Version 1.2 Change List
#81 Guest_Guest_Vladimir_*_*
Posted 16 December 2010 - 04:56 PM
i have 0.512 gb Ram memory
#83
Posted 17 December 2010 - 03:16 AM
Bug: elven camps get destroyed, and fade into the ground but the statues and glowing orbs remain.
I can't find anything that would cause this problem so I'm asking m@tt to help me with this.
^also can be seen through shroud. Same thing happens to orbs on the Elven outposts.
I have tried everything I can think of to hide those lamp glows in the fog but nothing seems to work. We either remove the glowing orbs or just leave it as it is. What does everyone think?
#87
Posted 17 December 2010 - 11:51 AM
Also, here's some screenshots of the outpost bug i mentioned, plus the spearmen of the havens guard radius (as opposed to the correct, tower guard size).
Edited by _Haldir_, 17 December 2010 - 12:35 PM.
#88 Guest_Guest_*
Posted 17 December 2010 - 02:55 PM
#89
Posted 17 December 2010 - 03:46 PM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#90
Posted 17 December 2010 - 08:39 PM
Fixed the above things except for the guard radius. I cannot figure out why the spearmen of the havens have such a large radius.Ah whoops, i just checked it then and it's only Rohan camps and outposts that are wrong:
Also, here's some screenshots of the outpost bug i mentioned, plus the spearmen of the havens guard radius (as opposed to the correct, tower guard size).
#92
Posted 17 December 2010 - 09:10 PM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#93
Posted 17 December 2010 - 09:25 PM
Draw = W3DPropDraw ModuleTag_01 ModelName = LULAMPGLOW1 End
The W3D Prop Draw makes objects appear through fog! So I replaced it with the following:
Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = LULAMPGLOW1 End End
Works wonderfully now.
#94
Posted 17 December 2010 - 09:29 PM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#95
Posted 18 December 2010 - 02:03 AM
Perhaps ask Nertea about this, i remember him fixing this for a couple of different units in TDH, so he'd probably know where it's defined.Fixed the above things except for the guard radius. I cannot figure out why the spearmen of the havens have such a large radius.
#96 Guest_Guest_*
Posted 18 December 2010 - 07:40 AM
#97
Posted 18 December 2010 - 11:05 AM
Recommended LOTR system requirements
For playing with higher quality graphics and to really enjoy the experience to the fullest the development team reccommends:
CPU: 2.0 Ghz Intel CPU or equivalent processor
RAM: 1GB of system RAM
Graphics card: NVIDIA 6600 or 6800 Ultra or 7800 GT or GTX.
Though that is to run the standard game or 'vanilla'. To run mods with great framerates more power is needed, as more orcs have been added, and models/textures have been improved.
So personally I recommend at least 2GB of RAM, (1 works, but you ma notice lag with lots of units) and at least a dual core processor.
Edited by Kwen, 18 December 2010 - 11:07 AM.
https://www.twitch.tv/vileartist - Yes shameless self-promotion
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"Old modders never die, they just fade away" ~ Hostile
#99 Guest_Guest_*
Posted 22 December 2010 - 06:49 AM
#100
Posted 24 December 2010 - 01:04 AM
I'll try to post them up soon as I have been keeping track of everything I changed.can we see all the changs in this version?
By the way, I was wondering if we would make a modification to the Elven castles. Right now, there are a bunch of trees surrounding the main keep (i.e., the trees at the center of the base). These trees make it hard to locate your heroes and units at times. They also make the base appear overcrowded. I propose that we remove those trees. We still can keep all the trees on the outside part of the base where the small walls are located. What does everyone think?
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