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Just tested it here to make sure or try to fix it and it all worked fine, same loadorder as yours (CBA + mod), so Idk. Game's weird. But the CDLCs are the only thing I can think of that we don't have in common, besides maybe Steam not having deleted the weps_misc PBO after updating the mod.
Can you try loading the same preset without the CDLCs, as well as manually delete the mod's PBOs and force Steam to re-download them?
https://youtu.be/9ic3F4gwOVA
Of course, nothing worked, especially not the physics, but not even the doors. They just didn't react to the action, even though running a script to manually animate them showed that the model.cfg was correctly configured. It's an Arma 3 moment. So maybe one day.
@Vermo098 I'm not sure what you mean by that
@LeaTheVixy @SamucaDxD No, sorry
@Ironside Is the model fan-made, or is it a straight rip? If it's a rip, I'm afraid I can't use it. Bohemia Interactive has copyright cops that mass report mods that use unlicensed assets. Personally, I don't see an issue with non-competing, free mods using assets from other games, but BI does, so I can't risk the mod getting taken down.
Well i've spread your mod to Antistasi now
And im sure as hell gonna use it
It's just one example of several weeks of work going to waste - trust me when I say this, there are many. You do not want to know how many attempts it took me to write the Extras mod's rail system - and it's still glitchy as all getout and prone to outright breaking, not to mention incredibly taxing on the game's async stack due to it needing to be smooth in motion.
I should refactor it, but why bother? It'll just break anyways, and for whom, the 12 or so people that actually like HL1? Don't even get me started on that mod's buildings' AI paths.. they break the moment a building's ATL coordinates' Z position is non-zero, and sometimes AI will just walk right through a building regardless of anything, even if it IS placed on the ground. Why? I DON'T KNOW. NOBODY KNOWS. I GO MAD.
.. only for when I went to actually put them in the game, they didn't work. Mind you, I didn't start with the big ship, I started with that boat that Louis tries to go in only to find it's infested with Witches. How didn't it work, you may ask? It spun. It just spun around its forward axis, like it had a sphere's inertial tensor. So I tried just the official boat sample from Bohemia, completely unedited, and what did it do? Spin.
I spent ages trying to fix it, asked around in the Discord, but eventually? I just gave up. It wasn't worth the time.
@Ironside Looked it up, looks simple enough to model, exterior-wise, at least. I fucking hate hate interiors and you can probably tell that from the HL1 Osprey and Apache (cargo space notwithstanding).
But I could do something like what I did for those two, if that still sounds good to you :)
Only issue, really, is that I am struggling to find the time/motivation to do ANYTHING with the mod lately.
It's always like, "oh I'm gonna model this thing and put it in Arma!" then I model it, and it's super fun, then I get to actually putting it in the game and I lose my mind lol
@Alex n' Italy n o
Like, I understand your reasoning and find it fair, but there's two primary reasons I consistently refuse to do that:
If things were separated into different mods, then one, those mods likely wouldn't get much traffic at all, and so would just fall into disuse, and two, I'd not only have to test them together, but also apart, and in different combinations, to make sure everything was still working. I already have to do that between the Extras and CUP Dependent off-shoots, and it's a pain.
HOWEVER, given the license the mod is listed under (see description above grr) you CAN modify it yourself to remove anything you consider superfluous, and then reupload it to the Workshop - with proper association, of course. That includes the credits on this page's description (unless you fancy breaking those dudes' copyrights lol).
Also, just pushed a wee update with cows and hogs from Arma 2 (plus a few other tiny things). Hog killing time!
I'll fix it sometime next week
it is 2am
UwU