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> First Topic on the combo mod read me
BlackAlmaz
post 4th September 2004, 2:36am
Post #1


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okay guys...this where i will type the read me for our new mod..feel free to coment after it is posted


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"THERE AT THE BERACADES!!!....THERE IN THE PERIMETER!?.....THERE IN THIS ROOM!?" ALIANs
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BlackAlmaz
post 8th September 2004, 2:14am
Post #2


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i will start and plz dont post untill "FINISH" is at the bottom

i will keep edeting untill i'm happy with it

new models
-2X m4s m4a1,(american)
(one will be a m4a1, with a 100 bullet, the other a m4a1, with a masterkey shotgun)
-deagle(israely)
-usp(german)
-mp5(german)
-m249(american)
-usas(jap shotgun)
-ak103(Russian)
-MX8(american)-this will be takenout and replaced by the starship troopercarbine
-ak74s(Russian)
-shotgun (wont tell you wich one)(american)
-Lurker gun (finnaly added)
-Knife(???)- dione...but i cant get a good angle for it
-pulsegun-replaces the hk 11
-g41
-glock
-fiveseven
-92fs
- magnum

-textures
-ak47-103, shotguns, m4s, deagle, usp, l115, ak74s,m249, mp5, chainsaw, usp,usas, SST carbine, Pulse rifle, G41, glock, five seven, 92fs, magnum

-icons
-mp5, m4s, p90, glock, usp, saw, usas,

-Sniper power decreased
-caliber types ajusted
-weapon fire rates ajusted
-weapon weights ajusted
-full auto mode add to some weapons
- weapons balanced once again- 10/10/2004

-modern aromur weighs more
-medic added-maybe next versian.....
-new helmit added
-new skins added..they are chosen at rendom...but by removing the helmit..the skin will go to an urban camo skin..there is no going back

-Bfg family now needs warp research for use
-lurker gun now needs rail research
-medic kit heals 30% more and has more ammo, but is 20 kg
-all warp weapons need research

Human enemies added
spec ops soldiers
they have almost no resistance cause of there large hp
and skill level...wich makes them a very strong enemy at the start
they use all weapons


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"THERE AT THE BERACADES!!!....THERE IN THE PERIMETER!?.....THERE IN THIS ROOM!?" ALIANs
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BlackAlmaz
post 17th September 2004, 1:06pm
Post #3


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here we go...all done for you critics


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"THERE AT THE BERACADES!!!....THERE IN THE PERIMETER!?.....THERE IN THIS ROOM!?" ALIANs
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Aralez
post 17th September 2004, 6:07pm
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Cool! I love it! As for the texture problem: Well later in the game you will use the heavy ones anyway and wouldn't see the textures at all, so i guess it's no real problem. The same goes for the inventory screen problem, i think a stanadrd look there is enough, the ingame texture works, who needs more smile.gif

Soooo, where can we download ? grin.gif
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BlackAlmaz
post 20th September 2004, 7:18am
Post #5


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one more update made..and i think i'lltake the beraate 92fs untill some one can make a better model....or should we leave it??


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"THERE AT THE BERACADES!!!....THERE IN THE PERIMETER!?.....THERE IN THIS ROOM!?" ALIANs
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Aralez
post 20th September 2004, 7:58pm
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I would leave the new model in the mod. Simply because your models are awesome! Even the ones that YOU think aren't totally perfect are really really good. Don't be too hard to yourself!


I admit, it shows of a good personality to seek for such quality and perfectness smile.gif
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Aralez
post 26th September 2004, 12:50pm
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BlackAlmaz, just one thing which i realized today: If you replace weapons (the ID), make sure you also edit the lists in the tactical/configs/equipsets accordingly. Otherwise there could be CTD's. And remember to correct the clipsizes there, too.

There will be no big changes needed, though. Only one or two very small changes, should be done in two minutes. smile.gif
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BlackAlmaz
post 26th September 2004, 1:45pm
Post #8


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aralez....so far no crashes whats so evr....i have crossed refanced ides...
but if you found a problem than where was it?


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"THERE AT THE BERACADES!!!....THERE IN THE PERIMETER!?.....THERE IN THIS ROOM!?" ALIANs
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Aralez
post 26th September 2004, 2:55pm
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None so far. And as you re-used the ID's none will happen i guess smile.gif Well, call me over-cautious...
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Aralez
post 5th October 2004, 12:16am
Post #10


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Now that the mod is released i think i found a bug in the rif4.txt:

In the last entry (Jackhammer) the alien carries a SAIGA cartridge in his backpack. The cartridge IN the weapon is correct, but maybe the game crashes when it tries to load the wrong ammo from the back-pack?

