hitman Posted July 15, 2007 Share Posted July 15, 2007 IguanaKing's weapon mod will be an option in the archive, as well as Shepski's. They both confirmed me that I could include them. meinit.xml needs updating with these models anyway because the original bomb placement is totally off. I'm finishing up the last touches to it and it will get released, nothing big really, the modman pack is made and I'm just finishing up all this. I just realized you might be putting Shepski's weapons mod in here...this might be an issue to those Su-25T drivers as this caused me a lot of hair pulling a month or so ago, as I had no Su-25T to fly. Double check to make sure this is compatible with 1.12. Link to comment Share on other sites More sharing options...
Cosmonaut Posted July 15, 2007 Share Posted July 15, 2007 I just realized you might be putting Shepski's weapons mod in here...this might be an issue to those Su-25T drivers as this caused me a lot of hair pulling a month or so ago, as I had no Su-25T to fly. Double check to make sure this is compatible with 1.12. Did you use the 1.12a version of Shepki's mod that was reworked by (504) Wolverine? It's on page four of the weapons mod thread: http://forum.lockon.ru/showthread.php?p=210089#post210089 Personally I always just copy the relevant text from the meinit file that has the alterations over to the one I'm using, that way I can keep all of the tweeks I've made to the meinit.xml. Cozmo. [sIGPIC][/sIGPIC] Minimum effort, maximum satisfaction. CDDS Tutorial Version 3. | Main Screen Mods. Link to comment Share on other sites More sharing options...
hitman Posted July 15, 2007 Share Posted July 15, 2007 Possibly...I downloaded that one from combatace. Link to comment Share on other sites More sharing options...
Merc Posted July 15, 2007 Author Share Posted July 15, 2007 I checked, and they are compatible And actually the meinit.xml edition needed for the TERs and LAU will be carried on automatically by the modman pack and only to the relevant lines. (Thanks to a nifty openSource project called xmlstarlet) So no big meinit.xml incompatibility and manual replacement nightmares here. Restore will also be automatic when uninstalling. The hybridified weapon mod (I took IguanaKing's for the A-10 and Shepski's for the russian crates) will be however provided as manual meinit.xml install option as IMHO they are quality products that every lockon pilot should have. - Nachtwolf Link to comment Share on other sites More sharing options...
hitman Posted July 15, 2007 Share Posted July 15, 2007 Please let us know when its good to go. :D My 10 poly A-10 looks nasty enough, but looks good with good poly weapons. Feels like Im playing an old Atari 2600 plane. "oh look its the green square." Link to comment Share on other sites More sharing options...
Merc Posted July 16, 2007 Author Share Posted July 16, 2007 READY TO BETA TEST Hi all, this is ready to download for testing purposes, please post any bugs here. Thanks a lot. EDIT : VERSION 2 with corrective attempt to wrong placement for some users : Triple Ejector Racks and LAU-68 mod by Nachtwolf Unzip the archive and read the readme.html file. 1 - Nachtwolf Link to comment Share on other sites More sharing options...
SuperKungFu Posted July 16, 2007 Share Posted July 16, 2007 cool, getting it now. [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Mustang Posted July 16, 2007 Share Posted July 16, 2007 Will check this out too, thanks! Link to comment Share on other sites More sharing options...
chennuts Posted July 16, 2007 Share Posted July 16, 2007 Just installed and did some testing. The LAU-68 shows up perfectly with or without the TER. However, when it comes to using bombs with the TER, the locations of the weapons are all the same, as if they all shared the coordinates of the weapon when loaded as a single. So it looks like there's one bomb that directly overlaps the TER. In case that doesn't make any sense, image attached. :) Link to comment Share on other sites More sharing options...
Mustang Posted July 16, 2007 Share Posted July 16, 2007 Just installed and did some testing. The LAU-68 shows up perfectly with or without the TER. However, when it comes to using bombs with the TER, the locations of the weapons are all the same, as if they all shared the coordinates of the weapon when loaded as a single. So it looks like there's one bomb that directly overlaps the TER. In case that doesn't make any sense, image attached. :) Thats odd Chennuts, i've just been trying this mod out on my PC and i've not experienced this bug :huh: Link to comment Share on other sites More sharing options...
chennuts Posted July 16, 2007 Share Posted July 16, 2007 I figured this wasn't a common issue, but thought it worth introducing to the thread. I do have some other things installed (Walmis' F15 model and weapon pack 2.11, TekaTeka'a tree shader 1.1), but as Merc said his mod would change the required lines in the meinit.xml without buggering up others, I thought I'd introduce my issue to the thread in case it happens to anyone else. It would seem that the weapon coordinate lines didn't get modified or were modified incorrectly. I'm currently tinkering to see if I can figure out the underlying cause. Link to comment Share on other sites More sharing options...
Merc Posted July 16, 2007 Author Share Posted July 16, 2007 @Chennuts : Could you send me your meinit.xml as well as the meinit_bk49.xml? I can't really debug this blindly - Nachtwolf Link to comment Share on other sites More sharing options...
chennuts Posted July 16, 2007 Share Posted July 16, 2007 Well, crap! I was in the process of reinstalling. If I recreate the problem when I activate your add-on again, I will absolutely send those files your way. Once I've reinstalled and patched to 1.12b, I planned to install your add-on only to verify that it worked, then uninstall it. I'd then install Walmis' F15 Model and weapons followed by TekaTeka's tree shaders, then once again activate your add-on to see if I could re-create the issue. Link to comment Share on other sites More sharing options...
chennuts Posted July 16, 2007 Share Posted July 16, 2007 Clean install of 1.0, 1.1, then patched to 1.12b. Only add-on present is the LAU-68/TER. Issue still present.meinit_for_merc.rar Link to comment Share on other sites More sharing options...
