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Announcing the release of BSG Fleet Commander version v.0.6.1

  1. #2051
    @Mr Who: The Res Hub is a new ship for this release.

  2. #2052
    Member mr. WHO's Avatar
    Join Date
    May 2004
    Location
    Wroclaw/Breslau
    So it's just an upgraded model of Valkyrie, pity coz it looks way cooler than old Valkyrie model.

    @Scarbrow - oww, now I noticed - I rather ignore non-combat ships - no shoot, no boom, no ship to me

  3. #2053
    will the peggie shipyard be in the nexted mod?

  4. #2054
    The scorpion shipyard still has a ways to go before its ready to be released in the mod. It will be released when its finished, as it is bound to be a big feature of the mod we're not going to settle for a sub-standard job for it.

  5. #2055

  6. #2056
    v0.5.5 has been released, check the first post for links.

  7. #2057
    Aw i must test this, i never get it to work before...

  8. #2058
    Code:
    Fri Apr 02 22:31:10 2010
     Loaded Archive: 'Homeworld2.big' 
     UTIL -- filepath failure, path doesn't exists 'C:\Program Files\Sierra\Homeworld2\data\locale\french' 
     Loaded Archive: 'french.big' 
     Loaded Archive: 'BSG.big' 
     Uing ..profiles\ for profiles folder 
     Cannot overwrite function PickRandomMusicTrackRule 
     Cannot overwrite function PlayTrack 
     Cannot overwrite function SobGroup_SplitGroup 
     Cannot overwrite function SobGroup_SplitGroupReference 
     GAME -- Using player profile David 
     Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 3 
     Using Intel's 2.0.0 - Build 7.15.10.5043 Intel Cantiga renderer (Suspected driver is ialmgicd.dll 0) 
     Loaded Archive: 'frenchSpeech.big' 
     Loaded Archive: 'Music.big' 
     SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created 
     SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created 
     Build name: The Dust Wars  - AutoBuild3569 - Ordered by smmatte 
     Built by  : mrbuild 
     Data path : C:\Program Files\Sierra\Homeworld2\data 
     Program "!!ARBfp1.0
    
    OPTION ARB_precision_hint_fastest;
    
    #OPTION ARB_precision_hint_nicest;
    
    
    
    #########################################################
    
    # Modified by CnlPepper to implement per-pixel lighting #
    
    #########################################################
    
    
    
    ### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE SHIP.FP SHADER HAS FAILED TO LOAD
    
    ### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B
    
    
    
    ### NOTE: All shader operations calculated in EYE SPACE.
    
    
    
    ATTRIB texPos		= fragment.texcoord[0];		# texture coordinates
    
    ATTRIB rawNormal	= fragment.texcoord[4];		# interpolated eye space normal
    
    ATTRIB rawVertex	= fragment.texcoord[5];		# interpolated eye space vertex position
    
    ATTRIB lightTypeA	= fragment.texcoord[6];		# flags the type of light for lights 0-3 (0=directional, 1=point)
    
    ATTRIB lightTypeB	= fragment.texcoord[7];		# flags the type of light for lights 4-7 (0=directional, 1=point)
    
    
    
    OUTPUT outColour	= result.color;
    
    
    
    TEMP temp;
    
    TEMP normal, vertex¬ù 
     Program Info:Error, line 386: parameter binding limit exceeded (max = 32, used = 37).
    Error, line 386: temporaries binding limit exceeded (max = 16, used = 21).
    Error, line 386: instruction limit exceeded (max = 96, used = 204). 
     Could not load !!ARBfp1.0
    
    OPTION ARB_precision_hint_fastest;
    
    #OPTION ARB_precision_hint_nicest;
    
    
    
    #########################################################
    
    # Modified by CnlPepper to implement per-pixel lighting #
    
    #########################################################
    
    
    
    ### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE SHIP.FP SHADER HAS FAILED TO LOAD
    
    ### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B
    
    
    
    ### NOTE: All shader operations calculated in EYE SPACE.
    
    
    
