Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: RELEASE: SageXCOM Mod b.004

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [Discontinued Games] >> UFO: Extraterrestrials >> Mods and Tweaks >> RE: RELEASE: SageXCOM Mod b.004 Page: <<   < prev  1 [2] 3   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: RELEASE: SageXCOM Mod b.004 - 5/10/2007 9:51:48 PM   
sage

 

Posts: 204
Joined: 8/5/2004
Status: offline
Can you try again on the d/l? It worked for me just now.


quote:

ORIGINAL: DrAtomic


quote:

Your download key for the requested file is invalid. Download keys are only valid for 48 hours. Once your download is complete, the key is no longer valid. Keys are also only valid for the original server.

Additionally this error may be caused because the file was not found on the server.

If you need help starting your download, please contact FileFront support.


Download is failing.. sadly... :(

For the record I hate mods, but your mod doesn't read like it's a mod but reads like it's a community based patch. Awesome job keep up the great work!



(in reply to DrAtomic)
Post #: 31
RE: RELEASE: SageXCOM Mod b.004 - 5/10/2007 9:59:24 PM   
DrAtomic

 

Posts: 11
Joined: 5/4/2007
Status: offline
quote:

ORIGINAL: sage

Can you try again on the d/l? It worked for me just now.



It's working now (I also cleared my IE cache just to be sure, maybe I was too fast or something), anyway it's fixed! Thx for all the good work!

Ps. do you also include the updated mods of the mods you added in, such as the hotkey mod now having save and load shortcuts; see: http://www.ufo-extraterrestrials.com/forum/viewtopic.php?t=1661 ?


< Message edited by DrAtomic -- 5/10/2007 10:03:55 PM >

(in reply to sage)
Post #: 32
RE: RELEASE: SageXCOM Mod b.004 - 5/10/2007 10:02:44 PM   
PhoenixD

 

Posts: 72
Joined: 5/7/2007
Status: offline
Some yes, some no. The hotkey mod has been updated, and so has the inventory AP mod. All depends if we see the update before we do the upload, and if we like the changes. :)

(in reply to DrAtomic)
Post #: 33
RE: RELEASE: SageXCOM Mod b.004 - 5/11/2007 2:24:30 PM   
Zakouski


Posts: 30
Joined: 2/9/2007
From: Good old Europe
Status: offline
great mod !! the zoom-unzoom feature is a must have. 

and the game itself is much better now. Congrats.

(in reply to PhoenixD)
Post #: 34
RE: RELEASE: SageXCOM Mod b.004 - 5/11/2007 3:38:18 PM   
voteslave

 

Posts: 17
Joined: 12/18/2005
Status: offline
Hi

GREAT mod (or mods) - makes a big difference.
Actually what you guys have done is more like a patch :)

Anyway, i have played several missions with the mod and all worked fine however i now get a crash when equiping a character for a mission. It seems to be when i add some laser rifle ammo to a guy (i already have two guys with laser rifles so its odd its happened now) - i don't know that its necessarily a mod problem but the error text is as follows:

Console started
UFO:Extraterrestrials game engine v 1.0 - Apr 13 2007, 07:21:09
Initializing filesys
[00:00:00.000] Creating main window
[00:00:00.006] Switching console to window output
[00:00:00.006] Loading configuration from data\ufo-et.ini
[00:00:00.007] Initializing events
[00:00:00.007] Initializing graphics
[00:00:00.017] Vertex shader version: 3.0
[00:00:00.017] Pixel shader version: 3.0
[00:00:00.017] Antialiasing enabled - Samples: 2, Quality: 0
[00:00:00.097] HLSL shader 'shaders\atm.fxs' is using technique: TAtmosphere14 (Passes: 1)
[00:00:00.099] HLSL shader 'shaders\bullet.fxs' is using technique: T0 (Passes: 1)
[00:00:00.117] HLSL shader 'shaders\earth.fxs' is using technique: TEarth20 (Passes: 1)
[00:00:00.119] HLSL shader 'shaders\fire.fxs' is using technique: T0 (Passes: 1)
[00:00:00.146] HLSL shader 'shaders\instancing.fxs' is using technique: TInstancing11 (Passes: 1)
[00:00:00.184] HLSL shader 'shaders\planet.fxs' is using technique: TEsperanzaStates20 (Passes: 1)
[00:00:00.218] HLSL shader 'shaders\planetselect.fxs' is using technique: TEsperanzaSelect20 (Passes: 1)
[00:00:00.225] HLSL shader 'shaders\tree.fxs' is using technique: T0 (Passes: 1)
[00:00:00.225] Pixel shaders loaded: 1
[00:00:00.225] Vertex shaders loaded: 1
[00:00:00.225] Effect shaders loaded: 8
[00:00:00.227] Switching console to graphic output
[00:00:00.228] Initializing input
[00:00:00.247] Initializing scripts
[00:00:02.919] Version EN-20070418
[00:00:03.291] Loaded texture set: nodxtc (2)
[00:00:03.600] Loaded texture set: globe (15)
[00:00:04.524] Initialization done
[00:00:18.124] Loading game, slot1
[00:00:23.887] 19.February 2108 Game started
[00:00:27.518] Calling resize!
[00:00:27.553] Resize called!
[00:00:46.596] 19.February 2108 M5A1 Rifle (LASER) produced.
[00:01:05.659] startDrag::Invalid class.
[00:01:05.659] PreMissionRegisterItem (premissioninventory.xscr 784:34)
PreMissionItemOnDrag (premissioninventory.xscr 689:35)

