View Poll Results: Should I delete the Eselschreck (donkey) from my mod?

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435. You may not vote on this poll
  • Defenitely, it makes me sick and kills all my joy of playing CoH

    85 19.54%
  • yeah, it is completely unrealistic and useless

    105 24.14%
  • I don't care

    81 18.62%
  • no, it is a funny unit, completely crazy just like Powell.

    88 20.23%
  • NO! The Eselschreck is the best thing I have seen in all my life!

    76 17.47%
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NHCmod

  1. #351
    thanks for this good mod! there is not much ppl still doing mods for CoHToV!Keep on the good work!!!

    i want to make a few suggestions, just suggestions

    should us paratroops be capable to build some minimum level of covers?sandbags, trenchs? they are a easy target without cover behind enemy line; and equip them some M1 and a thompson upgrade option would be nicer? since reality is they had M1, thompson and M1 carbine with them

    keeping us riflemen, WE volksgrenedier in the original size would be just fine, a big unit size sometimes even cause trouble when getting in building

    anyway, thanks for making this mod, it is good!

  2. #352
    So what happend with the data folder >.> it kinda sucked that I can put skins in this mod lol, and yeah I am back for thouse who care xD (I needed a new GPU to even play TOV)

  3. #353

  4. #354
    Member Scar™'s Avatar
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    Im pretty sure it is a Relic unit, but NHC has it in game.
    Pulse Carbine Lover

  5. #355
    Member El_Coyoto's Avatar
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    That's right... the unit was created by relic but wasn't used in the game... ab2531 made it buildable, that's all

    No news about the next release... I'm sorry we both are too busy for now ...
    The NHCmod, a small mod that do a lot of things.



    Cancer Crew Gaming Clan... More like a family than a team.

  6. #356
    Member Scar™'s Avatar
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    No prob. Still loving the previous release!

  7. #357
    Just finished the US and British campaign with this mod and I must say it was EPIC! Wonderful mod, gents!

    Vietnam|Glory Obscured Beta-Testing Lead

  8. #358
    Member ab2531's Avatar
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    Thanks
    The NHCmod , a small mod that does a lot of things.

  9. #359

    hey its me djdouge im back

    I was a beta tester for you a while back and I sent you my mod "spoiled musturd" with the super heroes from the ww2 era. I love this mod a lot the only thing I would like to see changed is the germans artillary or whatever you call it. it's way way more powerful than the allies and it lasts a lot longer. If you up'd the power of the allies airstrike than it would actualy balance itself out. it's a great mod though. love it and my friends play every night with you're mod. Anyways Im back from the military and out of the hospital so I am just building some maps and slowly working on our spoiled musturd mod. We have captain america in it (skinned with 3d studio max 2010) and also his nemesis. We are also bringing in the silver surfer although we have not done any skins for him yet. So thats my feedback, just the airstrike is powerful for the germans. maybe either up the power of the allies or drop the power for the germans and then it's a very well balanced map.

  10. #360
    Member ab2531's Avatar
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    Glad to see some news from you Doug,

    About the Germann 88 artillery, I know it is way too effective. I just wanted to see an 88 fire as an artillery gun. It was possible in WW2 so I wanted to try. Of course, it should be replaced by the Lefh 10.5cm that is included in TOV or I can simply delete its auto-firing competence.

    About the allied airstrikes, I don't think It would be wise to increase their effectiveness. Their costs have been already reduced and their is a little trick to send a large number of airstrikes at the same time with the radio operator... maybe I should fix this bug but it is so pretty to see dozens of P-47 destroying all a german tank division.

    About your mod, what would "the Silver Surfer" be able to do in it?

  11. #361
    Love the mod very well. Thanks for making it !

    Do you know how to enable custom maps with your mod? Custom maps work with 1.4d, but they don't appear with BETA. Something wrong?

  12. #362
    Member ab2531's Avatar
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    Since this is a beta, of course there a many things wrong and limited features. The fact is I don't know how to enable custom map with the latest patch. You (and I) should ask other people.