    ATTRIB texPos		= fragment.texcoord[0];		# texture coordinates
    
    ATTRIB rawNormal	= fragment.texcoord[4];		# interpolated eye space normal
    
    ATTRIB rawVertex	= fragment.texcoord[5];		# interpolated eye space vertex position
    
    ATTRIB lightTypeA	= fragment.texcoord[6];		# flags the type of light for lights 0-3 (0=directional, 1=point)
    
    ATTRIB lightTypeB	= fragment.texcoord[7];		# flags the type of light for lights 4-7 (0=directional, 1=point)
    
    
    
    OUTPUT outColour	= result.color;
    
    
    
    TEMP temp;
    
    TEMP normal, ¬ù 
     Program "!!ARBfp1.0
    
    OPTION ARB_precision_hint_fastest;
    
    
    
    ###############################################################################
    
    # Modified by CnlPepper to implement per-pixel lighting with parallax mapping #
    
    ###############################################################################
    
    
    
    ### NOTE: All shader operations calculated in TANGENT SPACE.
    
    
    
    ATTRIB texPos		= fragment.texcoord[0];			# texture coordinates
    
    ATTRIB lightDir		= fragment.texcoord[2];			# texture coordinates
    
    ATTRIB eyeVec		= fragment.texcoord[3];			# texture coordinates
    
    
    
    PARAM lightDiff		= state.lightprod[0].diffuse;		# main light diffuse colour product (multiplied by diffuse material property in .st file)
    
    PARAM lightSpec		= state.lightprod[0].specular;		# main light specular colour product (multiplied by specular material property in .st file)
    
    PARAM materialSpecExp	= state.material.shininess;		# material shininess defined in .st file
    
    PARAM misc		= { 0, 0.5, 1.0, 2.0 };
    
    
    
    OUTPUT outColour	= result.color;
    
    
    
    TEMP temp; 
     Program Info:Error, line 126: temporaries binding limit exceeded (max = 16, used = 19). 
     Could not load !!ARBfp1.0
    
    OPTION ARB_precision_hint_fastest;
    
    
    
    ###############################################################################
    
    # Modified by CnlPepper to implement per-pixel lighting with parallax mapping #
    
    ###############################################################################
    
    
    
    ### NOTE: All shader operations calculated in TANGENT SPACE.
    
    
    
    ATTRIB texPos		= fragment.texcoord[0];			# texture coordinates
    
    ATTRIB lightDir		= fragment.texcoord[2];			# texture coordinates
    
    ATTRIB eyeVec		= fragment.texcoord[3];			# texture coordinates
    
    
    
    PARAM lightDiff		= state.lightprod[0].diffuse;		# main light diffuse colour product (multiplied by diffuse material property in .st file)
    
    PARAM lightSpec		= state.lightprod[0].specular;		# main light specular colour product (multiplied by specular material property in .st file)
    
    PARAM materialSpecExp	= state.material.shininess;		# material shininess defined in .st file
    
    PARAM misc		= { 0, 0.5, 1.0, 2.0 };
    
    
    
    OUTPUT outColour	= result.color;
    
    
    
    TEMP ¬ù 
     Program "!!ARBfp1.0
    
    OPTION ARB_precision_hint_fastest;
    
    
    
    ##################################################################
    
    # Modified by CnlPepper to implement bright specular reflections #
    
    ##################################################################
    
    
    
    ATTRIB texPos		= fragment.texcoord[0];		# texture coordinate
    
    ATTRIB iDiff		= fragment.color.primary;	# texDiff interpolated color
    
    ATTRIB iSpec		= fragment.color.secondary;	# specular interpolated color
    
    PARAM misc		= { 0, 0.5, 1, 2 };
    
    
    
    OUTPUT outColour	= result.color;
    
    
    
    TEMP temp;
    
    TEMP weight, texDiffOn, texGlowOn, texDiffOff, texGlowOff, texDiff, texGlow;
    
    TEMP normal;
    
    TEMP diffuse, specular;
    
    TEMP colBase, colStripe, nBase, nStripe, colour, final;
    
    TEMP fogColour;
    
    
    
    ### SAMPLE TEXTURES
    
    
    