[00:01:05.659] Int values:1
Float values:2
String values:4
Bool values:2
Object values:3
List values:1
Null values:0

[00:01:05.667] Waiting for sounds to stop playing
[00:01:06.205] Done waiting for messages.
[00:01:06.618] scripts done
[00:01:06.633] Switching console to window output
[00:01:06.656] graphics done
[00:01:06.658] input done
[00:01:06.658] event done
[00:01:06.658] Exiting with error



ALSO
I'm not sure about this but what tech do you need to research medikits? I thought it was 'Larvae' but i seemed to get it after researching Laser (or laser rifle).

thanks

keep up the good work

(in reply to Zakouski)
Post #: 35
RE: RELEASE: SageXCOM Mod b.004 - 5/11/2007 5:45:07 PM   
Wisdom

 

Posts: 2
Joined: 5/11/2007
Status: offline
I've been using this mod since the first release and its been great.  But with the .41 version I keep crashing when selecting a troop to load or unload onto a transport.  I've done a clean install of the game followed by the mod; and the crashes dont occur until after I have made a number of inventory changes for troop loadout.  In other words, a brand new game without making inventory changes does not crash, but after making the changes, things go south.  Here is the message:

Initializing filesys
[00:00:00.000] Creating main window
[00:00:00.005] Switching console to window output
[00:00:00.005] Loading configuration from data\ufo-et.ini
[00:00:00.006] Initializing events
[00:00:00.006] Initializing graphics
[00:00:00.016] Vertex shader version: 3.0
[00:00:00.016] Pixel shader version: 3.0
[00:00:00.024] Antialiasing enabled - Samples: 8, Quality: 2
[00:00:00.473] HLSL shader 'shaders\atm.fxs' is using technique: TAtmosphere14 (Passes: 1)
[00:00:00.475] HLSL shader 'shaders\bullet.fxs' is using technique: T0 (Passes: 1)
[00:00:00.526] HLSL shader 'shaders\earth.fxs' is using technique: TEarth20 (Passes: 1)
[00:00:00.527] HLSL shader 'shaders\fire.fxs' is using technique: T0 (Passes: 1)
[00:00:00.607] HLSL shader 'shaders\instancing.fxs' is using technique: TInstancing11 (Passes: 1)
[00:00:00.630] HLSL shader 'shaders\planet.fxs' is using technique: TEsperanzaStates20 (Passes: 1)
[00:00:00.657] HLSL shader 'shaders\planetselect.fxs' is using technique: TEsperanzaSelect20 (Passes: 1)
[00:00:00.663] HLSL shader 'shaders\tree.fxs' is using technique: T0 (Passes: 1)
[00:00:00.663] Pixel shaders loaded: 1
[00:00:00.663] Vertex shaders loaded: 1
[00:00:00.663] Effect shaders loaded: 8
[00:00:00.663] Switching console to graphic output
[00:00:00.665] Initializing input
[00:00:00.693] Initializing scripts
[00:00:02.480] Version EN-20070418
[00:00:04.457] Loaded texture set: nodxtc (2)
[00:00:04.614] Loaded texture set: globe (15)
[00:00:04.763] Initialization done
[00:00:11.141] 15.January 2108 Game started
[00:00:37.923] Saving game, slot0
[00:00:41.141] Saving game, slot1
[00:00:48.757] Saving game, slot2
[00:00:53.612] Saving game, slot3
[00:00:57.594] Saving game, slot4
[00:01:12.001] Going to verbose mode
[00:01:12.471] Going to silent mode
[00:01:51.209] 15.January 2108 Game started