  13. #363
    Member col.sanders's Avatar
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    Do you know how to enable custom maps with your mod?
    Yes custom maps do work with nhc tov 1.00, at least the sga format ones. If youre trying to run sgb format , its easy to convert them to sga , just have your sgb format maps in mydocs/mygames/coh/ww2/data/scenarios/mp, then go to your main C drive (or other drive) coh folder , open up the world builder , go file, open, select map, then go file , export package. This converts your sgb into an sga format and places in your mygames/coh/ww2/scenarios folder, and sga formats dont require a dev line command to run them (much easier to use).
    "Only happy people have nightmares, from overeating. For those who live a nightmare reality, sleep is a black hole, lost in time, like death." - Guy Sajer, The Forgotten Soldier

  14. #364
    Member ab2531's Avatar
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    Well, here are the explanation from Lethal Dosage to play custom maps.

    .sga maps go in My Documents\My games\Company of Heroes\WW2\Scenarios
    .sgb maps go in Thq\Company of Heroes\WW2\Data\Scenarios\MP\
    .sgb needs -dev in the shorcut, that's all
    The problem is that I didn't put the -dev command in the .bat file (the command was deleted in one very bad patch, but I forgot it was back). You have to create your own shortcut to the mod if you want to play .sgb maps. The command line should look like

    "[C:\Program Files]\THQ\Company of Heroes\RelicCOH.exe" -mod NHCToV -dev
    But I don't know if you can play LAN with the -dev command

  15. #365
    @col.sanders
    I have tried that one before, but still don't appear.

    @ab2531
    It works! No longer using your shortcut, just COH shortcut with -mod NHCToV -dev.

    Thanks to both of you.

  16. #366

    Any timeline on the next release?

    Just asking, never hurts. How about adding this rare number... Minensucher NK-101
    Attached Images

  17. #367
    Member ab2531's Avatar
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    What was the purpose of this strange vehicle?

  18. #368

    Ideas...

    Minensucher NK-101 was a mine clearing as it rolled over the mines and light infrantry support vehicle used on the eastern front, only a few where made. I saw somewhere else in the forums someone is making the Panzer VIII "Maus". Wonder how that will play as it never had any combat?

    More on topic... Has there been any news about buffing up the German officer? I still think the characters from the movie "Cross of Iron" would be a great idea. Sgt. Feldwebel Rolf Steiner would be a great unit to make who would be like Powell to the allies and look like a
    Volksgrenadier, or he would come out with 6 Stormtroppers (elite bunch). As for the officer the axis would still need one and Capt. Hauptmann Stransky would be cool, maybe he could link/group with a group of soldiers, if he links with Steiner they get a bonus of some sort. Or Leutnant Triebig who was tough to the end unlike Stransky.
    Last edited by Grand Moff Tarkin; 10th Sep 10 at 1:36 PM. Reason: More on topic

  19. #369
    Hello again. I was wondering if anyone else noticed how fast your units die when in a slit trench? Either side I tried and one grenade or one pass with a flame thower, motor shell, or just infrantry going up to it those in the trench all die almost instantly. It's been rather dead around here... Everyone play the open CoH OL open beta?

  20. #370
    Member col.sanders's Avatar
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    I was wondering if anyone else noticed how fast your units die when in a slit trench? Either side I tried and one grenade or one pass with a flame thrower, motor shell, or just infantry going up to it those in the trench all die almost instantly.
    Maybe they can't repel firepower of that magnitude?

    A slit trench, a foxhole, any area that's very small-narrow and closed off to a force of any kind of explosion seeking a way out isn't good news to anyone unlucky enough to be when being attacked by an area effect weapon , such as a flamethrower or a grenade, etc. The explosion/explosive force wants to get out, but is trapped inside , thus doubling the damage level, that's why in coh grenades and flamethrowers actually do slightly less damage to units that are outside of a structure than to those inside of a building/trench.

    In WW1 there were whole trench 'raiding parties' armed with nothing but a ton of grenades usually ( grenade/flamethrower/demo-satchel charge tossed into a small trench area packed with several soldiers = ...well..you get the idea, easier job done that shooting it out.)

