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Version 1.3 Change List


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#261 Radspakr Wolfbane

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Posted 11 December 2011 - 01:19 PM

I'd recommend using Multiplayer_Human ;)

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#262 Killegnor

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Posted 13 December 2011 - 02:17 AM

what are the new things that are taking a while?

#263 Rob38

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Posted 17 December 2011 - 02:22 AM

I'd recommend using Multiplayer_Human ;)

But that will not work with the single player campaign. ;)

what are the new things that are taking a while?

my life. :p

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#264 Guest_vladimir_*

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Posted 30 December 2011 - 08:55 PM

I wish you all happy new year

#265 Guest_OldNick_*

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Posted 21 October 2012 - 12:49 PM

Beside Rob does anyone planning to finish this mod;
for example The Black Gates, the Mordoer outposts from 1.3 patch , Black Uruks at Cirith Ungol etc etc!!!

#266 Guest_LordShotGun_*

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Posted 16 November 2012 - 08:00 PM

So how dead is this mod?

#267 Dûnedaincapitain

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Posted 01 December 2012 - 10:48 AM

Don't say things like that!

#268 Kwen

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Posted 07 December 2012 - 09:02 PM

Let's just say, the activity of this mod is dead. That does not mean that the legacy of both TEA and TEA:CE are not alive and well. :)

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#269 Dûnedaincapitain

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Posted 04 January 2013 - 11:53 AM

People are impatient o.o

#270 Geralt2811

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Posted 20 August 2013 - 08:41 AM

this is sad:(



#271 Rob38

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Posted 03 April 2014 - 03:42 AM

Someone should have slapped me back to reality when I started adding the camera system and skyboxes to the mod.  I t was a rather large project to tackle, and it ended up leaving the mod at a standstill.  I actually still have what I completed so far in Version 1.3.  Thoughts on wrapping this project up and releasing a final version?  Should I get rid of the camera system or leave it in and not have skyboxes?

 

Can anyone confirm if the good Black Gate mission is bugged or not?  I believe I remember reading somewhere of the enemy spawns not working correctly.  I likely will need to just import the last working version of it.


Edited by Rob38, 03 April 2014 - 03:46 AM.

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#272 MattTheLegoman

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Posted 03 April 2014 - 03:57 AM

There was a camera system for this mod? Wow!

 

I've had the Black Gate bug ages ago, I think it was because not all the units were able to spawn and/or come into the playable area - they might have gotten stuck.


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#273 njm1983

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Posted 04 April 2014 - 12:45 AM

Honestly I think you can ditch the skys and camera system.

#274 Rob38

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Posted 05 April 2014 - 09:16 PM

Well, the camera system is already in and not much else would need to be done to it other than adding button images for them.  Skyboxes, though, that is another story :p.  Pretty much no work has been done on that.  If people do not mind just having black backgrounds for the sky, then I can keep the camera system in and leave skyboxes out.   


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#275 MattTheLegoman

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Posted 06 April 2014 - 12:16 AM

Well - you could make an actual object in place of a skybox-object (if you cannot get skyboxes to work)?


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#276 Rob38

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Posted 06 April 2014 - 06:07 AM

Getting skyboxes to work is no problem.  Creating and implementing them in all the maps is where all the time and effort lies.


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#277 Mathijs

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Posted 06 April 2014 - 08:51 AM

Another thing you might want to implement (parts of, at least) is the HD texture pack included here, which was developed by me and RoR for T3A:Patch 1.06. It replaces every single 64x texture with a 256x update, hand-drawn and accurate to EA's original design.


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#278 Rider of Rohan

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Posted 07 April 2014 - 04:52 PM

I've actually updated a good bit of those skins for myself and Classic Edition, If Rob's interested in including them I can give him the updates. 


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#279 Rob38

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Posted 12 April 2014 - 04:44 PM

Sure, I would be happy to add them in.  :)


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#280 Phil

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Posted 12 April 2014 - 05:36 PM

By the way, the mod crashes when used with patch 1.06. Something about duplicate Elrond experience levels or similar. Would be great if that was fixed so I don't have to remove the 1.06 file just to play TEA.


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