I'm not sure if this is BA's fault, it could be a leftover-bug from my RBMOD work. blush.gif

AND the game will not crash very often, simply because the chance that the game randomly chooses this weapon is 1:100 or even less. Nonetheless: Safe before you enter a tactical mission. If it crashes, simply reload, iirc the game chooses the weapon for the aliens new each time you enter a tactical mission.

If not you can simply return to base before you land grin.gif
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BlackAlmaz
post 5th October 2004, 12:36am
Post #11


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fixing bug now


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"THERE AT THE BERACADES!!!....THERE IN THE PERIMETER!?.....THERE IN THIS ROOM!?" ALIANs
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Lurker
post 5th October 2004, 2:01am
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I did AllItems, and then I tried mounting the various items out of inventory, and I noticed that the Warp Demolition Device and the Warp Resonator could be mounted without the prerequisite Warp research.

--

Also, if BFG and LurkerGuns require heavier or longer research in order to mount them in the ComboMod, then I hope somehow the mod has been adjusted so that the Aliens and the SpecOps soldiers are not carrying BFG and LurkerGuns at the beginning of the game.

For purposes of getting the balance right, the enemy should get access to these weapons around the same time that we get access to them.

Of course, there's no quick way for me to be able to check that such is the case, right from the start, because these weapons now require research, and I haven't played enough of the Combo Mod to see if the enemy is packing LurkerGuns and BFGs in the first ten missions like they were in RB6.8.

--

Also, for future reference, I never liked the look of the inventory screen images for the SawnOff, Decker, and Magnum weapons. The equipment screen BMP or JPG or whatever for these weapons do not have the clear sharp 'beauty' that BlackAlmaz's inventory screen images have. This is all a part of Aralez's worship of BlackAlmaz's images and models that Aralez keeps talking about. Even on the inventory screen BlackAlmaz's work looks better than some of the old RB stuff. Anyway, when BlackAlmaz gets to polishing here and there, he might could provide better looking inventory screen images for some of the items as time allows.
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BlackAlmaz
post 5th October 2004, 2:31am
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no they are caring those weapons from the strat..but they have a smaller chance of getting them in a mission..so it might be anywhere from the 1st mission to the 30th that it appears once

specops only get human weapons
i thought that i gave the warp demolition device research...but the warp resonater never needed research..but i can give the warp if evry one whants it

tectical screans..take up space...but can be oden withe easy..i'm making a magnam model anyways..and i have a sown of shotgun model somewhere in a folder

i'll try and make the berat some what a better looking weapon


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"THERE AT THE BERACADES!!!....THERE IN THE PERIMETER!?.....THERE IN THIS ROOM!?" ALIANs
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BlackAlmaz
post 5th October 2004, 6:33am
Post #14


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anouther bug fixed.....


--------------------
"THERE AT THE BERACADES!!!....THERE IN THE PERIMETER!?.....THERE IN THIS ROOM!?" ALIANs
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Slaughter
post 5th October 2004, 12:04pm
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I have to move this topic so everyone can see it. Only modders have access here.


--------------------
Greetings from Olav

"If you're not into Metal then you are not my friend!" - Manowar

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Aralez
post 5th October 2004, 2:15pm
Post #16


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Lurker, you are right with the new icons, BA's are much clearer and more detailed, back in the RBMod times i tried to keep them similar in style to the original weapons, so i used the same look: A bit blurry and small.

Oh and the weapons you've mentioned that don't have requirements: You have to produce and research them in the "uncheated" game, so the requirement isn't needed IF you don't cheat tongue.gif
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Lurker
post 5th October 2004, 8:18pm
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Ah yes, the production requirement -- you don't capture them off of dead aliens or out of alien bases. My bad. I have gotten too accustomed to the Rebalance mods where practically everything good is captured and nothing much needs to be manufactured.
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Aralez
post 5th October 2004, 9:32pm
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I know exactly what you mean, the urge to use the allitems cheat is big, especially with a new mod smile.gif Atm, i captured three bases (or better the CoE did) and received some medium armours and a stun-gun. After re-learning tactics and using a guy as a medic i slowly can even the odds. The medic carries only a med-pack as he would be too slow otherwise (overloaded). The Combo-Mod with the Tough-Alien mod is very interesting, i love it smile.gif
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