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 S.A.W. *(26/12/2014) UPDATE: V11.2 [STEAM WORKSHOP] 
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Joined: Wed Feb 22, 2012 1:44 pm
Posts: 25
Location: Czech Republic
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 Re: S.A.W. *(01/09/2011) UPDATE: V11.0 'Mac Version up!'
Im freakin lover of this mod...one of the best mods ive just saw and also played with my friend....But theres a one little problem,we are enjoying just normal regular game trought splitscreen.But randomly game lags (lag spikes) for a 1 Second or less...and sometimes it crashes and C++ Runtime error will pop up....this never happened on previous mods...only with this one..but im still giving chance for this..i love this mod,what i love so much,are that sounds ♥♥...is there some recommendation for stop lags or something similiar? Thanks very much for reply guys


Btw my gaming rig for some information.....

Intel core i5 3.10 Ghz
5,5 Ghz 1600 Mhz Ddr3 Ram
Nvidia Geforce GTX 480 2Gb

its definietly Not by computer,other games like Battlefield 3 are running perfectly and smoothly....Tried also benchmark..runs perfectly..
Ive posted this reply because i kinda love this mod,and i see some tension in this one...Thanks


Fri Feb 24, 2012 2:16 am
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Location: That small peaceful place called Hell.
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0 'Mac Version up!'
The only Crash I know caused by the mod is when the Mech dies. Any other crash I knew of I fixed but could never find the reasoning behind why the Mech crash.

Lag spikes are caused by any unit's with shields. The scripting behind the mod and shields is quite intense and dynamic, I made a post earlier about disabling the shields effects and can reduce the lag output.

EDIT: Here it is.

Quote:
If you want to turn off the shield for the mech just go into SAW.rte/Actors/Mech/Bipedal.lua, go to line 60, make self.shieldpower = 0, same thing with the other shields, just on a different line, you'll have to find it yourself.


Sun Mar 04, 2012 6:05 am
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Joined: Tue Mar 27, 2012 1:39 am
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Post Re: S.A.W. *(01/09/2011) UPDATE: V11.0 'Mac Version up!'
Just downloaded this mod and tested it with the latest version; it's pretty awesome, and I'm especially digging some of the weapons.

However, I think there may be a slight bug with one of the weapons - namely, the RULAS-185.

Now, the description on the first page of the thread describes it as "Semi Automatic, 5 rounds"; however, when using it ingame, the RULAS only fires one round before needing to be reloaded.

Other than that, this mod is pretty damn impressive.


Tue Mar 27, 2012 1:44 am
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Post Re: S.A.W. *(03/06/2012) UPDATE: V11.0.1
Thank you everyone for the nice comments.

Updated for compatibility with B27. (We need a B27 thread icon too)

Not sure if it's still Mac friendly though.


Mon Jun 04, 2012 6:26 am
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Joined: Wed Mar 07, 2012 5:49 am
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Post Re: S.A.W. *(03/06/2012) UPDATE: V11.0.1
the new version doesn't work with block wars,(forgot to enable in the faction file) and SAW defense doesn't work at all.


Mon Jun 04, 2012 7:41 am
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Post Re: S.A.W. *(03/06/2012) UPDATE: V11.0.1
Image


Thats wath happens when i try to launch it(no mods and in the windowns version)


Mon Jun 04, 2012 9:53 pm
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Joined: Sun Apr 29, 2012 8:21 pm
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Post Re: S.A.W. *(03/06/2012) UPDATE: V11.0.1
As soon as i saw the sprites i wanted to download this.
Testing now.
Edit:Unfortuneately the mod does crash my Cortex Command on start up i'll post the error message here if anyone would like to help me.


Tue Jun 05, 2012 10:45 pm
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Post Re: S.A.W. *(03/06/2012) UPDATE: V11.0.1
Lets see the message it gives you.


Wed Jun 06, 2012 12:06 am
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Post Re: S.A.W. *(03/06/2012) UPDATE: V11.0.1
I've tried this mod, and I like it.

However, there are a few problems.

Namely, the Elite's health icon repeatedly spawns itself, leaving a trail behind the unit and causing lag.

Also, the mech is too expensive to ever be used in a regular fight, and is a huge jerk in campaign mode when you're trying to auto-build a base and suddenly you have to spend ~6500 oz because the mech is in the way. I don't think the mech's power justifies it's cost.

Finally, the cooling sound for the mech's machine gun gets stuck if you switch weapons while it's cooling off.


Wed Jun 06, 2012 3:08 am
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Post Re: S.A.W. *(03/06/2012) UPDATE: V11.0.1
orangebottle wrote:
Finally, the cooling sound for the mech's machine gun gets stuck if you switch weapons while it's cooling off.


Just a heads up, that's a game bug. It's not in the mod and Coops had nothing to do with it. The same thing can happen with a normal Coalition mini gun.


Wed Jun 06, 2012 6:01 am
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Post Re: S.A.W. *(03/06/2012) UPDATE: V11.0.1
Maaaan, this thing is still so sexy. Bit volatile, though; playing against them in campaign, they tend to blow themselves up a lot.


Wed Jun 06, 2012 7:40 am
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Post Re: S.A.W. *(03/06/2012) UPDATE: V11.0.1
Oh gosh. Never EVER EVER buy a elite again! The glows lag the game and glitch and you can't jump and crap, just try it yourself.


Wed Jun 06, 2012 10:29 am
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Joined: Sun Jan 28, 2007 10:32 pm
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Post Re: S.A.W. *(03/06/2012) UPDATE: V11.0.1
That'd be because their scripts haven't been updated to B27 yet. The glows have nothing to do with it (any more than usual, that is) because the AI in the script casts MORays and ObstacleRays for line-of-sight/target acquisition... and since those functions got updated with a new arg that tells them which team to ignore, the old scripts are going to break horribly.

Most of the weapons are probably going to be laggier than they ought to be too, because they cast an ObstacleRay to figure out where to draw the laser aim dot.


Wed Jun 06, 2012 10:57 am
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Post Re: S.A.W. *(03/06/2012) UPDATE: V11.0.1
Seems I edited the wrong Elite lua file, sorry guys.

I'll try and get a fix by tonight.


Fri Jun 08, 2012 11:34 pm
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Post Re: S.A.W. *(03/06/2012) UPDATE: V11.0.1
Double post, But I want people to see this message so they can report back.

Has anyone else found problems with the mod on Build 27?

So far I've fixed the Elite's script problem. The Mech cost has been reduced 5250 and I've disabled the SAW Skirmish until I know how to properly script missions.


Sat Jun 09, 2012 10:58 am
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