Cosmonaut Posted July 16, 2007 Share Posted July 16, 2007 Just installed and did some testing. The LAU-68 shows up perfectly with or without the TER. However, when it comes to using bombs with the TER, the locations of the weapons are all the same, as if they all shared the coordinates of the weapon when loaded as a single. So it looks like there's one bomb that directly overlaps the TER. In case that doesn't make any sense, image attached. :) I have the same problem. I'll look into it in more detail tomorrow but I did have to adjust the new CFT tanks for Walmis's F15 because they were out of alignment as well. Maybe some systems just screw up the alignment when installing. :dunno: Cozmo. [sIGPIC][/sIGPIC] Minimum effort, maximum satisfaction. CDDS Tutorial Version 3. | Main Screen Mods. Link to comment Share on other sites More sharing options...
chennuts Posted July 16, 2007 Share Posted July 16, 2007 I'm sure it's something simple, but as for a system just screwing things up arbitrarily, I can't leave it at that. I'm an engineer! :-p There's surely a reason why some installations have issues and others do not. Let's look for a common denominator here. My fresh installation: 1.0 + 1.1 English CD from NaturalPoint + 1.12b just downloaded from lockon.ru. Previous installation: 1.0 + 1.1 English CD from NaturalPoint + 1.12a from lockon.ru. It is my understanding that 1.12a and 1.12b are identical, but 1.12b has Vista compatible Starforce libraries, so they should both have the same result. However, the web downloaded versions and patches are apparently different from the CD versions, and perhaps some of the CD versions are indeed different from each other. What does your installation consist of, Cosmonaut? Maybe we have something in common. While we're at it, I may as well ask what everyone's installation consists of, both those who have this add-on working and those who do not. Link to comment Share on other sites More sharing options...
Highwayman-Ed Posted July 17, 2007 Share Posted July 17, 2007 Excellent work Nachtwolf... Intel i9-9900KF @5.2GHz MSI Z390 Gaming Pro Carbon 32GB G.Skill Trident Z DDR3200 RAM MSI RTX 2080 Ti Gaming X Trio 40" Panasonic TH-40DX600U @ 4K Pimax Vision 8K Plus / Oculus Rift CV1 / HTC Vive Gametrix JetSeat with SimShaker Windows 10 64 Bit Home Edition [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
warthogmadman987 Posted July 17, 2007 Share Posted July 17, 2007 I seem to be having the same problem as everyone else. I love the idea of the mod, just want to get it right. I a betting it is a minor detail or something missing in the meint.xml file, hopefully it can be fixed easily! This mod is really good though! Note that both the mk-20s and the mk-82s are the only ones that seem to be causing the problem I can post my meint if needed Link to comment Share on other sites More sharing options...
Merc Posted July 17, 2007 Author Share Posted July 17, 2007 I think I got my finger on it. You guys have single quotes within the double quotes in the xml for some reason, xml.exe should not understand commands the way I think it did but I'll check. It has to do with my instructions to change the xml. Are you all who have the problem on vista? Cause It does use some old school DOS Batch file command line instructions so MS might have broken something during their copy-paste sessions. EDIT : for details : Attributes (example Y="-0.618") have extra single quotes into them (Y=" '-0.618' ") making them appear as 0s (basically you have 3 bombs at position 0,0,0 into each other) in the game. As to why it happens only on some computers, I have no idea. - Nachtwolf Link to comment Share on other sites More sharing options...
Merc Posted July 17, 2007 Author Share Posted July 17, 2007 It's ok for the meinit files now, I got a new archive version that should hopefully be fixed. TRY VERSION 2 I slightly modified the command line instructions in the .bat files. Thanks a lot for testing everyone! 2 - Nachtwolf Link to comment Share on other sites More sharing options...
warthogmadman987 Posted July 17, 2007 Share Posted July 17, 2007 you now have fixed my problem. Thanks. I have one question. Should the bombs fall in this sequence? the top 2 then the last? Shouldnt they fall as in the bottom bomb first and so on? Link to comment Share on other sites More sharing options...
chennuts Posted July 17, 2007 Share Posted July 17, 2007 To answer your earlier question, Merc, I'm running XP SP2. I'll test out your second version in a bit. I'm currently getting in my YYZ finger workout. :D Link to comment Share on other sites More sharing options...
Merc Posted July 17, 2007 Author Share Posted July 17, 2007 I'm very glad to hear it's fixed :) For the release order, I didn't try to change that... it dropped like this without my mod too. I'm not too sure in which order they are actually released in real life either. - Nachtwolf Link to comment Share on other sites More sharing options...
warthogmadman987 Posted July 17, 2007 Share Posted July 17, 2007 I'm very glad to hear it's fixed :) For the release order, I didn't try to change that... it dropped like this without my mod too. I'm not too sure in which order they are actually released in real life either. Well I am almost sure that the bomb on the bottom drops first, that is common sense, I am just wondering if it is capable to change that. Link to comment Share on other sites More sharing options...
Merc Posted July 17, 2007 Author Share Posted July 17, 2007 It seems to work that way (I just looked at many photographs) and it can be done easily by hand. By script however, I need to take a look. - Nachtwolf Link to comment Share on other sites More sharing options...
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