  21. #371
    ab2531, just a suggestion. But don't mind if it was intended.

    - Tiger should have the same shooting range with Pershing. I find Pershing is longer.
    - Powel's accuracy should be decreased, as he can kill 10 Vet Knight Cross in a matter of seconds.

    - It would be awesome if the CPU can build Tiger Ace, Pershing Ace, and Firefly Ace.
    - I still found the Brits are not active. They don't make any other units but infantry section. And they do not deploy the armour command truck.

    Other than that, AWESOME!

  22. #372
    Member ab2531's Avatar
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    @jjpwtd:
    -I don't remember that I have change the weapon range of the Pershing or the Tiger (I maybe did but I can't remember) but it is true that they gain range with veterency and the effects are not the same.
    - Well, when playing MOHAA, Lt. Powell has destroyed an African base, a submarine facility, the beach defences of Normandy, a town, another town and a prison ALONE... So 10 Vet Knight Cross should not be a problem. Even if I know it is completely insane and unrealistic, Lt. Powell is the first unit I have created for my mod and I really don't want to change him.
    - Yes, it is true but each time I have tried to change the AI, the game crashed
    - It is a bug of the beta, it can be fixed.

  23. #373
    Quote Originally Posted by ab2531 View Post
    but it is true that they gain range with veterency and the effects are not the same
    I didn't notice this one. I thought they only gain fire power and accuracy.
    I remember a pershing smashing an elite tiger, but the tiger just stand stood there because out of range, then moving back bacause of only half life remains.

  24. #374
    Sorry but... Could you disable AI to produce Powell? I really cannot find any way to even defense him. He can simply destroy any of my defense point... I really do not know how to play. Every time when I saw him, I just lose all my fun and quit the game. No offense, I know it is my problem only. But... Could you teach me the step how to DIY to disable or remove Powell?

    May I suggest to strength officer? He is too weak and easy to die compare with the other three heroes. I think maybe increase his armor or HP is funny so that all heroes have strong characteristics. Powell is destroyer, SAS squad is strongest support team fight in all environment, Wilhelm Deinhard is sniper. I think if officer is the best defender, it would very funny.

  25. #375
    Member ab2531's Avatar
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    Quote Originally Posted by helenchan View Post
    Could you teach me the step how to DIY to disable or remove Powell?
    If you already have Corsix mod studio:
    To disable the AI to build Powell, you must open the mod NHCToV
    then go
    ->attrib\attrib\sbps\races\allies\soldiers\Powell_squad.rgd
    and
    modify: squad_ai_ext
    set the parameter "class_rating" to "0" and it should do the trick. Or you can copy paste the squad_ai_ext from
    attrib\attrib\sbps\races\allies\vehicles\Allied_supply_truck_squad.rgd
    because the AI do not build the supply trucks.

    I have noticed a bug in the beta, Powell is much more stronger than it should. All his damage and accuracy are multiplied by 3 but his weapons are already more powerfull than standard ones. It was a test code that I forgot to delete.

    And yes, the german Officer is way too weak compare to other heroes.

  26. #376
    Many thanks for help. I am trying to modify but... I have problem using Corsix Mod Studio. I follow this:
    http://forums.filefront.com/dow-prob...w-modders.html
    I have tried the method but I failed. There is still "393 error". I have no idea how to save changes...

  27. #377
    Many thanks for your help. I am trying to modify but ... I have problem using Corsix mod studio. Even I follow the thread in filefront, CSM1 says:

    1. Here is a error when your trying to make a unit that is built in a different when you type the defiler lua in to the sbps squad table there is a error that says:

