Author |
Message |
ludsoe
Joined: Tue Jan 18, 2011 7:50 am Posts: 170 Location: 2 Miles underground on some planet in a vault.
|
 Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
The (r#pe ship) and (battleship) crafts lag when the turrets cant fire on a target.
|
Mon Jan 24, 2011 11:34 am |
|
 |
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
 Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
Are the guns pointing at enemies? Are the turrets there at all? Are you using any other mods? Have you modified any vanilla files? Have you tried reinstalling?
|
Mon Jan 24, 2011 12:42 pm |
|
 |
whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
|
 Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
The rape ship is really laggy (when shooting), but that is just from the number of turrets. And the battleship could be from either the turrets or all the attachments on it. (Seriously, press ctrl+m and see)
@Commander: Nope not really.
@Jeffman12: Yeahh..... Haha. Dunno about that.
|
Mon Jan 24, 2011 2:17 pm |
|
 |
ludsoe
Joined: Tue Jan 18, 2011 7:50 am Posts: 170 Location: 2 Miles underground on some planet in a vault.
|
 Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
whitty wrote: The rape ship is really laggy (when shooting), but that is just from the number of turrets. And the battleship could be from either the turrets or all the attachments on it. (Seriously, press ctrl+m and see)
@Commander: Nope not really.
@Jeffman12: Yeahh..... Haha. Dunno about that. Its not when they shoot it, the lag happens when the turrets are not aiming at anything. And I'm running multiple mods, but i only lag on those 2 ships. The only modified vanilla file I have is in missions.rte to add more skirmishes. I haven't tried reinstalling yet.
|
Mon Jan 24, 2011 2:59 pm |
|
 |
411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
|
 Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
Does your game also lag when there are a lot of actors? If so, then try this guide to make your game lag less in general.
|
Mon Jan 24, 2011 3:18 pm |
|
 |
ludsoe
Joined: Tue Jan 18, 2011 7:50 am Posts: 170 Location: 2 Miles underground on some planet in a vault.
|
 Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
Actually it runs fine when i have loads of actors on screen. Its just from looping scripts or something i guess. Although large explosions with tons of gore do lag.
|
Mon Jan 24, 2011 3:33 pm |
|
 |
c2cool
Joined: Tue Jan 25, 2011 7:00 am Posts: 12
|
 Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
Could someone help me out with installing patches because i dont know how?
|
Tue Jan 25, 2011 7:06 am |
|
 |
whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
|
 Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
Just install them like you would with any other mod, but when it asks you if you want to replace any files, let them be replaced.
|
Thu Jan 27, 2011 2:04 am |
|
 |
HydroEmperor
Joined: Fri Dec 17, 2010 12:33 am Posts: 6
|
 Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
I have another suggestion for your mod because I think it would be cool to have in the game but I cba learning how to code it myself  The instant emergency defence grenade. are YOU being blasted on by fools? do YOU to take out your opponents, bury them and take cover in just one stroke? look no further! Step1: Throw the foxhole grenade at the enemy! Step2: Watch in disbelief as the enemy explodes into little chunks and the ground has a huge hole torn into it! Step3: Swoon in awe as the grenade rains concrete down onto into the crater and onto the remains of your enemies! Step4:Laugh uncontrollably as any enemies that survive the explosion get encased in concrete anyway! Step5: Cry in jubilation as you now have a concrete reinforced hole to hide in! Step6: Win battle, Make parents proud, Become hero and order more grenades!
Attachments:
File comment: The grenade in action
foxhole grenade.jpg [ 8.6 KiB | Viewed 5661 times ]
|
Tue Mar 15, 2011 7:00 pm |
|
 |
wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
|
 Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
sounds AWESOME i would add that
it would be very hard to do though
concrete nades FTW
|
Tue Mar 15, 2011 7:47 pm |
|
 |
bioemerl
Joined: Sat Dec 18, 2010 6:11 pm Posts: 285
|
 Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
YEah that would be awesome, instabunker....
you could even make buildings like that!
|
Tue Mar 15, 2011 11:03 pm |
|
 |
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
|
 Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
The basic part of your idea isn't too hard (well, the BASIC part, making it very effective and making it work without many problems could get harder).
Now making it create a bunker module would be pretty awesome, but I think (because I've never tried or thought of) it would be pretty complicated.
|
Tue Mar 15, 2011 11:10 pm |
|
 |
whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
|
 Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
That wouldn't be too hard at all.
The only part that would require Lua would be moving you from wherever you are into the new hole. The rest can be done within .ini.
The real question though is whether or not I remember to do this anytime soon. >.<
|
Thu Mar 17, 2011 3:45 am |
|
 |
zuzfel
Joined: Tue Jun 14, 2011 12:16 pm Posts: 6
|
 Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
Can you fix the build 24 patch the link is broken 
|
Tue Jun 14, 2011 12:29 pm |
|
 |
Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
|
 Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
Nope, it isn't. It works just fine.
|
Tue Jun 14, 2011 7:07 pm |
|
 |
|