BF mod: Area51 Ver 2.20

Full Game Conversions and Custom maps

Re: BF mod: Area51 Ver 2.20

Postby BotHunter » Tue Feb 19, 2013 7:04 pm

Thank you very much! I will try to Identify the problem! ;)
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Re: BF mod: Area51 Ver 2.20

Postby mistamontiel » Wed Feb 20, 2013 4:47 am

Just the first map tested so far. hills_of_death gpm_cq

Instantly crashes
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Re: BF mod: Area51 Ver 2.20

Postby BotHunter » Wed Feb 20, 2013 6:24 pm

Wow! that is Soo weird! Would you consider running it in Windowed mode and telling me what the error is?? :|
Thank you!
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Re: BF mod: Area51 Ver 2.20

Postby Swaffy » Wed Feb 20, 2013 7:51 pm

Wait, you're making a mod and you're not using the debugger?
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Re: BF mod: Area51 Ver 2.20

Postby BotHunter » Wed Feb 20, 2013 8:28 pm

Well Me and Badbug have tried it on over 8 PC with no problems. So I don't know whats up :|
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Re: BF mod: Area51 Ver 2.20

Postby BotHunter » Wed Feb 20, 2013 8:29 pm

Hold on. What is the "Debugger"?
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Re: BF mod: Area51 Ver 2.20

Postby Senshi » Wed Feb 20, 2013 11:52 pm

Search function or just browsing the tutorials section might help...
viewtopic.php?f=43&t=1571

The debugger is the bf1942_r.exe, a special debug executable.
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Re: BF mod: Area51 Ver 2.20

Postby mistamontiel » Fri Feb 22, 2013 7:29 am

I'm using retail, nocd. I even dropped down from NT to 98 compatibility but same result

EDIT: Raid On Kwal co-op works for me as well. This mod feels potentially fun, but needs much more

Use the debugger
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Re: BF mod: Area51 Ver 2.20

Postby Swaffy » Sat Feb 23, 2013 8:48 am

Well, there are 3D models without textures, you might want to get that checked out.

And the tank shells keep hitting the "rocket booster" things on the sides of the tank body.
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Re: BF mod: Area51 Ver 2.20

Postby Vilespring » Sun Feb 24, 2013 5:29 am

I really encourage the continuation of this mod, it is in the early stages of development, but I can feel that this mod will be aMaZiNg when it is done!
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Area 51: http://battlefieldarea51mod.weebly.com/

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