    Error raised at .\src\frmRgdEdtitor.cpp line 393:
    .\src\CModuleFile.cpp line 180: File view error
    .\src\CFileMap.cpp line 219: Could not find suitable output location for Generic\Attrib\ebps\races\chaos\structures\chaos_h q.lua'(could be you're trying to mod Relic Company of Heroes
    .\src\CFile.cpp line 132: Unable to make 'Generic\Attrib\ebps\races\chaos\structures'writab le for chaos_hq.lua
    .\src\CFile.cpp line 132: Unable to make 'Generic\Attrib\ebps\races\chaos writable for chaos hq.lua
    .\src\CFile.cpp line 132: Unable to make 'Generic\Attrib\ebps\races'writable for chaos hq.lua
    .\src\CFile.cpp line 132: Unable to make 'Generic\Attrib\ebps' writable for chaos hq.lua
    .\src\CFile.cpp line 132: Unable to make 'Generic\Attrib' writable for chaos hq.lua
    .\src\CFile.cpp line 162: Unable to make 'Generic' writable for chaos hq.lua

    and it keeps saying. Now I'm telling you that you NOT! Messed up your entire game it's just affecting corsix mod studios. The only way to get around this issue is to remove any mod studio files in your mod tools folder and rextract them to the mod tools folder.
    The "line 393" error keeps saying... I have no idea how to save changes... Although I am finding solution, thanks for the step by step instructions.

  28. #378
    Member ab2531's Avatar
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    hum... you are looking at DoW modding, it is a little bit different from CoH. The first things you need to do is to extract the file compacted in the .sga archives then you can do whatever you want...

    I will help you a little bit more: The easiest way is to use the files in the zip file here:
    http://www.filefront.com/17488694/DataAttrib.zip/

    It contains a modified Powell that the AI will never build (+little improvement for german officer and PE sniper)

    Just extract the files in the NHCToV folder. Everything should be fine then.
    (The DataAttrib folder should be in the NHCToV folder)

    Tell me if it does not work or if you have any other troubles.
    Last edited by ab2531; 7th Nov 10 at 10:50 AM.

  29. #379
    I have tried it but it did not worked. I put it in "game folder\NHCToV\". AI can produce powell... When I use corsix mod studio and check, I find powell value has no change, also I cannot save changes maually.

  30. #380
    Member ab2531's Avatar
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    Quote Originally Posted by helenchan View Post
    I find powell value has no change
    Are you sure you have extracted the files correctly with winzip?
    The cost of Powell is now 450. You should be able to notice it immediately.

    The files path are:
    \Company of Heroes\NHCToV\DataAttrib\attrib\ebps\races\allies\soldiers\Powell.rgd

    \Company of Heroes\NHCToV\DataAttrib\attrib\sbps\races\allies\soldiers\Powell_squad.rgd

  31. #381
    Yes, I put the path exactly the same. My complete path is:
    "E:\Games\THQ\Company of Heroes\NHCToV\DataAttrib\attrib\sbps\races\allies\soldiers\Powell_sqd.rgd"

    I see the cost of Powell is 380 in the game.

  32. #382
    Member ab2531's Avatar
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    You mean Powell_squad.rgd? It is strange, the AI should not consider Powell as an offensive unit with the sbps file. The price and stats are fixed in the ebps. I will check why it does not work because the file path is correct.

  33. #383
    Member ab2531's Avatar
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    I have found why it did not work. The module from the beta is wrong!
    There was a missing line:

    [attrib:common]
    folder = NHCToV\DataAttrib

    It explains a lot of things...

    A fixed module can be downloaded here:
    http://www.filefront.com/17496935/NHCToV.module

    Just replace the old one from the "Company of Heroes" folder. Modding should also be possible after that.

  34. #384
    Member Scar™'s Avatar
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    It explains a lot of things...
    Like what? Do we need this, or is it just for the Powell fix and to allow modding?

  35. #385
    Member ab2531's Avatar
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    Quote Originally Posted by Scar™ View Post
    Like what? Do we need this, or is it just for the Powell fix and to allow modding?
    It explains, why there was so many problem in fixing the bug. It amazed me that I did not notice this error before . Regular player don't need this file except to use new attributes.

    I think a new beta can be release in one month. Somewhere in December before Christmas.

  36. #386
    Member Scar™'s Avatar
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    Thanks.

  37. #387
    Thanks, it works!
    And, a new beta! I am looking forward to the new beta.

