Relic just released a hotfix for the tools (and the game for the IDs) some 5 minutes ago. Can anybody verify whether the hotfix fixed the issues?
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Leave everything about the comet as is, but nerf the armour so that Stugs can fight them and panthers pen most of the time and you get a balanced tank... a jackson with an all-round gun. unique tank with a weakness... perfect.
The Comet has to be the "gentle" nudge for OST to consider teching up and, you know, maybe get a Panther. By nerfing Comet armour you are making Panther even more irrelevant than it already is.
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Mr.smith There is a glitch when a model in penal squad getting killed while threw a satchel (satchel already threw but the animation hadn't done yet) another squadmate will thrown a second one which mean double satchel
it's pretty rare to happen consider on if the armor focus on the one who threw or did they finish their motion yet or did the tank reverse back before get a second satchel but, in RNG game like this im pretty sure it will going to trigger people a lot
While I know this is possible to happen if you have cheatmod on, have you also encountered that in the live game?
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Just to verify. Do you guys thing it is OK that certain newly-actions have high action-IDs?
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There will be a hotfix coming, very likely this week, that will address the ability ID/etc issue. Essentially we will be removing the first 4 digits off the newly-added (and conflicting) ability IDs.
In the meantime just add 1,000,000 to your mod IDs, if you can't wait until then. In that case:
1073741823 becomes 1074741823
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I don't know what caused it to bug. Try turning it on and off again next time this happens, and see if it persists.
It probably has something to do with alternating HE barrage and normal rounds *shrug*
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How about this:
- I tell Relic to remove the first two digits from newly created files
- Modders, in the meantime, introduce 1 digit to conflicting files
That way:
- You can already modify your mods so that they continue working
- When Relic implements the fix, your mods will continue working
Or, for the lazy (but patient):
- Even if you don't modify your mods, they will be able to work when Relic implements the fix
Thus, if your file has ID "1073741823", convert it to "11073741823" (I added a leading 1)
Can somebody confirm whether this solution would work? (i.e., is the ID too long or not?)
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Yes! I'm very certain that would work. I'm changing my files atm, and it seems to fix everything.
What I'm saying is:
- Instead of having *every* modder change their the ID of their files
- Relic could change the IDs of the files we gave them
Btw. I have also noticed that actions (e.g., requirement actions) have IDs of their own. Do you think there is -any- chance that duplicate action IDs could break the game?
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Good work, SneakEye.
Now, if relic were to change the IDs of the offending files (both for the live game and the mod tools), do you think that would be enough to fix the problem?
Relic could, for instance, remove the two most significant digits for the offendings IDs (i.e., "1073741823" becomes "73741823". That way, new files no longer cause collisions with custom-mod files.
Do you think this would work?
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