Total Mayhem 1.37 for all game versions

Moderators: Uveso, burnie222

Re: Total Mayhem 1.30 for all game versions

Postby Uveso » 06 Nov 2016, 08:41

Update 06.Nov.2016 (v1.30)
-Fixed a bug where AI autoattack weapons are enabled for human player on "OnDetachedFromTransport" (81 units affected)
-Unit xea3204 Flying Beauty (Engineering Drone) Fixed drone not returning to engineer station after assisting.
-Unit BRNT3ADVBTBOT (Hurricane) Fixed function OnLostTarget for TDFPlasmaCannonWeaponD
-Unit BRNAT1ADVFIG (Afterburner) Fixed missing autoattack scripts for AI
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Re: Total Mayhem 1.30 for all game versions

Postby spice » 06 Nov 2016, 12:56

I believe I've properly downloaded and installed 1.3, but the bug still exists. I'll try testing it on a vanilla map to see if it's the map causing it and not the mod.

EDIT: Success! I got it to work!

I'll post what I did here incase anyone from the future tries to figure out why their Mayhem isn't working. So I searched through different versions of Forged Alliance I had on (FaF, Steam's and the C-Drive's). I had manually downloaded TotalMayhem into Steam, and it was causing a bit of an issue with the FaF variation of the game and mod. So I deleted Steam's TotalMayhem and replaced it with 1.3 and it now works!

Cheers for the help!
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Re: Total Mayhem 1.30 for all game versions

Postby Uveso » 06 Nov 2016, 23:13

Thanks for explaining this, spice.

It's a common problem because SupCom can handle different modfolders at the same time.
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Re: Total Mayhem 1.29 for all game versions

Postby Krapougnak » 12 Nov 2016, 10:27

Krapougnak wrote:Hi Uveso I was wondering if you could fix two models bugs that that Burnie never got to fix :

The Cybran Consolidator Bot legs are not attached to the main body.

The Seraphim Experimental Megabot middle phason beam muzzle bone is not moving with the rest of the body so when firing and the unit turns the beam fires literally outside the unit. Maybe adding a firing bone here would help ?

These units models are fantastic and it is a pity they were never completely finished.

Thanks.


I guess you couldn't find someone to fix these issues ?
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Re: Total Mayhem 1.30 for all game versions

Postby StepFan » 14 Nov 2016, 12:55

Why the last version of this mod is not loaded into mod vault? I see people hosted games with TM 1.20, which not working.
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Re: Total Mayhem 1.30 for all game versions

Postby PsychedProphet » 17 Nov 2016, 20:28

Looks like the Naval Mass Rigs can't be built on the water.
Does anybody else have the same problem?

In the bp there is no problem how it looks...
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Re: Total Mayhem 1.30 for all game versions

Postby xieq » 22 Jan 2017, 02:14

I have a bug with upgrading buildings. When i do that, they will duplicate in the same place. Any ideas how to fix that?
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Re: Total Mayhem 1.30 for all game versions

Postby Evono » 25 Jan 2017, 18:22

StepFan wrote:Why the last version of this mod is not loaded into mod vault? I see people hosted games with TM 1.20, which not working.


Uvesco is probably gone. doesnt answer pms or something . probably TM is dead ... sadly in my opinion the best unit pack / mod
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Re: Total Mayhem 1.30 for all game versions

Postby Uveso » 05 Feb 2017, 21:15

Hello All,

I am sorry, my mother has cancer and will die in the next 2 month.
So i try to spend as much time as i can with her.

I am still working on Total Mayhem. I just don't have the time to be online.

Please contiue to post errors etc here in this thread and expect TM version 1.31 at April.

I don't know if the Mod upload now works with the FAFclient. If yes i will also upload the mod to the Vault.

Greetings Uveso.
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Re: Total Mayhem 1.30 for all game versions

Postby Krapougnak » 07 Feb 2017, 12:37

I'm really sorry to hear that. I feel for you. :(
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