[00:02:20.869] 15.January 2108 Game started
[00:02:50.648] 15.January 2108 Game started
[00:03:29.798] 15.January 2108 Game started
[00:03:59.286] Saving game, slot0
[00:04:05.494] 15.January 2108 Game started
[00:04:23.700] 15.January 2108 Game started
[00:04:41.493] Saving game, slot0
[00:05:06.846] Loading game, slot0
[00:05:08.448] 15.January 2108 Game started
[00:05:35.530] 15.January 2108 Game started
[00:06:01.228] 15.January 2108 Game started
[00:06:25.936] 15.January 2108 Game started
[00:06:50.070] 15.January 2108 Game started
[00:07:19.827] Saving game, slot0
[00:07:22.772] Saving game, slot1
[00:08:46.332] Saving game, slot1
[00:08:56.643] Rect is 0.000000 1.000000 1.000000 2.000000
[00:08:58.887] Rect is 1.000000 0.000000 2.000000 1.000000
[00:08:59.492] Rect is 0.000000 1.000000 1.000000 2.000000
[00:09:01.278] Rect is 2.000000 0.000000 3.000000 1.000000
[00:09:21.853] Rect is 1.000000 0.000000 2.000000 1.000000
[00:09:26.212] Rect is 1.000000 0.000000 2.000000 1.000000
[00:09:30.120] Rect is 1.000000 0.000000 2.000000 1.000000
[00:09:37.238] Rect is 1.000000 0.000000 2.000000 1.000000
[00:09:39.781] Rect is 0.000000 1.000000 1.000000 2.000000
[00:09:41.421] Rect is 1.000000 0.000000 2.000000 1.000000
[00:09:45.216] Rect is 1.000000 0.000000 2.000000 1.000000
[00:09:49.255] Rect is 1.000000 0.000000 2.000000 1.000000
[00:11:17.539] Rect is 1.000000 0.000000 2.000000 1.000000
[00:11:21.461] Rect is 0.000000 1.000000 1.000000 2.000000
[00:11:23.682] Rect is 1.000000 0.000000 2.000000 1.000000
[00:11:28.340] Rect is 0.000000 1.000000 1.000000 2.000000
[00:11:30.355] Rect is 1.000000 0.000000 2.000000 1.000000
[00:11:32.556] Rect is 2.000000 0.000000 3.000000 1.000000
[00:11:37.092] Rect is 0.000000 1.000000 1.000000 2.000000
[00:11:38.902] Rect is 1.000000 0.000000 2.000000 1.000000
[00:11:40.908] Rect is 1.000000 0.000000 2.000000 1.000000
[00:11:45.443] Rect is 2.000000 0.000000 3.000000 1.000000
[00:11:51.462] Rect is 2.000000 0.000000 3.000000 1.000000
[00:11:52.517] Rect is 0.000000 1.000000 1.000000 2.000000
[00:11:54.238] Rect is 1.000000 0.000000 2.000000 1.000000
[00:12:19.238] Rect is 2.000000 0.000000 3.000000 1.000000
[00:12:20.535] Rect is 0.000000 1.000000 1.000000 2.000000
[00:12:22.349] Rect is 1.000000 0.000000 2.000000 1.000000
[00:13:30.762] Rect is 0.000000 0.000000 1.000000 1.000000
[00:13:35.433] Rect is 0.000000 0.000000 3.000000 1.000000
[00:13:38.624] Rect is 0.000000 1.000000 3.000000 2.000000
[00:13:40.521] Rect is 0.000000 2.000000 3.000000 3.000000
[00:13:47.604] Rect is 0.000000 0.000000 1.000000 1.000000
[00:13:51.852] Rect is 2.000000 0.000000 3.000000 1.000000
[00:15:31.464] Rect is 2.000000 0.000000 3.000000 1.000000
[00:15:38.213] Object is null
[00:15:38.214]     getTransportSpace (base\sectiontroopers.xscr 2963:33)
   showPlacementUnitForm (base\sectiontroopers.xscr 2658:38)
   SoldierAllocationButtonOnClick (base\sectiontroopers.xscr 1276:26)


(in reply to voteslave)
Post #: 36
RE: RELEASE: SageXCOM Mod b.004 - 5/11/2007 5:49:40 PM   
voteslave

