SOG'69 bugfix/enhancement patch 1 is ready[message #76223]
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Sun, 22 December 2002 10:22
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Dr.Quack |
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Messages:124
Registered:November 2001 Location: old Europe |
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Well, here it is. This patch attempts to fix all known problems in the first release of SOG'69 and even adds some features. Becoming-X is busy making holidays :wave:
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Sergeant
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Re: SOG'69 bugfix/enhancement patch 1 is ready[message #76225]
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Sun, 22 December 2002 12:33
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jamotide |
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Messages:39
Registered:July 2002 Location: Germany |
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Great!! This is what I waited for to play this campaign. Thanks to you and the others. From what I read so far this must be really good!
Edit: Hey thats a pretty fast server you got there. I just downloaded with nearly 1 MB per second, and that was a second actually! Thats maximum speed for me here.
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Private 1st Class
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Re: SOG'69 bugfix/enhancement patch 1 is ready[message #76231]
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Tue, 24 December 2002 15:46
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Sidetrack |
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Messages:42
Registered:November 2002 Location: Chicagoland |
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Hey Trooper,
The patch (I think - haven't gotten there yet) fixes armor values in the final battles (from what I've heard, it sounds like the VC have gaurdian vests). If this is the case, you won't see the changes until the prisoner rescue mission which I believe is the final mission.
The other issue may be because the patches patch sectors that haven't been visited yet. Don't mark my words, as I am no programmer, but I think I read it on another post that if you have visited a map, the map is saved as such, and where you haven't as the map file hasn't been loaded, you haven't had a chance to alter (and thus establish a permanent inventory list).
Yeah, I know after so many re-installs, you probably just want to see how hard your skull is in relation to the glass of the monitor! :digit: :rulez:
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Corporal
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Re: SOG'69 bugfix/enhancement patch 1 is ready[message #76239]
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Thu, 02 January 2003 14:14
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jibber |
Messages:1
Registered:January 2003 |
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I am unsure about installing SOG69. When I ran the auto-installer program it looks like it will place the program in my ja2ub folder which it seems will make it impossible to play other campaigns as others here have said. What I want to know is where do I install SOG69 while being able to play other ub campaigns? Also, how do I uninstall SOG 69?
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Civilian
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Re: SOG'69 bugfix/enhancement patch 1 is ready[message #76242]
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Fri, 10 January 2003 14:18
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sifr4 |
Messages:1
Registered:January 2003 |
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i encountered same problem as JURA JURA above. game freezes when i get to an loc, in the enemy's second round, when a militia along the north east front takes a shotgun blast in the face. too bad; that's one of the best sectors in the mod.
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Civilian
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Re: SOG'69 bugfix/enhancement patch 1 is ready[message #76247]
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Tue, 14 January 2003 01:29
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LCJr. |
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Messages:83
Registered:November 2001 |
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Thanks Doctor.
I obviously haven't tried the patched version yet but I don't think the NVG was really needed. I played it before up to An Loc as pure night ops without any problems, actually it was pretty easy for the most part. Even without NVG a night ops merc will have a better sighting range and breaklights are available in large enough quantities.
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Corporal 1st Class
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Re: SOG'69 bugfix/enhancement patch 1 is ready[message #76260]
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Thu, 23 January 2003 14:59
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Sidetrack |
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Messages:42
Registered:November 2002 Location: Chicagoland |
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Uzi,
Actually, at first I saw my L1A1 listed at 14.9 pounds, but it should be around the same weight as an M14 (or lighter as the Brits used synthetic stocks for their versions). The 14.9 was with a full magazine and scope. Until I noticed this, however, I was kinda ticked off as I like those rifles (and had no M14's at that point). I was trying to figure out which weapons to trick out with my last rod and spring so weight was an issue, especially with a semiauto weapon. By the time I was done writing the post, I had seen my error in calculation and realized just how trivial my post had become so I just turned it into a thank you note instead!
:diabolical:
I was actually thinking of asking if the weight for the gun in the mod might have been higher because it had a wooden stock (in the picture) and it was to account for that. The weight I have in my books is for one with an empty magazine, so that wouldn't make up for the difference.
Now, whose up for digging into the molecular structure of an atom? :nerd:
Sidetrack
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Corporal
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Re: SOG'69 bugfix/enhancement patch 1 is ready[message #76262]
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Mon, 27 January 2003 20:43
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past caring |
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Messages:89
Registered:December 2002 |
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SOG problem
Noticed that someone posted above that they seemed to get a problem during civilians turn in An Loc. I have had similar problem and managed to narrow it down as follows:
In those sectors where the civilians are "automatically" hostile (ie, you don't turn 'em into enemies by accidendentally killing/wounding one with air strike/LAW/molotov or whatever, they just start that way)I got a problem EVERY time a civilian appeared in a wheel chair. Now, if I managed to get a merc to shoot (and kill) the invalid BEFORE the next civilian turn, the game ran ok. But if not (or the wheelchair guy was only wounded) the game would hang on civilian turn each and every time.
As far as I remember, the graphic for the wheelchair guy was previuosly only used for Slay (I think, but maybe one of the other terrorists from JA2) and maybe its use is what has caused the bug. I got this in a couple of different sectors-basically anywhere civilians were enemies and where the wheelchair appeared. Also, to be honest, it only occurred in the game where I was using Dr Quack's pre-patch. However, as I've never seen this bug addressed previously, I'm assuming it's still there in the new patch....
I eventually gave up, because of some other freezing problem in the NW sector of An Loc that no amount of re-loads solved. Am now using the latest patch and everything running fine-but I haven't got out of Iron Triangle yet and so have yet to enter a sector with both hostile civilians and wheelchair-but I suspect I'm gonna see same problem once I do.
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Corporal 1st Class
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