Strahd Posted February 9, 2004 Share Posted February 9, 2004 This mod is the veary beginning of the Stargate Mod and it needs testing so if anybody is willing or have the time to do so please download it here! The mod was made for the 1.3 version of UFO:AM so just put it in your UFO:AM directory and run the game. NOTE: Please run it on the clean install of the game since the mod changes a lot in the R&D and ufopedia hence it's not compatibile with most mods out there (like any RB mods) but it can safley be used with any music and sound (and alike) mods since they don't touch does files. Please report bugs to Stargates forum in the appropriate topic here! Link to comment Share on other sites More sharing options...
Cpl. Facehugger Posted February 9, 2004 Share Posted February 9, 2004 Couldn't you just keep the biomass and say that it is the replicator mass? Link to comment Share on other sites More sharing options...
Strahd Posted February 9, 2004 Author Share Posted February 9, 2004 Well replicators never did anything like this well ok one time but they were trapped in a time bubble but I doubt anyone would wanna trap earth the same way Link to comment Share on other sites More sharing options...
Cpl. Facehugger Posted February 10, 2004 Share Posted February 10, 2004 You could always say that those sneaky little buggers managed to escape! It was just a suggestion. Preferably, I would perfer it if they were left out (it seems like you are doing this. ) Link to comment Share on other sites More sharing options...
Aralez Posted February 10, 2004 Share Posted February 10, 2004 Ok, downloaded it! I gonna test asap. Link to comment Share on other sites More sharing options...
izchan Posted February 12, 2004 Share Posted February 12, 2004 Downloaded and Testing.can you tell us what to expect? other than no biomass ... Link to comment Share on other sites More sharing options...
Strahd Posted February 12, 2004 Author Share Posted February 12, 2004 No biomass that's it for the moment Link to comment Share on other sites More sharing options...
Aralez Posted February 13, 2004 Share Posted February 13, 2004 I tested it for a while now. First thing i saw was that it wasn't named in the correct way (to get the game to see it) it was named modnobiomass.vfs, i think it has to be named nobiomass_mod.vfs. (Fulby: is this correct?) I changed that as i wanted it to work and played some days (sim-time) with it enabled. No problems so far. Cheats still work (finshrd) and the game seems to be ok. I unpacked the mod and couldn't find any OBVIOUS error, seems ok, too. So, I would say: Test passed Btw, seeing the files used in it i think your mod should work with the RBMOD 5.5.Maybe when the new glossary is done by Llama8 that will change, though. Oh and i had another thought: Maybe you could do a stand-alone-version of this mod for those guys which don't want to see any Biomass in their game? Maybe even as an Alpine plugin? Link to comment Share on other sites More sharing options...
Strahd Posted February 13, 2004 Author Share Posted February 13, 2004 Well actually it is stand alone mod for the moment since nothing else is moded! Well I had it as modnobiomass.vfs and it worked with no problem with version 1.3. Did you get the message that you have developed the biomass repulsitor(or something like that) bases? I got it and it is the only thing I can't find where to disable! (to me it happened just as I finished the Area 51 mission). I'm not shure what RB mods do but if they are adding new weapons and the research option for them the the two are not compatibile. Link to comment Share on other sites More sharing options...
Fulby Posted February 13, 2004 Share Posted February 13, 2004 As far as I know it's "mod*.vfs" that the game searches for. Remember it used to be "*cfg.vfs" but that doesn't work any more. If you got a mod to work with "*mod.vfs" then I'm not sure how that worked. Fulby Link to comment Share on other sites More sharing options...
Aralez Posted February 18, 2004 Share Posted February 18, 2004 Seems both name versions work albeit i only tested one e.g. 56_mod.vfs Link to comment Share on other sites More sharing options...
izchan Posted February 20, 2004 Share Posted February 20, 2004 Have tested it for a few days now, the only thing that I noticed is that no aliens are detected at all ... even after I have developed alien detection ... is that me? or is that a bug? I have 7 bases, all around the american continent. Link to comment Share on other sites More sharing options...
