Play for fun, make friends, get money, smoke trees, fuck bitches - wisdom!

Comment History
thedoc1582224387
thedoc1582224387 - - 11 comments @ Twisted Insurrection

There seem to be something gamebreaking in GDI mission 9, all of a sudden the game freezes, and you have a hard time "killing" the application. It also sometimes seem to mess with the screen resolution after forcefully shutting it down.
Dunno if its a render issue, cant seem to report it either.

Good karma+1 vote
thedoc1582224387
thedoc1582224387 - - 11 comments @ Tiberian War: WarZone

replace warzone's "SCORES.MIX" and "SCORES01.MIX" with the original one's and remove the ";" in "theme.ini" and "theme01.ini" files.
for i.g.:
";00=INTRO ;Main Menu Theme" change to :
"00=INTRO ;Main Menu Theme"

Good karma0 votes
thedoc1582224387
thedoc1582224387 - - 11 comments @ Tiberian War: WarZone

No, let me re-iterate my above statement; THIS MISSION IS F@CKING IMPOSSIBLE TO BEAT!
Now I have spent a solid time to tackle it from every angle, if its not the Obelisk, its the artillery, and vice versa.
You cannot even do the sacrificial hoover scoot, because of the artillery.
And if you do happen to scoot by, you only have the APC left, and it will get demolished by whatever stands after the aforementioned problems.
PLEASE FIX THE CAMPAIGN!

Good karma+4 votes
thedoc1582224387
thedoc1582224387 - - 11 comments @ Tiberian War: WarZone

So I downloaded the new patch (5.7.7) and I STILL see you haven't fixed the f@cking GDI misson 7 - hammerfest!
You have 2 MAJOR problems, one artillery, one Obelisk.
The artillery, makes it near IMPOSSIBLE to destroy the powerplants without some SERIOUS kiting and Micro Management - we are talking split second from it firing, to get away with the hoovers and their paperarmor, being OSOK'ed.
EVEN IF you manage to destroy the powerplants, with above mentioned kiting - the Obelisk IS STILL POWERED ON, so now you are gonna need to kite that F@cker too?!
Devs - You have patched this mod TWICE since I discovered this problem and it is still prevalent.

Good karma+4 votes
thedoc1582224387
thedoc1582224387 - - 11 comments @ Tiberian War: WarZone

You dont happen to have a link to those OST files?

Good karma0 votes
thedoc1582224387
thedoc1582224387 - - 11 comments @ Tiberian War: WarZone

Alright, Firestorm GDI mission 9 is completely broken.
Every so often, you get missile'd with Tib-bomb pretty much after you have established your base, destroying it.

Or its quiet for a while. so you build up as quickly as you can only to be treated to a rush+bomb.
And if that wasn't bad enough, you get bum-rushed by everything, you can not keep up the onslaught at all.
IF you are quick you might get the firestorm defense up to shield against tib-bombing, but **** me, I have been trying for a solid two hours, and haven't even been able to destroy the harvesting site - that triggers the absolute **** out of the AI and the rushing is-A-go.

Good karma0 votes
thedoc1582224387
thedoc1582224387 - - 11 comments @ OGSR English Edition Weapon Expansion Project [Out of Date] - Main Files

CTD from the strange artifact in cordon, close to rookie camp

[01.03.20 15:57:23.010] [print_output([CScriptEngine::lua_pcall_failed])] SCRIPT RUNTIME ERROR:
....t.a.l.k.e.r. o.g.s.r\ogsrmod\gamedata\scripts\_g.script:495: get_value: neither value [%s] is exist, nor default value is provided
stack traceback:
[C]: at 0x024b224f9ee8
[C]: in function 'error'
....t.a.l.k.e.r. o.g.s.r\ogsrmod\gamedata\scripts\_g.script:495: in function 'abort'
....e.r. o.g.s.r\ogsrmod\gamedata\scripts\ogse_unist.script:1382: in function 'load_var'
...r. o.g.s.r\ogsrmod\gamedata\scripts\tasks_functor.script:3448: in function 'delete_psy_art_trash'
...r. o.g.s.r\ogsrmod\gamedata\scripts\tasks_functor.script:3464: in function 'question_of_immortality_fisrt_part_delete_muten_trash'
...r. o.g.s.r\ogsrmod\gamedata\scripts\tasks_functor.script:45: in function 'fun'
....r. o.g.s.r\ogsrmod\gamedata\scripts\ogse_signals.script:382: in function 'process_call'
....r. o.g.s.r\ogsrmod\gamedata\scripts\ogse_signals.script:320: in function 'call'
....r. o.g.s.r\ogsrmod\gamedata\scripts\bind_stalker.script:276: in function <....r. o.g.s.r\ogsrmod\gamedata\scripts\bind_stalker.script:259>
[01.03.20 15:57:23.010] *********************************************************************************
[01.03.20 15:57:23.010]
FATAL ERROR

[error]Expression : FATAL ERROR
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : f:\ogsr-engine\ogsr_engine\common_ai\script_engine.cpp
[error]Line : 52
[error]Description : [CScriptEngine::lua_pcall_failed]: ....t.a.l.k.e.r. o.g.s.r\ogsrmod\gamedata\scripts\_g.script:495: get_value: neither value [%s] is exist, nor default

Good karma+1 vote
thedoc1582224387
thedoc1582224387 - - 11 comments @ OGSR English Edition Weapon Expansion Project [Out of Date] - Main Files

Hmm.
I wonder if I sort out the broken bits (ak ammo) from the weaponpack, if it still works, by "vanilla" standards.
Even stranger, if you open up the LTX files for said ammo types, you can find a line that says *belt = true*.
Even in the weapons.LTX file
So What you described is perplexing, unless "belt" mean something else.

Good karma+1 vote
thedoc1582224387
thedoc1582224387 - - 11 comments @ OGSR English Edition Weapon Expansion Project [Out of Date] - Main Files

Anyone could tell me if there's something broken regarding "attaching ammo to belt" option.
Specifically the ak47 and ak74 ammo.(those I have found, not sure how many more ammo types thats broken)

Cant seem to get it to jump to the belt space, and before you say "just turn that **** off" let me ask, what's more realistic; having your ammo close to your body in a fire-fgiht or rummage through a backpack?

Good karma+1 vote
thedoc1582224387
thedoc1582224387 - - 11 comments @ OGSR English Edition Weapon Expansion Project [Out of Date] - Main Files

Alright. I'll try it. Thanks.
That slav site even got a full torrent.

Good karma+1 vote
thedoc1582224387
thedoc1582224387 - - 11 comments @ OGSR English Edition Weapon Expansion Project [Out of Date] - Main Files

So I finally gave in and created an account just to FLAME this ******* mess of a mod!
Download the mains and base files and extract them into the same folder, yeah right - ********!
I couldn't get it to start even if I threatened violence upon its mother!

I get the same crash, every time, without fail - !![CEngineAPI::CreateRendererList] Can't load module: [xrRender_R2.dll]!

And it clearly sits in the bin_x64 folder and taunts me!

I have been going at it for hours, trying everything, from chasing down .dll files, combining files left and right, re-DL the files on the list from moddb, combing through LTX files...
And now im giving up - its even less stable(frankly) than regular OGSE - that mod starts at least!

So disregard, if you wish, my frustration-rant and please enlighten me what im doing wrong.

Good karma+1 vote