I will verify if the 2.01 version link/file is valid and work ok, if you have problems with it, and will post link once again. Give me half an hour.
edit:
http://www.amizaur.za.pl/files/ArmoredBeasts2_Lite_Beta2_CodeOnly.rar
Works for me in practice mode. I just verified that 2.01 from the link (downloaded it and played) works OK for me.
Will not work online if the server uses 2.0 of course. (edit: this is not true, I was mistaken, it will work without problems as the filename of both versions is different).
This problem with two versions, make me think that I should NOT release those two versions of mod (with reduced speed and normal speed) under the same filename, as this would cause just the same kind of problems. Have to modify them so they have different filename and both can co-exist in system folder. This way always correct version will be used when entering online game.
But I can't change mod name for each version update... Just alkl servers should run latest version, older is no longer used and problem ceases to exist.
Do you mean - game playing ricochet sound, even when there was penetration ? Sure it's not intentional, don't know why it happens. Probably it was in stock game too, only hard to notice as ricochet and penetration sounds were quite similar. I can remove ricochet sounds from mod )I mean revert them to stock ones), and leave only new penetration sounds, and we'll see. I doubt it's because of projectile speed, but we'll see too when I release two versions, one with reduced speed and second with true speed, we can compare them working then and know for sure if it's a problem or not. My bet is, that it's not, but I'm curious too.
P.S. Just noticed one more bug, or incompatibility of the mod. Generally, I projected it to be compatible with not modded non-standard vehicles (like german T-34) in the way, that old (like in normal RO) penetration calculations are called if modded tank fires at non-modded one or vice versa. They should both act like in stock RO then. It was this way early in the mod, but later somwhere before release I made a change in the code that disabled this compatibility and didn't notice that. So no old routines are called if you shoot at non-standard tank and it is probably indestructable (always ricochets). Someone reported this to me, I would check it sooner of course but have my GFX card in service and can't play online very much or even can't run some maps in practice mode. Today I noticed this thing in code and reminded the report of problems with German T-34. Sorry, my fault. I will revert this partial compatibility in next update.
Anyway, the mod was not "officialy" compatible with maps using non-standard vehicles. It should improve in the future as I'm in contact with ViVid already (you will get next version as soon as I finish it), other map makers can contact me too to make mod-compatble maps or versions of maps. I have to got your non-standard vehicles to make mod versions of them, or I can to give you base tank code so you can make AB versions by yourself.
edit:
http://www.amizaur.za.pl/files/ArmoredBeasts2_Lite_Beta2_CodeOnly.rar
Works for me in practice mode. I just verified that 2.01 from the link (downloaded it and played) works OK for me.
Will not work online if the server uses 2.0 of course. (edit: this is not true, I was mistaken, it will work without problems as the filename of both versions is different).
This problem with two versions, make me think that I should NOT release those two versions of mod (with reduced speed and normal speed) under the same filename, as this would cause just the same kind of problems. Have to modify them so they have different filename and both can co-exist in system folder. This way always correct version will be used when entering online game.
But I can't change mod name for each version update... Just alkl servers should run latest version, older is no longer used and problem ceases to exist.
My only question is: Why do all the shots bounce off regardless of whether they penetrate or not? Is this a error in the mod, or intentional for some reason that I'm not aware of?
Do you mean - game playing ricochet sound, even when there was penetration ? Sure it's not intentional, don't know why it happens. Probably it was in stock game too, only hard to notice as ricochet and penetration sounds were quite similar. I can remove ricochet sounds from mod )I mean revert them to stock ones), and leave only new penetration sounds, and we'll see. I doubt it's because of projectile speed, but we'll see too when I release two versions, one with reduced speed and second with true speed, we can compare them working then and know for sure if it's a problem or not. My bet is, that it's not, but I'm curious too.
P.S. Just noticed one more bug, or incompatibility of the mod. Generally, I projected it to be compatible with not modded non-standard vehicles (like german T-34) in the way, that old (like in normal RO) penetration calculations are called if modded tank fires at non-modded one or vice versa. They should both act like in stock RO then. It was this way early in the mod, but later somwhere before release I made a change in the code that disabled this compatibility and didn't notice that. So no old routines are called if you shoot at non-standard tank and it is probably indestructable (always ricochets). Someone reported this to me, I would check it sooner of course but have my GFX card in service and can't play online very much or even can't run some maps in practice mode. Today I noticed this thing in code and reminded the report of problems with German T-34. Sorry, my fault. I will revert this partial compatibility in next update.
Anyway, the mod was not "officialy" compatible with maps using non-standard vehicles. It should improve in the future as I'm in contact with ViVid already (you will get next version as soon as I finish it), other map makers can contact me too to make mod-compatble maps or versions of maps. I have to got your non-standard vehicles to make mod versions of them, or I can to give you base tank code so you can make AB versions by yourself.
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