    TEX texDiffOn, texPos, texture[0], 2D;
    
    TEX texDiffOff, texPos, texture[1], 2D;
    
    TEX texGlowOn, texPos, texture[2], 2D;
    
    TEX texGlowOff, texPos, texture[3], 2D;
    
    
    
    ### WEIGHTED AVERAGE THE DIFFUSE AND GLOW TEXTURES
    
    
    
    MOV weight, program.local[0];
    
    LRP te¬ù 
     Program Info:Error, line 76: temporaries binding limit exceeded (max = 16, used = 18). 
     Could not load !!ARBfp1.0
    
    OPTION ARB_precision_hint_fastest;
    
    
    
    ##################################################################
    
    # Modified by CnlPepper to implement bright specular reflections #
    
    ##################################################################
    
    
    
    ATTRIB texPos		= fragment.texcoord[0];		# texture coordinate
    
    ATTRIB iDiff		= fragment.color.primary;	# texDiff interpolated color
    
    ATTRIB iSpec		= fragment.color.secondary;	# specular interpolated color
    
    PARAM misc		= { 0, 0.5, 1, 2 };
    
    
    
    OUTPUT outColour	= result.color;
    
    
    
    TEMP temp;
    
    TEMP weight, texDiffOn, texGlowOn, texDiffOff, texGlowOff, texDiff, texGlow;
    
    TEMP normal;
    
    TEMP diffuse, specular;
    
    TEMP colBase, colStripe, nBase, nStripe, colour, final;
    
    TEMP fogColour;
    
    
    
    ### SAMPLE TEXTURES
    
    
    
    TEX texDiffOn, texPos, texture[0], 2D;
    
    TEX texDiffOff, texPos, texture[1], 2D;
    
    TEX texGlowOn, texPos, texture[2], 2D;
    
    TEX texGlowOff, texPos, texture[3], 2D;
    
    
    
    ### WEIGHTED AVERAGE THE DIFFUSE AND GLOW TEXTURES
    
    
    
    MOV weight, program.local[0];
    
    ¬ù 
     Program "!!ARBfp1.0
    
    OPTION ARB_precision_hint_fastest;
    
    
    
    #########################################################
    
    # Modified by CnlPepper to implement per-pixel lighting #
    
    #########################################################
    
    
    
    ### NOTE: All shader operations calculated in EYE SPACE.
    
    
    
    ATTRIB texPos		= fragment.texcoord[0];			# texture coordinates
    
    ATTRIB iNormal		= fragment.texcoord[4];			# interpolated eye space surface normal from vertex shader
    
    ATTRIB iVertPos		= fragment.texcoord[5];			# interpolated eye space vertex position from vertex shader
    
    
    
    PARAM lightDir		= state.light[0].position;		# main light position
    
    PARAM lightHalf		= state.light[0].half;			# main light half vector
    
    PARAM lightDiff		= state.lightprod[0].diffuse;		# main light diffuse colour product (multiplied by diffuse material property in .st file)
    
    PARAM lightSpec		= state.lightprod[0].specular;		# main light specular colour product (multiplied by specular material property in .st file)
    
    PARAM materialSpecExp	= state.material¬ù 
     Program Info:Error, line 122: temporaries binding limit exceeded (max = 16, used = 18). 
     Could not load !!ARBfp1.0
    
    OPTION ARB_precision_hint_fastest;
    
    
    
    #########################################################
    
    # Modified by CnlPepper to implement per-pixel lighting #
    
    #########################################################
    
    
    
    ### NOTE: All shader operations calculated in EYE SPACE.
    
    
    
    ATTRIB texPos		= fragment.texcoord[0];			# texture coordinates
    
    ATTRIB iNormal		= fragment.texcoord[4];			# interpolated eye space surface normal from vertex shader
    
    ATTRIB iVertPos		= fragment.texcoord[5];			# interpolated eye space vertex position from vertex shader
    
    
    
    PARAM lightDir		= state.light[0].position;		# main light position
    
    PARAM lightHalf		= state.light[0].half;			# main light half vector
    
    PARAM lightDiff		= state.lightprod[0].diffuse;		# main light diffuse colour product (multiplied by diffuse material property in .st file)
    
