330 (edited by Dnamro 2011-11-07 23:29:55)

Re: Single Player mini-mod WIP

FSX is not compatible with the latest First Strike update.

I have not been able to contact lagueriniere in a few months to find out what he wanted to do with FSX.   

The original purpose of the FS_SP and then FSX was to add more SP/coop support into the mod with support for more First Strike vehicles, maps and map conversions of BF2142 and custom maps.

Well, with the latest First strike update, the main game has now surpassed the mini-mods in quality of bot support.     There are now more  official First Strike maps with sp/coop support than in FSX, although FSX does have more total sp/coop maps by using custom and BF2142 map conversions.   

The stock BF2142 conversion maps really need lagueriniere's First Strike textures from FSX, which replaces all the billboards and BF2142 symbols and labels with a Star Wars theme.

For the other custom sp/coop maps, I put together a map pack that will work with First Strike.  There is a thread in the custom maps section.

331 (edited by lagueriniere 2011-11-08 15:20:18)

Re: Single Player mini-mod WIP

this is a temporary fix for FSX : http://www.megaupload.com/?d=KIKG8HBM

extract the files into ...\\Battlefield 2142\mods\FSX

I can't guarantee it will work fine.

http://apu.mabul.org/up/apu/2008/02/22/img-18455166c2b.png

332 (edited by Dnamro 2011-11-08 20:56:07)

Re: Single Player mini-mod WIP

lagueriniere,

I sent you a PM.  I also have a stable version of blue pearl now if  you want.

Re: Single Player mini-mod WIP

Folks, whether it's a profanity or not, could someone put up a standalone (offline) FS core update from 1.50 to 1.55 latest somewhere ? *Looks around blushingly* ...

Btw I still keep m***ing around with tweaking conquest cooperative maps from time to time, both for FS core mod & FSX (well I am actually customizing FSX completely). E.g.: I've continued tweaking Bandomeer Refinery map conquest cooperative mode version for FS core mod (v1.5) I've created a while ago and imported FS_SP version of Battle of Yavin into FSX and completely revided it. LOL poor imp AIs keep knocking their TFs to smash while taking off from the hangar bay so I've completely separated human and AI TF spawners and adjusted all AI TF spawner positions so the imp AI can take off now ... the map works completely differently now, I flew huge battles above the Death Star xD Well I am not sure if the AIs don't do the same in FS core mod (either in v1.50 or the latest) conquest cooperative version of Yavin, I'll check and revide it if they do ... once ... Btw FS core mod (1.50) cq coop version of Yavin needs some CPU power, it runs fine on my comp but the CPU coughs from time to time - at least with 35 AIs xD - while my FS_SP-FSX version of cq coop Yavin works smoothly ... Guess the cause is the extra laser tower stuff included in FS core version. Althogh this extra laser tower stuff boosts the quality of the map, it causes a serious frame rate drop in cq coop mode ...

It's not the place or the time what's really important in the Universe but the speed ...

334

Re: Single Player mini-mod WIP

Er yeah....yavin got fixed in an update tongue

Bite my shiny metal Tie Fighter!
http://img.photobucket.com/albums/v600/TALON_TAW/TwigsSIG.jpg
http://stats.fsmod.com/sig/pilot.JE_Twigs.png

Re: Single Player mini-mod WIP

Twigs wrote:

Er yeah....yavin got fixed in an update tongue

Oh kewl guess the AI bug and not the frame rate drop ? Or both ? ...

... And a message to Dnamro and everyone who's encountered this: I've found it out where those buggy R2D2 autocontrollers are set up in FSX and wiped all of them out. The lines which activate them are in each

...\FSX\Objects\Vehicles_server.zip\Objects\Vehicles\
AnyVehicleType\AnyVehicle\*.tweak

file and the activating line is :

ObjectTemplate.setAutoControllerTemplateName Co_Auto

An example for such .tweak file is :

\FSX\Objects\vehicles_server.zip\air\Y_Wing\y_wing.tweak

Each occurance of that line in each .tweak file of each single vehicle must be removed to remove all the autocontrollers from the mod.

P.s.: still waiting for a link to an FS core mod v1.50-v1.55-latest standalone (offline) update wink

It's not the place or the time what's really important in the Universe but the speed ...

336

Re: Single Player mini-mod WIP

Frame rate and ai ship launch.

An offline patch? Not sure I follow....I thought we made it a simple update via the launcher...

Bite my shiny metal Tie Fighter!
http://img.photobucket.com/albums/v600/TALON_TAW/TwigsSIG.jpg
http://stats.fsmod.com/sig/pilot.JE_Twigs.png