TA:WD
Moderator: Moderators
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
C:\Program Files\TASpring\mods\lol>grep -S "3x3a" *
.\features\corpses\ARMEMP_dead.tdf: object=3x3a;
.\features\corpses\Armvulc_dead.tdf: object=3x3a;
.\features\corpses\arm_heaps.tdf: object=3x3a;
.\features\corpses\arm_heaps.tdf: object=3x3a;
.\features\corpses\arm_heaps.tdf: object=3x3a;
.\features\corpses\BRDM-2_dead.tdf: object=3x3a;
.\features\corpses\core_heaps.tdf: object=3x3a;
.\features\corpses\core_heaps.tdf: object=3x3a;
.\features\corpses\core_heaps.tdf: object=3x3a;
.\features\corpses\Corkrog_dead.tdf: object=3x3a;
.\features\corpses\Corsumo_dead.tdf: object=3x3a;
.\features\corpses\CORTRON_dead.tdf: object=3x3a;
.\features\corpses\HMMWV.tdf: object=3x3a;
.\features\corpses\IHCATPB_dead.tdf: object=3x3a;
.\features\corpses\IHCCONT_dead.tdf: object=3x3a;
.\features\corpses\IHCRADT_dead.tdf: object=3x3a;
.\features\corpses\IHCRAD_dead.tdf: object=3x3a;
.\features\corpses\JERNAS_dead.tdf: object=3x3a;
.\features\corpses\LOSAT.tdf: object=3x3a;
.\features\corpses\NATOATPB_dead.tdf: object=3x3a;
.\features\corpses\NATOCONT_dead.tdf: object=3x3a;
.\features\corpses\NATORADT_dead.tdf: object=3x3a;
.\features\corpses\NATORAD_dead.tdf: object=3x3a;
.\features\corpses\PAC-3_dead.tdf: object=3x3a;
.\features\corpses\ZU-23_dead.tdf: object=3x3a;
Disallow all those units. And it shoudl work.
.\features\corpses\ARMEMP_dead.tdf: object=3x3a;
.\features\corpses\Armvulc_dead.tdf: object=3x3a;
.\features\corpses\arm_heaps.tdf: object=3x3a;
.\features\corpses\arm_heaps.tdf: object=3x3a;
.\features\corpses\arm_heaps.tdf: object=3x3a;
.\features\corpses\BRDM-2_dead.tdf: object=3x3a;
.\features\corpses\core_heaps.tdf: object=3x3a;
.\features\corpses\core_heaps.tdf: object=3x3a;
.\features\corpses\core_heaps.tdf: object=3x3a;
.\features\corpses\Corkrog_dead.tdf: object=3x3a;
.\features\corpses\Corsumo_dead.tdf: object=3x3a;
.\features\corpses\CORTRON_dead.tdf: object=3x3a;
.\features\corpses\HMMWV.tdf: object=3x3a;
.\features\corpses\IHCATPB_dead.tdf: object=3x3a;
.\features\corpses\IHCCONT_dead.tdf: object=3x3a;
.\features\corpses\IHCRADT_dead.tdf: object=3x3a;
.\features\corpses\IHCRAD_dead.tdf: object=3x3a;
.\features\corpses\JERNAS_dead.tdf: object=3x3a;
.\features\corpses\LOSAT.tdf: object=3x3a;
.\features\corpses\NATOATPB_dead.tdf: object=3x3a;
.\features\corpses\NATOCONT_dead.tdf: object=3x3a;
.\features\corpses\NATORADT_dead.tdf: object=3x3a;
.\features\corpses\NATORAD_dead.tdf: object=3x3a;
.\features\corpses\PAC-3_dead.tdf: object=3x3a;
.\features\corpses\ZU-23_dead.tdf: object=3x3a;
Disallow all those units. And it shoudl work.
I was able to get a working version of this latest version (springwd5b6) by adding in the 1x1A.3do etc. files that were again missing, adding the missing scripts directory (which I copied from the previous release), and finally re-archiving it in normal, non-solid format so it doesn't crash on loading.
GZ, it's truly a testament to the entertainment value of your mod that we go this extra step (or 3) to play it! Most mods, I would just say "feh" and move on. I'm wondering though, do you have all of WD's component files just sitting in your root TASpring directory? I'm puzzled as to how you get the mod to run at all without those files in there...
Quick comments on new release (content-wise):
You've fixed a lot of things, most noticeably the missing texture errors. Yay! (I did notice one still missing: "smokeflare00".) The couple new units are a good call (geothermals, Nato targeting facility). And btw, once I renamed Submarine's AAI .cfg file for WD to match the weird name I gave my re-packed version, AAI ran fine just like before.
I did notice a couple issues: the Humvee can't load units; transport vehicles don't "know" they have to move closer to units to load them (they park outside their load radius); some tanks shoot their main guns at aircraft; and I couldn't get the F-117 to land when it was damaged (it just kept circling around and wouldn't use the repair field). I could see how making it "idle" in the air instead of on the ground could be an advantage, but it might be nice to able to force it to land (with an "on/off" button?).
Good work, especially on the texture files. It's nice to not have the constant spam of error messages in the chat window.
When I get home from work I'll check the boards again... if GZ hasn't released another fix and there's a clamor for it I'll post my repacked version.
GZ, it's truly a testament to the entertainment value of your mod that we go this extra step (or 3) to play it! Most mods, I would just say "feh" and move on. I'm wondering though, do you have all of WD's component files just sitting in your root TASpring directory? I'm puzzled as to how you get the mod to run at all without those files in there...
Quick comments on new release (content-wise):
You've fixed a lot of things, most noticeably the missing texture errors. Yay! (I did notice one still missing: "smokeflare00".) The couple new units are a good call (geothermals, Nato targeting facility). And btw, once I renamed Submarine's AAI .cfg file for WD to match the weird name I gave my re-packed version, AAI ran fine just like before.
I did notice a couple issues: the Humvee can't load units; transport vehicles don't "know" they have to move closer to units to load them (they park outside their load radius); some tanks shoot their main guns at aircraft; and I couldn't get the F-117 to land when it was damaged (it just kept circling around and wouldn't use the repair field). I could see how making it "idle" in the air instead of on the ground could be an advantage, but it might be nice to able to force it to land (with an "on/off" button?).
Good work, especially on the texture files. It's nice to not have the constant spam of error messages in the chat window.
When I get home from work I'll check the boards again... if GZ hasn't released another fix and there's a clamor for it I'll post my repacked version.
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
http://www.fileuniverse.com/?p=showitem&ID=2311
GZ already has uploaded including heap files version(NO CRASH). yay!
GZ already has uploaded including heap files version(NO CRASH). yay!
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
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- Posts: 327
- Joined: 09 Apr 2005, 11:40
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
He simply means hes been hosting servers with WD TA and generally promoting it to friends.GrOuNd_ZeRo wrote:What do you mean?Decimator wrote:I was starting to actually get people interested in it...
I think you should really consider putting out at least a final release that corrects the remaining issues (no metal converters?) and helicopter balances. Since you have no interest left, it could be at least your last complete package.