    PARAM lightSpec		= state.lightprod[0].specular;		# main light specular colour product (multiplied by specular material property in .st file)
    
    PARAM materialSpecExp	= state.ma¬ù 
     Program "!!ARBfp1.0
    
    OPTION ARB_precision_hint_fastest;
    
    #OPTION ARB_precision_hint_nicest;
    
    
    
    ###############################################################################
    
    # Modified by CnlPepper to implement per-pixel lighting with parallax mapping #
    
    ###############################################################################
    
    
    
    ### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE THRUSTERGLOWPASS.FP SHADER HAS FAILED TO LOAD
    
    ### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B
    
    
    
    ### NOTE: All shader operations calculated in both TANGENT SPACE and EYE SPACE.
    
    
    
    ATTRIB texPos		= fragment.texcoord[0];		# texture coordinates
    
    ATTRIB tem0		= fragment.texcoord[1];		# tangent to eye space transformation matrix row 1
    
    ATTRIB tem1		= fragment.texcoord[2];		# tangent to eye space transformation matrix row 2
    
    ATTRIB tem2		= fragment.texcoord[3];		# tangent to eye space transformation matrix row 3
    
    ATTRIB rawEye		= fragment.texcoord[4];		# interpolated tangent space eye vect¬ù 
     Program Info:Error, line 419: parameter binding limit exceeded (max = 32, used = 37).
    Error, line 419: temporaries binding limit exceeded (max = 16, used = 24).
    Error, line 419: instruction limit exceeded (max = 96, used = 218). 
     Could not load !!ARBfp1.0
    
    OPTION ARB_precision_hint_fastest;
    
    #OPTION ARB_precision_hint_nicest;
    
    
    
    ###############################################################################
    
    # Modified by CnlPepper to implement per-pixel lighting with parallax mapping #
    
    ###############################################################################
    
    
    
    ### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE THRUSTERGLOWPASS.FP SHADER HAS FAILED TO LOAD
    
    ### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B
    
    
    
    ### NOTE: All shader operations calculated in both TANGENT SPACE and EYE SPACE.
    
    
    
    ATTRIB texPos		= fragment.texcoord[0];		# texture coordinates
    
    ATTRIB tem0		= fragment.texcoord[1];		# tangent to eye space transformation matrix row 1
    
    ATTRIB tem1		= fragment.texcoord[2];		# tangent to eye space transformation matrix row 2
    
    ATTRIB tem2		= fragment.texcoord[3];		# tangent to eye space transformation matrix row 3
    
    ATTRIB rawEye		= fragment.texcoord[4];		# interpolated tangent space ey¬ù 
     Program "!!ARBfp1.0
    
    OPTION ARB_precision_hint_fastest;
    
    #OPTION ARB_precision_hint_nicest;
    
    
    
    ################################################################
    
    # Modified by CnlPepper to implement an advanced planet shader #
    
    ################################################################
    
    
    
    ### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE MEGALITH.FP SHADER HAS FAILED TO LOAD
    
    ### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B
    
    
    
    ### NOTE: All shader operations calculated in both TANGENT SPACE and EYE SPACE.
    
    
    
    ATTRIB texPos		= fragment.texcoord[0];		# texture coordinates
    
    ATTRIB tem0		= fragment.texcoord[1];		# tangent to eye space transformation matrix row 1
    
    ATTRIB tem1		= fragment.texcoord[2];		# tangent to eye space transformation matrix row 2
    
    ATTRIB tem2		= fragment.texcoord[3];		# tangent to eye space transformation matrix row 3
    
    ATTRIB rawEye		= fragment.texcoord[4];		# interpolated tangent space eye vector
    
    ATTRIB rawVertex	= fragment.texcoord[5];		# inter¬ù 
     Program Info:Error, line 363: parameter binding limit exceeded (max = 32, used = 33).
    Error, line 363: temporaries binding limit exceeded (max = 16, used = 30).
    Error, line 363: instruction limit exceeded (max = 96, used = 156). 
     Could not load !!ARBfp1.0
    
