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Author Topic: NTA Mod (English version)  (Read 520250 times)
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Ezio1911
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« Reply #520 on: December 11, 2013, 09:06:09 PM »

Can somebody send me the list of enabled mods because im confused i enabled all mods and now it seems that my mods aint working verry well  Huh?  Undecided
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frinik
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Posts: 3145


« Reply #521 on: December 11, 2013, 09:20:34 PM »

Would be simpler if you post the list of mods that you've enabled in your JSGME and then we could tell you what's wrong!
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Ezio1911
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« Reply #522 on: December 11, 2013, 09:31:53 PM »

Would be simpler if you post the list of mods that you've enabled in your JSGME and then we could tell you what's wrong!

1. Unofficial_patch_SF_v0.1_eng
2. Steel_Panzer_Mod_v1.5_beta
3. SPM1.5_beta_fix
4. SPM1.5_ultimate_update
5. SPM_V1.5_beta_English-patch
6. SPM(NTA 1.7.1 alpha
7. NovemberUpdate(NTA)_2013_05
8. Upd_Nov_2012(NTA)
9. Upd_Sept_2013(NTA)
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Txema
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« Reply #523 on: December 11, 2013, 10:01:40 PM »

The exact list of necessary mods is in the first post of this thread. Please, follow it. Your list is wrong...

Txema
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frinik
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Posts: 3145


« Reply #524 on: December 12, 2013, 05:54:40 AM »

Logically speaking enabling the November 2013 update before the November 2012 and September 2013 ones doesn't make much sense.Chronological order is important when enabling mods.

As Txema rightly suggested, please read page 1 of the SPM NTA thread for the correct order of the mods....
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lockie
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Posts: 2348



« Reply #525 on: December 19, 2013, 04:48:04 PM »

December Upd will contain only fixes and adjusting. There is idea to release a full version NTA. I'll upload a test version just for the testing purposes only. If everything will be OK, then full version will be moved to the first page.
Meanwhile, soviet attack infantry was greatly adjusted. Soldier received additional disk, shovel and the place of the armor shield was fixed.


Stationary BM-13.

There is idea to add a drum-gunsight to BM-13, but we still hesitating.

`Matilda` with british flag.
« Last Edit: December 19, 2013, 10:03:03 PM by lockie » Logged

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woofiedog
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Posts: 89


« Reply #526 on: December 19, 2013, 10:40:08 PM »

Thank's to all for the updates.  Smiley
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lockie
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Posts: 2348



« Reply #527 on: December 20, 2013, 03:38:17 PM »

All `Tigers` will get the appropriate 3d model of the shell, plus icon in the gunner interface. Also will be fixed `center mass` and speed. Of course, all adjustments were made by 19will73  8)
« Last Edit: December 20, 2013, 09:11:12 PM by lockie » Logged

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frinik
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« Reply #528 on: December 20, 2013, 06:42:12 PM »

Please thank 19will73 on our collective behalf!
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Tanker
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Posts: 1134

BRING BACK MARKERS


« Reply #529 on: December 21, 2013, 12:22:19 AM »

Yes, thanks to 19will73 and lockie!  A nice Christmas present.
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Bring back 3D markers!
lockie
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« Reply #530 on: December 21, 2013, 01:10:54 AM »

THANKS, FRIENDS!
Merry Christmas!
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бампер
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« Reply #531 on: December 21, 2013, 01:24:26 AM »

And with the new year comrades!
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Tanker
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BRING BACK MARKERS


« Reply #532 on: December 21, 2013, 04:30:54 AM »

С Рождеством и Новым Годом!
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Bring back 3D markers!
frinik
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Posts: 3145


« Reply #533 on: December 21, 2013, 05:30:36 AM »

Merry Christmas to all but for you Ukrainian and Russian friends it's only 7th January you'll have to wait a bit! Wink
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will1973
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« Reply #534 on: December 21, 2013, 08:00:07 AM »

Thanks to all SF fans for the good words!
Merry Chrismas!

Best wishes,
19will73 Smiley
« Last Edit: December 21, 2013, 01:10:12 PM by will1973 » Logged
murkz
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WWW
« Reply #535 on: December 21, 2013, 09:14:00 AM »

Merry Christmas all.

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lockie
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Posts: 2348



« Reply #536 on: December 21, 2013, 10:34:05 AM »

And here's a bit of funny news! Smiley
As it appeared a new tree palm a vary popular in the forest  Roll Eyes Shocked Grin

This new bug I got when re-generated the new polygon `Polunino` by deviator. Same problem with non-compatibility. Hope to resolve it soon.
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frinik
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Posts: 3145


« Reply #537 on: December 21, 2013, 11:08:26 AM »

No Lockie, it's not a bug it's global warming. The Planet is getting warmer so it's to be expected! 8)
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бампер
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« Reply #538 on: December 21, 2013, 11:17:59 AM »

Yes! seems strongest warming. Grin
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lockie
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Posts: 2348



« Reply #539 on: December 21, 2013, 07:44:34 PM »

The problem with `palm` resolved. But I had to move palm into `bush` flora.
In short, game engine supports three types of the flora: trees, bushes, clusters.
In case of the trees, u've ability to paint the map, i.e. like this and game engine will produce a correspondence flora.

Where:
- red color is a high tree
- yellow medium
- green low
Of course, palm is a tree and each time when u'll generate a polygon with painted map - u'll get a palm with other trees. And it doesn't suit. That's why I pushed palm to the `bush`. Now it works somehow, there are some bugs, but I'll adjust them later.

Finally, now u may re-generate ANY custom polygon without scare that u'll get a palm Smiley

PS
Unfortunately, mentioned above method doesn't work Sad
Just checked out it on the other PC and got once again the palms  Embarrassed
So, at this moment we've to do a trick each time when we want to generate the polygon with painted map.
1. Open file
...data\k42\loc_rus\levels\levels\common\common_res.engcfg
2. replace entry
obj_cfg\flora.engcfg,palma,,,,,,,;
on
obj_cfg\flora.engcfg,fake,,,,,,,;
save
3. generate polygon
4. replace back the entry
obj_cfg\flora.engcfg,fake,,,,,,,;
on
obj_cfg\flora.engcfg,palma,,,,,,,;
save
« Last Edit: December 21, 2013, 09:11:57 PM by lockie » Logged

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