  38. #388
    Member El_Coyoto's Avatar
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    Quote Originally Posted by ab2531
    I have found why it did not work. The module from the beta is wrong!
    There was a missing line:

    [attrib:common]
    folder = NHCToV\DataAttrib

    It explains a lot of things...

    A fixed module can be downloaded here:
    http://www.filefront.com/17496935/NHCToV.module

    Just replace the old one from the "Company of Heroes" folder. Modding should also be possible after that.
    I don't know how I could have missed that... Sorry I'm dumb... Shame on me

    @ab2531: Ouais... Sur ce coup là j'ai été un peu naze... mais effectivement ca explique plein de choses... désolé de ne pas être plus dispo pour te filer un coup de main... mais en ce moment je bosse 6 jours par semaine...
    Last edited by El_Coyoto; 15th Nov 10 at 9:13 AM.

  39. #389
    Member ab2531's Avatar
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    One good news: after one year I finally have decided to buy ToV (from the internet because I couldn't find it in a shop). It should arrive in a week and I will at last be able to see these new units (and mod them ...)


    Quote Originally Posted by El_Coyoto View Post
    mais en ce moment je bosse 6 jours par semaine...
    @El_Coyoto: Oh, t'as un enfin un job alors? C'est plutôt cool, faut pas t'en excuser. Moi, ils ont refusé de financer mon projet de thèse car il est "trop ambitieux"
    Last edited by ab2531; 15th Nov 10 at 2:16 PM.

  40. #390
    for ab,
    Other things that i find in your mod:
    - Elite wehr infantry do not regenerate their health. But veteran do.
    - US moving 15 pound AT is too accurate against infantry (maybe 90% hit). 2 shots, 2 knight's cross dead.
    - How about increasing the fuel requirement for Strafing and Bombing Run instead of just 1? When I play on a high resource map, this strafing and bombing just keep coming and coming. Never stop, really. It's challenging in one sense, but mostly, they are frustrating.

    - This is really rare, that I find the CPU has built a Tiger ace. Only see this happen once. But the game did not crash.

  41. #391
    Member ab2531's Avatar
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    Quote Originally Posted by jjpwtd View Post
    - Elite wehr infantry do not regenerate their health. But veteran do.
    It may look like the Elite don't regenerate themselves but it is false. They have more health but their regen rate is the same so it take more time to regen completely. It is the orginal configuration. I didn't change anything.

    Quote Originally Posted by jjpwtd View Post
    - US moving 15 pound AT is too accurate against infantry (maybe 90% hit). 2 shots, 2 knight's cross dead.
    Yes, I did notice that last. The 76mm gun should be less accurate against infantry.

    Quote Originally Posted by jjpwtd View Post
    - How about increasing the fuel requirement for Strafing and Bombing Run instead of just 1?
    Just 1 is ok.

    Quote Originally Posted by jjpwtd View Post
    - This is really rare, that I find the CPU has built a Tiger ace. Only see this happen once. But the game did not crash.
    I have put a very low probability that the AI can build the Tiger Ace. Otherwise, the AI manages to build it in less than 10 minutes and you are screwed

  42. #392
    Member ab2531's Avatar
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    Merry Christmas

    Merry Christmas!
    I know it is too early but I have decided that my mod is now good enough. So here is NHCToV Beta 2 pre-release:
    http://www.filefront.com/17542341/NHCToVBeta2.zip
    Why pre-release? Because I didn't make a installer and I can't make screenshot on my macbookpro (Yes, I am modding CoH on a mac ) and I need some beta tester because I can't check everything alone.
    So please Help me :
    - Send me Screenshots for the real release (for example: SAS in the kangaroo, Boys AT rifles,...)
    - Report bugs

    I have noticed a very annoying bug that appeared with the latest patch. The gun in the 88 bunker are not placed correctly anymore. I don't know how to fix that, I someone know please tell me. I also need some artist the fix the icon and symbol for the radio operator and level 4,5,6 veterancy.