    OPTION ARB_precision_hint_fastest;
    
    #OPTION ARB_precision_hint_nicest;
    
    
    
    ################################################################
    
    # Modified by CnlPepper to implement an advanced planet shader #
    
    ################################################################
    
    
    
    ### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE MEGALITH.FP SHADER HAS FAILED TO LOAD
    
    ### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B
    
    
    
    ### NOTE: All shader operations calculated in both TANGENT SPACE and EYE SPACE.
    
    
    
    ATTRIB texPos		= fragment.texcoord[0];		# texture coordinates
    
    ATTRIB tem0		= fragment.texcoord[1];		# tangent to eye space transformation matrix row 1
    
    ATTRIB tem1		= fragment.texcoord[2];		# tangent to eye space transformation matrix row 2
    
    ATTRIB tem2		= fragment.texcoord[3];		# tangent to eye space transformation matrix row 3
    
    ATTRIB rawEye		= fragment.texcoord[4];		# interpolated tangent space eye vector
    
    ATTRIB rawVertex	= fragment.texcoord[5];		#¬ù 
     Could not initialize all fragment programs.  Please use the '-fragment_program 0' command line parameter 
     BSG Fleet Commander Version v.0.5.5 Shader 2 EXPIRES Jun 29, 2010 
     Cannot overwrite function SobGroup_SplitGroup 
     Cannot overwrite function SobGroup_SplitGroupReference 
     Unabled to find data:Animatics/camp-opener.avi 
     Resetting fp control word. 
     CmdLine: -mod BSG.big -luatrace -debug 
     binding for hotkeyId:9 not found 
     binding for hotkeyId:19 not found 
     binding for hotkeyId:24 not found 
     Starting Level: Data:\LevelData\Campaign\tutorial\M01_Tanis2\M01_Tanis2.level 
     HUO_GALACTICA is marked as captureable in the shiptuning but has no capture points! 
     HUO_GALACTICA is marked as repairable in the shiptuning but has no repair points! 
     HUO_PEGASUS is marked as captureable in the shiptuning but has no capture points! 
     HUO_PEGASUS is marked as repairable in the shiptuning but has no repair points! 
     HUO_COLUMBIA is marked as captureable in the shiptuning but has no capture points! 
     HUO_COLUMBIA is marked as repairable in the shiptuning but has no repair points! 
     HUO_ATLANTIA is marked as captureable in the shiptuning but has no capture points! 
     HUO_ATLANTIA is marked as repairable in the shiptuning but has no repair points! 
     Warning: addSquadronToSOBGroup could not find squadron (hur_galactica_d) 
     ****AI LOADING 
     1 0	: CPU LOADING 
     1 0	: CPU LOADED 
     ****AI LOADED 
     1 0	: Waiting for gamerule to choose AI to init 
     ****AI LOADING 
     2 0	: CPU LOADING 
     2 0	: CPU LOADED 
     ****AI LOADED 
     2 0	: Waiting for gamerule to choose AI to init 
     ****AI LOADING 
     3 0	: CPU LOADING 
     3 0	: CPU LOADED 
     ****AI LOADED 
     3 0	: Waiting for gamerule to choose AI to init 
     Level music (14): "Storming New Caprica" 
     parameter: <expression> expected;
      last token read: `<eof>' at line 1 in string "g_booltest=("
    I will try the without shader version, but it is strange because my computer have not even 2 years.
    I have that as graphic card:
    http://www.intel.com/Assets/PDF/datasheet/320122.pdf

    It is not a gaming product but it should run that, at least i though...
    Last edited by TonyOneBlairoby; 2nd Apr 10 at 1:33 PM.

  9. #2059
    The intel gfx chips are woeful unfortunately. You'll have to use the old shader version.


    HW2:B5TC Team Member (Effects and Game Scripting), HW2 Shader Designer, CFHodEd Maintainer, Nuclear Physicist

  10. #2060
    Member Ringleader's Avatar
    Join Date
    Nov 2007
    Location
    Metro-Atlanta Area
    Hey, are your FX files open source? Like your custom explosions?
    "Sorry, you can not add yourself to your own buddy list."

