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SSTG's mod Questions and problems thread


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#281 TX1138

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Posted 06 January 2008 - 10:37 PM

It all looks fine. Are there still problems with it?
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Realism is so overrated it isn't even funny. You already know what happens in reality, how is that entertaining...?


#282 SSTG

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Posted 07 January 2008 - 03:25 AM

I wonder also if the 3rd side is being affect by the 4th side not working correctly still working on it might be something with the mcv
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#283 SSTG

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Posted 10 January 2008 - 01:18 AM

Ok both problems are fixed yuri had some missing artmd ini code for its con yard and lasher tank so I just pasted a fresh copy of them and 4th side had a UI issue which I fixed by making a copy of the soviet UI mix file

Edited by SSTG, 10 January 2008 - 01:18 AM.

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#284 SSTG

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Posted 26 January 2008 - 01:10 AM

Not sure if I can still ask here but anyways here goes

Just checking is there any way I can program the psychic tower to use the unused animation (the light up rod one) YAPSYT_B so when it takes 3 units it lights up?

just made it use mastermind logic so its a more advanced defense (grand cannon level)
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#285 SSTG

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Posted 08 June 2008 - 10:50 AM

Ok been awhile but was stuck with a IE

I've gotten a tip from apollo on how to balance out my warheads so its more playable

but once I got all my warheads verses changed about I kept getting an IE during the load up when a started a game

used syringe and narrowed down the problem but having trouble understanding it

Multiple reasons, depending on the stack dump in the except:

* If 0075DE19 appears near the top of the stack dump - A Warhead whose Verses could not be processed. EBP value says how many values remained to be parsed when an error occurred - (11 - EBP) is the 0-based index of the problematic value.

anyone can help with this problem?
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#286 SSTG

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Posted 01 August 2008 - 01:44 AM

I've been doing tests with my maya skills so I've built a test rad cannon (little big but can be fixed) still need test it ingame and work out how to do shadows for it

Sorry bout size and quality though

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Edited by SSTG, 01 August 2008 - 02:17 AM.

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#287 Romanul

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Posted 01 August 2008 - 05:51 AM

Looks pretty nice,tought it would be much more relevant if it is smaller and also try making it a bit,well blurrish and lighten it a bit.

Oh,and there are also some blue dots...

Edited by Romanul, 01 August 2008 - 05:53 AM.


#288 SSTG

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Posted 01 August 2008 - 07:38 AM

Yea tested the build up ingame did'nt go as well as planned file canvas must be too big

I'll check on those lamberts and blinns I used I have'nt really worked out how to texture properly on maya yet :p
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#289 Romanul

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Posted 01 August 2008 - 06:25 PM

Other than that,try getting 3DSmax on the future.Is much more performant (Or Cinema 4D)

#290 Black Temple Gaurdian

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Posted 02 August 2008 - 09:09 PM

No! Blurrish sucks. At the very least it makes buildings look dull and boring. Blurry/Blurrish = no/poor texture

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according to our determinedly dopey Prime Minister Mr Brown, Obama also has a beach in Normandy named after him. If that can't win you an election, what can?


#291 Romanul

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Posted 03 August 2008 - 12:59 PM

Depends on the situation.Here,it is very pizelish,so it requires a bit of blurr to make it better.

As you may see,the situation here ain't the best...

#292 SSTG

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Posted 04 August 2008 - 04:39 AM

i'll get a good pic up soon gif might've messed up quality
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#293 SSTG

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Posted 05 August 2008 - 10:32 AM

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Better more clear pic plus resized
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#294 Black Temple Gaurdian

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Posted 05 August 2008 - 11:03 AM

Go gotta droopy barrel there ;)

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according to our determinedly dopey Prime Minister Mr Brown, Obama also has a beach in Normandy named after him. If that can't win you an election, what can?


#295 SSTG

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Posted 05 August 2008 - 12:17 PM

Yea it probably happened when it got resized I can probably fix though
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#296 OmegaBolt

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Posted 05 August 2008 - 01:46 PM

Looks good!

And BTG your sig is far too big.

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#297 FallenDwarf

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Posted 05 August 2008 - 04:21 PM

the turret is ok, good start
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