siege_cargobarge2

Discuss siege map projects.

Re: siege_cargobarge2

Postby Laser on Fri Dec 04, 2015 12:04 pm

Duo wrote:Check for updated PK3 and also check for any uix86.dll or cgamex86.dll in your base folder. Delete those two DLLs if they exist in your base folder.


I'm on a different laptop right now, but I'm sure I have those .dll files in my base. How come we should delete them?
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Re: siege_cargobarge2

Postby LORD on Fri Dec 04, 2015 1:08 pm

Updated smod, removed these files = worked. Thx Duo.
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Re: siege_cargobarge2

Postby Duo on Sat Dec 05, 2015 12:28 am

Laser wrote:
Duo wrote:Check for updated PK3 and also check for any uix86.dll or cgamex86.dll in your base folder. Delete those two DLLs if they exist in your base folder.


I'm on a different laptop right now, but I'm sure I have those .dll files in my base. How come we should delete them?

If these files are missing, JK3 automatically clones them from the copies in your PK3 collection(either basejka assets or SMod). So maybe at some point in the past, it created a clone of these files from an old version of SMod. Then even after you updated your SMod, these rogue files remained in your base folder creating a file conflict with the new SMod.

Deleting them forces your game to re-clone new copies from your PK3 collection, so it removes any possible file conflicts.
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Re: siege_cargobarge2

Postby Laser on Sat Dec 05, 2015 7:25 am

Duo wrote:
Laser wrote:
Duo wrote:Check for updated PK3 and also check for any uix86.dll or cgamex86.dll in your base folder. Delete those two DLLs if they exist in your base folder.


I'm on a different laptop right now, but I'm sure I have those .dll files in my base. How come we should delete them?

If these files are missing, JK3 automatically clones them from the copies in your PK3 collection(either basejka assets or SMod). So maybe at some point in the past, it created a clone of these files from an old version of SMod. Then even after you updated your SMod, these rogue files remained in your base folder creating a file conflict with the new SMod.

Deleting them forces your game to re-clone new copies from your PK3 collection, so it removes any possible file conflicts.


Ah great, thanks. I'll do this next time I play jka.
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Re: siege_cargobarge2

Postby Duo on Tue Dec 08, 2015 7:10 pm

OP updated with v1.1 changelog and download. Get the new one and delete v1.0.
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Re: siege_cargobarge2

Postby Duo on Wed Dec 09, 2015 7:10 pm

Note: there currently aren't any completely equal classes on O and D to use for cap duels.

I'm currently working on implementing a duel system with base_entranced that will ensure equal HP, pistol, equal speed, etc. IMO, mapmakers shouldn't be forced to rebalance their maps to create two equal classes just for the sake of cap duels.

For now, use demo. Primary pistol the O demo in the foot four times. This will take him to 122HP, which is pretty close to D demo's 125HP.
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Re: siege_cargobarge2

Postby Duo on Fri Dec 11, 2015 10:23 am

Okay, capt dueling issue fixed with base_entranced now. Just use duel challenge bind (engage_duel) to initiate a duel.

Btw, since using engage_duel gives equal health/armor/speed/force, you can just duel as your favorite skin now, on any map. Capt as chewie or reborn boss if you want.
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Re: siege_cargobarge2

Postby Blackout on Mon Dec 14, 2015 2:03 pm

I'd make the last objective codes, possibly with a long respawn time, with the hidden radar key on I think it would make it a more interesting objective.
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Re: siege_cargobarge2

Postby Duo on Sun Jan 10, 2016 8:57 pm

OP updated with version 1.2.
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Re: siege_cargobarge2

Postby schrute on Sun Jan 10, 2016 9:17 pm

Duo wrote:OP updated with version 1.2.


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