  11. #2061
    Ringleader: are you talking to me or the BSG team?

  12. #2062
    Member Ringleader's Avatar
    Join Date
    Nov 2007
    Location
    Metro-Atlanta Area
    the BSG team, sorry for the confusion.

    Actually CNL, I remember your weapon FX were quite nice, perhaps I could trade maps/elements to both parties in exchange for your materials?

  13. #2063
    At least, the no shader version work, whouhooo, first time i got the game to work xD.

    It is slow!!, but goddamn, it is beautifull ^^.
    But i should have seen the readapted tv series, the will spoil the story. Later, i just thought that the pegasus was older because i find he his more blocky the the galactica, which i find have more epured lines. I was wrong xD, i just discovered the pegasus was sort of high tech one while the galactica was an old working wreckage xD. I didn't pay well attention to the TV pilot, shame on me ...

  14. #2064
    Member ford6's Avatar
    Join Date
    Nov 2006
    Location
    West Coast, USA
    Hi guys. I'm getting a familylist.lua error when I try to run the mod. Its not finding "SuperCap_Hgn"

    I've extracted and modified that file, adding what it was looking for, and ran it with -overridebig. and everything works fine. So far. . .

    edit:
    Oh yea, that error is poping up in both windows versions.

  15. #2065
    is the down load server been fixed yet. or is it still have hidden files??

  16. #2066
    kool down loading now

  17. #2067
    Just a bump to notify everyone that 0.5.7 has been released (look at first post of thread for release details).

  18. #2068
    The video link in the first post leads to at least an year old videos of older mod versions. Are there somewhere videos of the newest v0.5.7?

  19. #2069
    there no down loard for the new verson of the mod

  20. #2070
    As far as I can tell, there's a download link for v0.5.8 in the first post in this thread. Isn't that what you're looking for?
    Babylon 5: War Without End Official Site.

    "I keep telling you people that it's only a build animation, NOT a hyperspace animation." - Me, about the Babylon 5 mod hyperspace build animation.

  21. #2071
    The link leads to SourceForge, and at the time of jamie_to_cute's posting there were no files available for this mod on SF. There are files now, however.

  22. #2072
    Fair enough...

  23. #2073
    Member .:Makaan:.'s Avatar
    Join Date
    Aug 2008
    Location
    England
    Hi, my game keeps on crashing whenever i try to play "Shock and awe"
    Heres the hw2.log;
    Mon Mar 14 18:01:25 2011
    Loaded Archive: 'Homeworld2.big'
    UTIL -- filepath failure, path doesn't exists 'C:\PROGRA~2\Sierra\HOMEWO~1\data\locale\english'
    Loaded Archive: 'english.big'
    Loaded Archive: 'hw2bsg-v.0.5.8-win.big'
    Uing ..profiles\ for profiles folder
    GAME -- Using player profile Sylar
    Changing from a 32 bit colour depth in winNT (6.1 build 7600),
    Using Intel's 2.1.0 - Build 8.15.10.2119 Intel(R) HD Graphics renderer (Suspected driver is ialmgicd.dll 0)
    Loaded Archive: 'englishSpeech.big'
    Loaded Archive: 'Music.big'
    SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
    SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
    Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte
    Built by : mrbuild
    Data path : C:\PROGRA~2\Sierra\HOMEWO~1\data
    Resetting fp control word.
    CmdLine: -w 1366 -h 768 -mod hw2bsg-v.0.5.8-win.big
    binding for hotkeyId:9 not found
    binding for hotkeyId:19 not found
    binding for hotkeyId:24 not found
    GAME -- Using player profile Mister-President
    Starting Level: Data:\LevelData\Campaign\ascension\M01_Tanis4\M01_Tanis4.level
    randy: movie not initialized yet

  24. #2074
    There isn't anything in the hw2.log file to tell us what the problem is. That in itself eliminates a few possible errors. I haven't tried the campaign in this mod myself, so I don't know how it would go for me, but maybe someone else can chime in and mention if that mission works for them?

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