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orangebottle
Joined: Mon Jun 04, 2012 6:07 am Posts: 7
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 Re: UniTec (B27_1.0.0)
Ingoguy15 wrote: Major issues immediately upon starting a fight.
When Vicky is on the battlefield, selecting anything except her will cause her to complain so hard that it reduces the framerate of the game by 95%. Apparently she's just a giant attention seeking jerk. I'm replacing her in the INI file with a standard Coalition loadout until I can figure out who's fault this is (It could be my fault, it could be Unitec, I have no idea I get this problem with any UniTec actor.
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Mon Jun 04, 2012 6:09 am |
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ROFLtheWAFL
Joined: Fri Dec 24, 2010 12:43 am Posts: 23
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 Re: UniTec (B27_1.0.0)
Ingoguy15 wrote: Major issues immediately upon starting a fight.
When Vicky is on the battlefield, selecting anything except her will cause her to complain so hard that it reduces the framerate of the game by 95%. Apparently she's just a giant attention seeking jerk. I'm replacing her in the INI file with a standard Coalition loadout until I can figure out who's fault this is (It could be my fault, it could be Unitec, I have no idea You replaced her INI file and that helped? Can you walk us through it, please? What parts did you replace?
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Mon Jun 04, 2012 6:57 am |
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jocan2003
Joined: Mon Jun 04, 2012 7:16 am Posts: 1
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 Re: UniTec (B27_1.0.0)
For me its whenever there is an ennemy on the map and i have an idle guy, no matter what i do, the more unit i have the more laggy it gets untill i drop to .3 FPS literaly, one image every 3 sec... the AI routine just seem to go crazy.
Also i realised that in the campaign the *brain* unit seem to be bugged, i mean when i blew the ennemy brain it said i lost, yet once on the map i did gain the base/location. May want to look into that too, look like the unit doesnt register properly as brain. For the meta game at least. It does kick you failed if the unit is attacked and kill, a very weird bug
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Mon Jun 04, 2012 7:25 am |
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Ingoguy15
Joined: Mon Jan 26, 2009 1:01 am Posts: 40
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 Re: UniTec (B27_1.0.0)
ROFLtheWAFL wrote: Ingoguy15 wrote: Major issues immediately upon starting a fight.
When Vicky is on the battlefield, selecting anything except her will cause her to complain so hard that it reduces the framerate of the game by 95%. Apparently she's just a giant attention seeking jerk. I'm replacing her in the INI file with a standard Coalition loadout until I can figure out who's fault this is (It could be my fault, it could be Unitec, I have no idea You replaced her INI file and that helped? Can you walk us through it, please? What parts did you replace? I replaced her preset with a standard Brain Robot, but it didn't really help since it appears that the AI of most, if not all Unitec actors, causes the framerate to plummet. The game is still playable for me, but it's kind of annoying.
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Mon Jun 04, 2012 12:25 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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 Re: UniTec (B27_1.0.0)
Far from finished, but the humanoid actors are done. This should help: Attachment:
Lua.rar [33.17 KiB]
Downloaded 177 times
Just unrar the lua files into UniTec.rte\Devices\Lua.
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Mon Jun 04, 2012 12:31 pm |
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nicolasx
Joined: Sun Mar 13, 2011 6:17 pm Posts: 646
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 Re: UniTec (B27_1.0.0)
Just a bug report. Both versions of the IC1 (One of my favorite weapons btw) aren't working; they both have a muzzle flash but neither the beam, nor the blast, fire.
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Mon Jun 04, 2012 9:59 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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 Re: UniTec (B27_1.0.0)
Thanks, Nic.  They're fixed now, but for some reason I can't reach the forum on my pc right now, so I can't upload anything yet. Meanwhile, please find more bugs! 
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Mon Jun 04, 2012 10:39 pm |
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Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
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 Re: UniTec (B27_1.0.0)
Thanks for that AI hotfix, Gotcha. Good job.
