Page 2 of 13

Re: BF mod: Area51 Ver 2.20

Posted: Tue Feb 19, 2013 7:04 pm
by BotHunter
Thank you very much! I will try to Identify the problem! ;)

Re: BF mod: Area51 Ver 2.20

Posted: Wed Feb 20, 2013 4:47 am
by mistamontiel
Just the first map tested so far. hills_of_death gpm_cq

Instantly crashes

Re: BF mod: Area51 Ver 2.20

Posted: Wed Feb 20, 2013 6:24 pm
by BotHunter
Wow! that is Soo weird! Would you consider running it in Windowed mode and telling me what the error is?? :|
Thank you!

Re: BF mod: Area51 Ver 2.20

Posted: Wed Feb 20, 2013 7:51 pm
by Swaffy
Wait, you're making a mod and you're not using the debugger?

Re: BF mod: Area51 Ver 2.20

Posted: Wed Feb 20, 2013 8:28 pm
by BotHunter
Well Me and Badbug have tried it on over 8 PC with no problems. So I don't know whats up :|

Re: BF mod: Area51 Ver 2.20

Posted: Wed Feb 20, 2013 8:29 pm
by BotHunter
Hold on. What is the "Debugger"?

Re: BF mod: Area51 Ver 2.20

Posted: Wed Feb 20, 2013 11:52 pm
by Senshi
Search function or just browsing the tutorials section might help...
http://bfmods.com/viewtopic.php?f=43&t=1571

The debugger is the bf1942_r.exe, a special debug executable.

Re: BF mod: Area51 Ver 2.20

Posted: Fri Feb 22, 2013 7:29 am
by mistamontiel
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

Re: BF mod: Area51 Ver 2.20

Posted: Sat Feb 23, 2013 8:48 am
by Swaffy
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.

Re: BF mod: Area51 Ver 2.20

Posted: Sun Feb 24, 2013 5:29 am
by Vilespring
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!