    Now about the new beta, there are some changes but I can't remember every of them:
    - Missing art fixed.
    - Panzer IV F added to Whermacht blietzkrieg tactic.
    - Accuracy and damage of Powell weapon divide by 3.
    - Powell's cost increased.
    - Brits Command tank bug fixed.
    - 76mm AT gun accuracy against infantry reduced.
    - Random weapons added to Hilter-Jugend squad.
    - pantherturm cost decreased.
    - Axis artillery cost increased.
    - ToV units are now available for ToV players.
    - Veterancy upgrade are now applied on ToV units too.
    - Some crazy things added to the Eselschreck.
    - Boys AT rifle added to Brits supply truck.

    Since there is no installer here are the installation instructions:
    1) Delete any previous version of the NHCmod
    2) Extract everthing in your Company of Heroes folder
    3) Just Click on NHCToV.bat to start the mod

    uninstallation: You will have to delete manually every files

    This pre-release also contains a little bonus for people who possess the mod "Company of Heroes: Eastern Front"
    You can play on both NHCmod and Eastern Front with the "Experimental Combiner Mod" included in the zip file. Just click on Combiner.bat to start the mod. Note that some name will be mixed up but that won't affect the gameplay.

    P.S.: Sorry for the people who have downloaded the pre-released too early. That version did not contain boys at rifles and the RAF icon. You have to download with the new link again.
    Last edited by ab2531; 21st Nov 10 at 3:02 PM. Reason: update

  43. #393
    Member seb4771's Avatar
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    Hello,

    I found 1 bug : - churchill option is OK for 3 tanks but Firefly and other tank is blocked...

    American/werm/ss is OK, no bug found ( tested 4 VS 4).

  44. #394
    Member ab2531's Avatar
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    It is strange, I don't have that bug at all. You have not installed anything in your engine folder like another mod?

    Try to add this file:
    http://www.filefront.com/17545743/co...tank_squad.zip
    extract it in the NHCToV folder
    it should be in NHCtoV\DataAttrib\attrib\sbps\races\allies_commonwealth\vehicles\command_tank_squad.rgd
    Last edited by ab2531; 22nd Nov 10 at 10:13 AM.

  45. #395
    Member seb4771's Avatar
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    Ahhhh, t"h"anks is OK with this files.

  46. #396
    Member ab2531's Avatar
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    Quote Originally Posted by seb4771 View Post
    Ahhhh, t"h"anks is OK with this files.
    COOL
    You are welcome.


    a missing symbol for the boys AT rifle can be downloaded here:
    http://www.filefront.com/17546236/weapon_boysat.zip
    extract in the NHCToV folder
    it should be in NHCToV\data\art\ui\ingame\weapons\weapon_boysat.rgt

    I have also noticed that there are no more blood on wounded soldier. I am wondering why?

  47. #397
    Member col.sanders's Avatar
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    Not sure if its just on my end , but with the "Experimental Combiner Mod" (combining NHC with EF mods), there were some bugs , such as the green block units again. I was playing US and some units like the scouts and soviet units on the us side? were nothing but green blocks

  48. #398
    Member ab2531's Avatar
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    Quote Originally Posted by col.sanders View Post
    Not sure if its just on my end , but with the "Experimental Combiner Mod" (combining NHC with EF mods), there were some bugs , such as the green block units again. I was playing US and some units like the scouts and soviet units on the us side? were nothing but green blocks
    This is just an experimental combiner. It works for me because I didn't compress my data into a .sga file on my computer. Here is a module that fix the problem:
    http://www.filefront.com/17546892/Combiner.module
    just put it in your company of heroes folder.

    And there are no soviet unit in the other faction, it is just the names that are mixed.
    Last edited by ab2531; 22nd Nov 10 at 2:27 PM.

  49. #399
    Member seb4771's Avatar
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    Testing new "combined" Module, is ok for launching and playing with Soviets troups.

    But i've (certainly) corpses model missing, a "green Block" replacing this texture.
    NOT ALL CORPSES, 99% corpses is ok, possible just 1 or 2 models missing textures.

  50. #400
    Member ab2531's Avatar
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    I can't fix that unless I begin to mod the Eastern Front mod to see what is in conflict with my mod... which I won't because it is their mod is already awesome.

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