MIB88 MegaMod - opinions, technical issues, etc.

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with win xp i get crashes all the time,at all sorts of points.

bloody annoying but such a fast load time it doesnt hurt.


as for raiders,they look good melted into goo
 
AJ Rimmer Bsc.Ssc. said:
with win xp i get crashes all the time,at all sorts of points.

Please keep track of these and let me know if it is something consistent. This happened a lot (crashes) on certain maps when looking at certain critters (namely scorpions in the Temple and ants in the EPA) until I redid them.
 
MIB88 said:
AJ Rimmer Bsc.Ssc. said:
with win xp i get crashes all the time,at all sorts of points.

Please keep track of these and let me know if it is something consistent. This happened a lot (crashes) on certain maps when looking at certain critters (namely scorpions in the Temple and ants in the EPA) until I redid them.

i cant log or see what the errors given are,because to get out of the problem i have to taskmanager and end process tree to clear it.

it is giving error screens,its just i cant see them or get them to overlap the game screen.


but heres one i can show at vault 14 and also happens at a few other locations >

scr00004.jpg


ps...just had another freeze when leaving hubologist section after slaughtering them all.
 
Yes, I know of the elevator stubs...I have tried deleting them...moving them off screen... toggling certain views in the mapper... Nothing works.

On an unrelated subject, I have finally got the issue with the karma reset to 0 bug that occurred when entering Vault 14. This will no longer occur in future versions of the mod. One tiny little line. Still, it could come in handy later for something... :twisted:
 
Demonslayer said:
I've never reached so far in megamod so can you explain me why is an alien with you?

And that armor from FO1 is the metal armor for marcus?

I suppose he could, but I would hope that he posted it in the gameplay thread. :wink: Or, alternatively, if you have the Megamod files, you could just read about the Vault 14 mod.
 
Demonslayer said:
AJ Rimmer Bsc.Ssc. said:

I've never reached so far in megamod so can you explain me why is an alien with you?

And that armor from FO1 is the metal armor for marcus?



thats the joy of the game.....you see or hear something weird and then try to find it :twisted:



on a side note...is it just me or am i spending way too much time looking for ammo for the plasma rifles ?
spending more time at that than anything else...a bug ?
 
AJ Rimmer Bsc.Ssc. said:
on a side note...is it just me or am i spending way too much time looking for ammo for the plasma rifles ?
spending more time at that than anything else...a bug ?

That is an element of New Vision 1.2, which incorporated TeamX's New Year mod. There is less ammo in the game. Places where you found fusion cells still have them, but they no longer occur in groups of 50. They now only come in sets of 20. Happy hunting! :twisted:
 
MIB88 said:
Yes, I know of the elevator stubs...I have tried deleting them...moving them off screen... toggling certain views in the mapper... Nothing works.
The reason elevator stubs are visible is due to the proto file. If you used coljack's from his tutorial or the one that comes with the EPA (from Chris) then your elev stub proto has been modified to be visible on the map. If you don't need the new elev stub just replace it with the default one that comes with F2.

(I hope that was what you were referring to and I am not spouting something irrelevant.)
 
MIB88 said:
AJ Rimmer Bsc.Ssc. said:
on a side note...is it just me or am i spending way too much time looking for ammo for the plasma rifles ?
spending more time at that than anything else...a bug ?

That is an element of New Vision 1.2, which incorporated TeamX's New Year mod. There is less ammo in the game. Places where you found fusion cells still have them, but they no longer occur in groups of 50. They now only come in sets of 20. Happy hunting! :twisted:

other ammo is appearing in massive amounts,but because the energy cells are so rare i cant get past enclave patrols,due to either no ammo or having guns that do very little damage to the enclave.

yet for some weird reason the enclave are firing off more than they are carrying ?
leaves me no way to find enough ammo to hold down a fight.

theres also masses of small energy cells,but pistols are useless against enclave.

hit a brick wall for progressing,unless i can avoid enclave patrols,but i wont get far after reaching the enclave with no ammo.
 
@killap: Thanks. I will locate this proto and delete it.

