Blackops Project Info 5/25/2012

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Re: Blackops Project Info 5/25/2012

Postby VerySnail1 » 17 Jul 2018, 02:26

Thanks
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Re: Blackops Project Info 5/25/2012

Postby VerySnail1 » 17 Jul 2018, 03:17

I'm having another problem now. The mod's working as it should, except for the fact that I can't build anything. I've been playing solo in sandbox to make sure everything works as it should. The first few matches, my commander was invisible and I couldn't do anything at all. I started a match not that long ago with prebuilt units. In that match my commander was visible and could move, but I still wasn't able to build anything. If I tried to build something, the template would appear and then fade away, and my commander wouldn't do anything. Any suggestions on how to fix this? I have Icon support, though it's from FAF's mod vault, so I don't know if it supports the version of the BlackOps mod that I installed from the link you posted
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Re: Blackops Project Info 5/25/2012

Postby Uveso » 17 Jul 2018, 20:15

Hello VerySnail1,

Even if you don't post a game.log (we need this to see if/what error happens) i have a guess:

Please disable "Black Ops Global Icon Support". (And never activate it with FAF)
It will break the FAF version of the game because FAF has already its own icon support functions.
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Re: Blackops Project Info 5/25/2012

Postby VerySnail1 » 18 Jul 2018, 04:03

I'm fairly new to this and don't know what the game.log is or how to access it. As for my problem, I removed FAF's vaulted icon support (I uninstalled the version from the links you posted earlier in this discussion before downloading FAF's version), But I'm still unable to build anything.
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Re: Blackops Project Info 5/25/2012

Postby Uveso » 18 Jul 2018, 04:33

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Re: Blackops Project Info 5/25/2012

Postby VerySnail1 » 18 Jul 2018, 06:33

https://pastebin.com/h466pr1b

This is where the wiki told me to paste the info into a new file or something, and I couldn't figure out how to copy and paste that file here, so here's a link to the paste itself. It should have the info you need to help me.
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Re: Blackops Project Info 5/25/2012

Postby Uveso » 18 Jul 2018, 23:54

Yes that's perfect.

i viewed your log and can see that you installed the mods in the wrong directory.

You installed it in:
Code: Select all
BlackOps FAF: ACUs ---- (v16.0) - /mods/mods-develop-blackops/blackopsfaf-acus
BlackOps FAF: Unleashed ---- (v16.0) - /mods/mods-develop-blackops/blackopsfaf-unleashed
BlackOpsFAF: EXUnits ---- (v16.0) - /mods/mods-develop-blackops/blackopsfaf-exunits


As example you used the path:
Code: Select all
/mods/mods-develop-blackops/blackopsfaf-acus

but it should have this path:
Code: Select all
/mods/blackopsfaf-acus


So copy everything from "/mods/mods-develop-blackops/" to "/mods/"
(and delete the "mods-develop-blackops" folder)
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Re: Blackops Project Info 5/25/2012

Postby BlackSensualist » 24 Jun 2019, 16:40

Have these mods been updated for the latest client update?
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Re: Blackops Project Info 5/25/2012

Postby Uveso » 24 Jun 2019, 18:33

Hello BlackSensualist,

there was no update to these mods.

Do you have any special changes in mind ?
Did you find errors ?
Any suggestions ?
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Re: Blackops Project Info 5/25/2012

Postby BlackSensualist » 24 Jun 2019, 21:11

I noticed some problems, probably because of incompatibility with the latest patch. For instance, T3 engineers were able to build all experimentals, when I was under the impression that you had to build a quantum gate and then build sACU before you could build experimentals. Another thing I noticed was that the cost and build time for certain buildings was incongruent with their role - T3 hydrocarbons were actually more expensive than T3 Pgens and took longer to build.

It's still playable but there are an abundance of little issues like this.
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