instead they inmediately disappear upon pressing a weapon button, also mode select animation still looks static it would be nice if it were more smooth as lmg when activating laser sight
after some testing i found out the cause of errors, it was two files whose name exceeded the max amount of allowed characters, however when comparing the names with pb_3.0 i also notice they weren't in the original mod so i deleted them
reggarding the select/deselect animations i found out the cause as well, problem is that even though necessary sprites for that animation are present with proper names their offset positions are all 0,0 thus creating that instant appear/disappear effect
hi man i haven't been able to find anyone for the voices thing but i'll keep looking, in the meantime i want to ask for some stuff for next update
1) when playing as japanese civ they causes a problem with other ally civs becuase the others try to hunt the animals in shrines and wonders but can't resulting in some villagers being idle for the rest of the game, so can you fix or change this?
on the other hand when playing against them they don't try to build their shrines so they gather extra resources from them
2) why not all civs can build an embassy? i mean asians got one but europeans don't
ok good to know i'll talk to some people i know, is there any other language you need?
there is a bug with italian explorer cause when he is incapacitaded he says "a la batalla", shouldn't he say "i'm wounded and i can't move" in italian as other explorers? or is that intended?
ok, and how about if envoys where able to increase the amount of fame you get when set to work on TCs?
hi man, how are you? hope you are doing fine, can you give me a good tip to earn fame? i'm raising a new civ and they have some interesting units that require fame, but they are quite expensive so i need to produce lots of that.
another question while i was at loading before a match i could see a part in the map called the horn of africa but i haven't seen any map with that name or any map that lights up that region when selected, so is that place unavailable or what map is supposed to correspond that place?
now a bug report i don't know if is me or the game but i can't play in large california i got an error that says "can't load large california map" any idea what the issue is?
talking about bugs i have one with railgun, if you put it in infrared mode then change weapon and select railgun again it will be in normal mode, for some reason this weapon configuration does mantain when finishing a level but not when changing weapons
it could work, but a detonation countdown counter should be added if pain decides to implement it in order to time the launch properly, i don't want to suffer a bad case of you know "death" in the middle of a battle
great news, i'm looking forward to that addition, good luck with that
pain i don't know if you checked out saegiru's addon called uac survival pack, but one element from there changes trowning mechanics making explosive's reach and trayectory change according to a force meter, is prettry useful when you want to make more precise calculations, also allows you to hold the explosive until you are totally ready to launch it, so i was wondering if you could implement something like that for hand grenades but with a small tweak, force counter increases at a certain speed but can't be adjusted to specific values, i mean if you reach 100% you can't change that amount and must either make a full force launch or change weapons and start over, what i would like to have is a system where pressing grenade button starts the counter automatically as it is right now but mousewheel acts as a regulator allowing you to change the amount of force you want to use, of course once you alter the amount force counter won't automatically increase until next launch, a trowning trayectory preview would be a nice touch too, so what you think about it?
hi man one question is it possible to add more native civs? it would be a nice touch for the mod to include more sub-cultures in the maps
not quite, i was thinking more in a straight kick with much more strengh and knockback for monsters with a bit impulse forward and a small pause afterwards to make it balanced
pain i regardding new weapon i totally agree with the concept and functionality however when it comes to he-gl, sgl and ugl i have some doubts
1) will he-gl ammo pool be removed? if yes then i suppose you are going to increase grenade's capacity in order to balance things out yes?
2) will the sgl inherit he-gl's frag ammo type as well as bouncing capacity? imho the frag ammo type is a must have but bouncing is optional however i'd like to ask, do you have any idea for secondary fire mode?
3) about ugl sprites i know you always use top quality stuff so can i count with a new reload secuence? something where is showed how the grenade barrel opens and a new grenade is set inside
and now another doubts i have respect gameplay and other stuff
1) about upgrades and upgrade system i really want to suggest you implement pbo mechanics for this matter since is way better than what we have right now but if that can't be done, could you at least make code so that the upgrades you get are chosen randomly from those you don't have yet? cause is very frustating not being able to get a certain upgrade without resorting to console commands
2) will a sentry bot like those of doom 3 be included in next version or included at all?