AJ Rimmer Bsc.Ssc. said:
other ammo is appearing in massive amounts,but because the energy cells are so rare i cant get past enclave patrols,due to either no ammo or having guns that do very little damage to the enclave.

yet for some weird reason the enclave are firing off more than they are carrying ?
leaves me no way to find enough ammo to hold down a fight.

theres also masses of small energy cells,but pistols are useless against enclave.

hit a brick wall for progressing,unless i can avoid enclave patrols,but i wont get far after reaching the enclave with no ammo.

I don't believe there is any code I have included that deletes their ammo, so, your statement that they are firing more ammo than they are carrying makes no sense. Obviously you won't be able to take their ammo if it is already spent shooting at you.

Second: I was suddenly reminded of a particular movie quote. One guy tells a group of people not to come to him for sympathy. He tells them if they want "sympathy", they need to look in the dictionary between "s**t and "syphyllis". :twisted:
 
MIB88 said:
Second: I was suddenly reminded of a particular movie quote. One guy tells a group of people not to come to him for sympathy. He tells them if they want "sympathy", they need to look in the dictionary between "s**t and "syphyllis". :twisted:

:lol: :lol: :lol: :lol:


howl2[1].gif



may your left testicle suffer the fate of my big toe in gecko pit :wink:
 
killap said:
The reason elevator stubs are visible is due to the proto file. If you used coljack's from his tutorial or the one that comes with the EPA (from Chris) then your elev stub proto has been modified to be visible on the map. If you don't need the new elev stub just replace it with the default one that comes with F2.

Uh-oh. I think I need some more help. The only item I have in the Megamod scenery list called an elevator stub is item 1293. Problem is, I don't have this file among my protos. Any other suggestions?
 
Actually, my mistake. It is not a proto but a frm. It is called elevstub.frm and is in the art/scenery folder.
 
Just gotta say that I am really looking forward to the next release of the megamod. I think it will be just what I need when I have too many reports and papers to write at one time. A little break from the bland world. MIB88 I love what are doing with this game.
 
@AJ Rimmer Bsc.Ssc.: My, what a vivid image! :P

@killap: Thanks again.

@rabidpulse: Thanks. It does make for a good distraction. But it is really the other authors who have done so much work, for my own changes/corrections/additions are few in comparison. Starting from scratch isn't really my thing...I'm better at reverse engineering when it comes to this stuff. The reason why I am looking forward to Killap's Expansion and the New Arroyo mod once they are finished.
 
all these damn pc games shows and when will we ever see one for modders ?

i mean to say,they dont get ferkin paid,and sometimes they even excel the game well beyond what the original release was.

oscars
film awards
games awards

when do we see an unsung heroes of modding awards ???????


make my arse itch sometimes :oops:
 
MIB88 said:
Demonslayer said:
I've never reached so far in megamod so can you explain me why is an alien with you?

And that armor from FO1 is the metal armor for marcus?

I suppose he could, but I would hope that he posted it in the gameplay thread. :wink: Or, alternatively, if you have the Megamod files, you could just read about the Vault 14 mod.

You are evil! :evil:
I don't have the files, at least the last ones release. I think the last ones i had were the 2.0 version.
Anyway i'm waiting for this "last" (hopefully not last) so i can finally reach the end with it.

I kinda quited the 2.0 because of some bugs/crashes/other things so i'm hoping this version to be at least more stable. I know it's difficult to bend this crashes but it's annoying when your game crashes and then you try to load the closest save and then you find that the game isn't able to load it.
Even if i love the game so much and this mod, i don't feel "safe" with so many crashes and corrupted savepoints that might send me again to the beginning.

I would gladly start a walkthrough to megamod but that requires that i reach at least reach the end of the game a couple of times.
 
this mod getting better and better.

I was wondering if you edit the armor dropmod since you had an idea that not every critter would drop the carring armor (right?)

And I was wondering about the future for your megamod. Do you have idea's for a next releas after this one? I don't know but aren't you reaching the limet even with the city patch? Maybe Timeslip will be able to exceed the limet again..

Anyways Superb work :clap:
 
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