BlackAlmaz Posted February 20, 2004 Share Posted February 20, 2004 so does it work? Link to comment Share on other sites More sharing options...
Strahd Posted February 22, 2004 Author Share Posted February 22, 2004 Well I haven't tested it from the American starting point but it worked fine from the Azian. Just keep playing and tell me what happens please. Link to comment Share on other sites More sharing options...
izchan Posted February 24, 2004 Share Posted February 24, 2004 Will keep on testing. Been stuck at the office for the pass few days. Mod testing will have to wait for night time. Link to comment Share on other sites More sharing options...
Kirill Posted December 12, 2006 Share Posted December 12, 2006 Sorry to bump this oldie, but does any1 still has this mod? Im playing UFO:AM and i have a graphic problem with biomass (I cant see it). I tried every solution posted on the internet but nothing works, and then i found about the no biomass mod (nobiomassmod.vfs).I read that you guys hosted it and i was wondering if you still have it. If so, would you plz upload it/mail it (sinresaca [at] gmail [dot] com)? Thanks in advance Link to comment Share on other sites More sharing options...
Bomb Bloke Posted December 13, 2006 Share Posted December 13, 2006 I checked Archive.Org, they have the site the mod was on but not the file itself. You might be able to get in touch with the original author if no one here has the file. Check this old page for a mail address. Link to comment Share on other sites More sharing options...
Kirill Posted December 13, 2006 Share Posted December 13, 2006 Thanks! I've already mailed him to his forum email address, but i'll try again to this address. Link to comment Share on other sites More sharing options...
Zombie Posted December 13, 2006 Share Posted December 13, 2006 His email address at that page is strahd@ufoaftermath.co.uk and since that website was consumed by StrategyCore, a message sent there will be bounced back, so don't even bother. I have contacted both Slaughter (webmaster at the old ufoaftermath.co.uk and an Admin here) as well as Aralez. If these folks don't have it or don't know where to find it, the only other option is to try and get in touch with the remaining developers/testers etc. Most will have accounts here at SC since member accounts of that site were merged into our database. The problem is that they haven't been active here in years. But who knows, we may get lucky with one of them. Archive.org never archives files. I suppose this is to cut down on page sizes. They do archive pictures sometimes though. [Late Edit: Slaughter says we may still have this file on a backup of the old site, Pete contacted]. - Zombie Link to comment Share on other sites More sharing options...
Kirill Posted December 13, 2006 Share Posted December 13, 2006 Thanks for the fast response! I hope im not causing too much trouble :S Link to comment Share on other sites More sharing options...
Zombie Posted December 13, 2006 Share Posted December 13, 2006 No, not at all. It's our job to help. And recovering a lost mod is always satisfying too. - Zombie Link to comment Share on other sites More sharing options...
Zombie Posted December 16, 2006 Share Posted December 16, 2006 Sorry, Pete couldn't revive it. But all is not yet lost. We still have some options left. - Zombie Link to comment Share on other sites More sharing options...
Kirill Posted December 16, 2006 Share Posted December 16, 2006 I tried to learn how to make it, but the biomass part in sigget's tutorial is missing, and i can't learn from trial and error cause i can't see the biomass behavior... I tryed setting every biomass keyed number to 0 in my profile vfs and tested it fast forwarding time but it didnt work. I also tryed to modify the textures (gamedata.vfs) but i still can't see it Maybe some1 can give me some hints on how to make a mod for this Thanks for helping me! Link to comment Share on other sites More sharing options...
Kirill Posted December 21, 2006 Share Posted December 21, 2006 https://www.sirans-boincnews.com/images/bump.gif Link to comment Share on other sites More sharing options...
Kirill Posted January 2, 2007 Share Posted January 2, 2007 Happy new year! Any news on this? Link to comment Share on other sites More sharing options...
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