3) could you modify grenades/mines boxes so they can be correctly smartscavenged? because current versions can't split the box correctly for having two ammo counts to compare when picked up
4) is it possible to implement a new kick secuence for quick double tap on kick button?
ok good to know, and i understand you about working alone but since i've heard many say that big projects can prove to be too much sometimes i suggested the idea, however if you are fine as you are right then keep going and good luck
thanks for the info i'll keep going until i get the 30 cards and let you know the number i reached, also i don't know if you read a comment i made some time ago but, since you said you took some elements from other mods i suggested you to look at age of dynasties mod found here in moddb in case you are looking for more material to improve this, anyway good job with the new maps and keep up the good work
one question, what are the requirements to get the 30 card deck? cause i'm level 40 and have only 24, do i need to configure something? or go further?
pain i gave some serious revision to revenant rune and though about what the pros and cons are, what's that (if there is) so great that makes you take it, what is the benefit of transforming into a revenant and reached this conclusion
in its current state imho is not worth the trouble of getting it AT ALL, you must already know this but it needs some reworking before many (including myself) can say this is not only an unique but an useful adition to pb
so what do i mean by rework? well, here are some opinions about its current features and suggestions for next version so it becomes more enjoyable
well if you are a revenant you should do everything they do right? but right now you can only shoot homing missiles, fly and make a melee attack, so there are lots of things that must be implemented in order to complete the chart
i.e. you should be able to use the beam mode as well, also you should be able to make the trown fatality, shoot unguided missiles specially when flying as they do with some sort of lock on feature on the target and be able to make the rage attack, what i propose for all this is
1) since there is a code that disables weapon buttons when tansformed that code should be changed so that once tranformed you can still select slot 1 to use more variety of melee attacks and slot 9 to cycle between firemodes for the weapons
2) as for rage attacks they could be attached to quick melee combo button or offend button
3) and about lock on feature for flying attacks this is a link to a small addon that does exactly what i mean Forum.zdoom.org
hi i found this and i got an error on map 05 where game crashes as soon as the level starts i got a message about could not realloc x bytes (x is a big number) i'm using gzdoom 2.2 + pb+ pbo
they already do that, unless you are too far away a double ssg shot in certain death for hellknights what would be interesting is a one-shot kill for barons, that certainly would be real power
i got a bug to report in australia map, one of trading post sites has a problem that prevents anyone to build over it, the reason is because is too close to a cliff thus cliff edge gets inside trading post build area making the system say this terrain in not suitable to build this structure this can be seen when clicking trading post location and looking its edge
pain i don't know if you read my comments on last page about another idea i had for new attacks for barons so if you don't please do, it may inspire you to make something new.
now about grenade launcher i agree with you we don't need two grenade launchers but if you plan to include something new please give sgl the abilities he-gl has, the frag ammo type and rebound capacity are great features that will vastly increase the value of that weapon, although it would be wise to increase current grenade ammo pool to something like 120-130 now that he-gl is gonna be removed.
and last but not least i saw what you mentioned and sounds awesome can't wait to see what next torture tool for hell will be like, but in the meantime i had another idea for zombies, so wouldn't it be interesting if they were able to use meatshield? it would also be a great change if riotshield guys could trown grenades think about it and you'll see it would be a nice new move for them
i found another bug, when switching between ammo types if you press zoom button near the end of swtich secuence (whrn the gun is about to get to normal position) you'll shoot one round of selected ammo, once the secuence is completed (when the gun is in normal position) zoom button works as intended
hi man i got last version of this and finally got the m55 but i have a bug with nitro rounds becuase whenever i fire one of those night vision is not re-established when next round loading secuence finishes, however if you are in 5x zoom and then pass to 10x zoom, night vision is restored until you shoot again and then you must restart zoom in order to get night vision again, this doesn't happen with other firemodes
pain i had an idea for a special attack for barons i though what if barons could create big plasma balls in their hands and then make hellknight's ground hitting pose creating a stream of plasma that travels trough the ground in one of these ways.
1) homing: with enough room it will follow you like revenant missiles but for a limited time/distance, if it hits you it could cause an explosion with an effect similar to arc-vile's attack where you are send high into the air
1.1) homing2: this is an alternative way where the attack follows you but not trough a dinamic trayectory but going for the middle of the available road, don't know if you get me but imagine a hallway and a baron making the attack so you hide behind a corner, and the attack moves for the middle of the hallway and so on until it hits you or dies out.
2) straigh forward: title talks by itself, the attack will head right for you, so moving to one side saves you but in order to make it count it should be faster than homing, although if you are near to impact point you sohuld take damage considering the attack is meant to have explosive nature
oh i didn't saw that one, well is good to know that
pain a really important matter that i didn't saw in previous pages but, what will you do about plasma ammo? do you plan to incorporate bfg ammo type in 3.0? or we'll still have 7 weapons using same plasma pool?
because i think adding bfg type is the best road here.
and don't mean to be rude with this but for those who don't like the idea because we could get plasma ammo when needing bfg ammo i'll say we already deal with that on slot 5 and i assume everyone is ok about that because i haven't seen anyone asking for a change on how slot 5 ammo is handled
yes it has, is a bug that will be fixed in 3.0 but if you have some spare time you could try to help to find out why somtimes turrets lose hp on their own
pain i have a request for hand grenades and rocket launcher, is it too much trouble to modify them so you don't toss grenades/fire charged shot until you release the button? because sometimes it get really complicated to time the right moment to make an attack with those two, in case is not too difficult could you make it toggeable?