I have a question. Any chance you can split UniTec.rte into UniTec, Shield and Zealot .rte's to make it compatible with metagame properly?
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Tue Jun 05, 2012 9:13 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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 Re: UniTec (B27_1.0.0)
Actually, I tried making two 'dummy' mods that have references to UniTec and had hoped I could solve it this way. But when choosing SHIELD or the zealots and starting a battle the game crashes. (See previous page.) If all else fails I will separate UniTec, but it'll be a job I am not looking forward to. It'll be hell. 
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Tue Jun 05, 2012 11:36 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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 Re: UniTec (B27_1.0.1)
Well, everything should be fixed now. Forum's still unavailable to me, making me unable to upload it directly. I've uploaded it to my own webspace for the time being.
Once I find the time I'll update MP3 (if that's needed; haven't tested it yet) and then I'll see about finding a way to make SHIELD and the zealots playable factions.
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Tue Jun 05, 2012 12:35 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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 Re: UniTec (B27_1.0.1)
Seems there are still a lot of things broken.
- When playing an activity where you fight Zealots, SHIELD guys or UniTec guys certain projectiles, like the UniTec H22 or Doom Rocket Launcher (which use simple TDExplosives), just pass through them, like they're your allies. Bullets, however, can hit people. This also happens in the S:US mission where you use the Doom guys to fight off the zealots. - Mines stopped working. Haven't tested this myself.
I officially hate this new build.
Please report any bug you come across so I can make a list and address them next christmas, providing I have the knowledge...
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Tue Jun 05, 2012 10:47 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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 Re: UniTec (B27_1.0.1)
Editing the TDExplosive projectiles to be AEmitters should fix the problem. It's probably not transferring the team ownership values correctly or something, since TDExplosives are meant to be... well, thrown (or dropped) directly from an actor, rather than launched from a weapon being used by an actor. Just a guess though. 
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Tue Jun 05, 2012 11:39 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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 Re: UniTec (B27_1.0.1)
Sorry, but I think that does not make sense, and even if it did, it doesn't explain the fact these projectiles DO blow up in coalition faces. Why would they hit coalition enemies but not unitec/shield/zealot enemies?
(Also, TDExplosives not meant as projectiles? Bah, wash your mouth. *mutter*)
Edit: @Arcalane: After re-reading this post, sorry for sounding so pissed off. Didn't mean to.
Last edited by Gotcha! on Wed Jun 06, 2012 4:36 pm, edited 1 time in total.
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Tue Jun 05, 2012 11:55 pm |
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MavericK
Joined: Mon Feb 25, 2008 12:05 pm Posts: 53 Location: Anacortes, WA
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 Re: UniTec (B27_1.0.1)
First off, great mod! Love it.
I've noticed that when I do a Scenario like Zombie Attack on a plains level, the zombies will just spawn wherever they tend to spawn, and then cluster together and basically just walk in place until they dig a giant pit and fall deeper and deeper due to terrain rape over time from their walking.
I don't know if it's an AI issue or what, but it seems to only happen with the UniTec missions.
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Wed Jun 06, 2012 3:55 am |
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Azakan
Joined: Mon Jan 25, 2010 7:43 pm Posts: 572 Location: Joined: Thu Jun 11, 2009 8:28 pm
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 Re: UniTec (B27_1.0.1)
Bug report: It appears that your (very fine) mod is suffering from the same thing mine is - when you build a base (sometimes after some 4000-5000oz) on certain areas, the game will crash with no error. I think this have to do with brain actors or the lack of a station brain... If I find whats causing it I'll let you know, and I hope you do the same  (Ironicly, I was playing your mod to relax from trying to fix my mod, (it was deactivated when this occured))
Last edited by Azakan on Thu Jun 07, 2012 11:17 am, edited 1 time in total.
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Thu Jun 07, 2012 10:59 am |
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