 

Posts: 17
Joined: 12/18/2005
Status: offline
it only errors in the equip section as part of an intercept - if i equip through the base screen all is fine

(in reply to Wisdom)
Post #: 37
RE: RELEASE: SageXCOM Mod b.004 - 5/11/2007 8:38:22 PM   
sage

 

Posts: 204
Joined: 8/5/2004
Status: offline
Hmm... I haven't seen this yet. I will look into this. I wonder what we would have done to cause this. Let me think.

quote:

ORIGINAL: voteslave

it only errors in the equip section as part of an intercept - if i equip through the base screen all is fine


(in reply to voteslave)
Post #: 38
RE: RELEASE: SageXCOM Mod b.004 - 5/11/2007 8:39:15 PM   
sage

 

Posts: 204
Joined: 8/5/2004
Status: offline
Do you see this at the *base* screen, or only as a part of the *intercept*?

quote:

ORIGINAL: Wisdom

I've been using this mod since the first release and its been great.  But with the .41 version I keep crashing when selecting a troop to load or unload onto a transport.  I've done a clean install of the game followed by the mod; and the crashes dont occur until after I have made a number of inventory changes for troop loadout.  In other words, a brand new game without making inventory changes does not crash, but after making the changes, things go south.  Here is the message:




(in reply to Wisdom)
Post #: 39
RE: RELEASE: SageXCOM Mod b.004 - 5/11/2007 9:15:54 PM   
carnifex


Posts: 1295
Joined: 7/1/2002
From: Latitude 40° 48' 43N Longtitude 74° 7' 29W
Status: offline
The grenade mechanic needs to be changed because it's cumbersome at best. Place the rifle on the ground? If the game doesn't allow you to shoulder the weapon or hold it in one hand than this "realism" should be sacrificed for the sake of playability.

< Message edited by carnifex -- 5/11/2007 9:17:51 PM >

(in reply to sage)
Post #: 40
RE: RELEASE: SageXCOM Mod b.004 - 5/11/2007 9:58:59 PM   
PhoenixD

 

Posts: 72
Joined: 5/7/2007
Status: offline
We're working on that. :P The current plan is to have severely degraded accuracy with something else in hand. I do like the current mechanic's way of boosting the usefulness of Pistols, though.

(in reply to carnifex)
Post #: 41
RE: RELEASE: SageXCOM Mod b.004 - 5/11/2007 11:00:05 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Perhaps allow a grenade to be equipped together with a rifle/shotgun, but significantly increase the AP cost of throwing the grenade to reflect slinging the rifle or setting it aside to pull the pin and ready the grenade? I agree with some accuracy penalty, but it shouldn't be terrible - a person can still throw pretty well while holding a rifle in one hand.

< Message edited by Erik Rutins -- 5/11/2007 11:01:54 PM >


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to PhoenixD)
Post #: 42
RE: RELEASE: SageXCOM Mod b.004 - 5/11/2007 11:07:42 PM   
PhoenixD

 

Posts: 72
Joined: 5/7/2007
Status: offline
I meant accuracy for firing the rifle, actually.

Wisdom, voteslave: what version did the error start with? It sounds like its related..

(in reply to Erik Rutins)
Post #: 43
RE: RELEASE: SageXCOM Mod b.004 - 5/11/2007 11:09:31 PM   
SlapBone


Posts: 269
Joined: 7/27/2004
From: Houston, TX
Status: offline

quote:

ORIGINAL: Erik Rutins

Perhaps allow a grenade to be equipped together with a rifle/shotgun, but significantly increase the AP cost of throwing the grenade to reflect slinging the rifle or setting it aside to pull the pin and ready the grenade? I agree with some accuracy penalty, but it shouldn't be terrible - a person can still throw pretty well while holding a rifle in one hand.


I would agree with the AP cost but not the loss in accuracy (for the very reason you outlined). No soldier in history would ever have slung his rifle to two-hand a grenade.


_____________________________


(in reply to Erik Rutins)
Post #: 44
RE: RELEASE: SageXCOM Mod b.004 - 5/11/2007 11:32:23 PM   
sage

 

Posts: 204
Joined: 8/5/2004
Status: offline
You ever try to pull a grenade pin out with your teeth?

I agree that the current solution for rifles is hacky -- like I said, I do have mixed feelings about it. We'll work on something that is more elegant.

quote:


I would agree with the AP cost but not the loss in accuracy (for the very reason you outlined). No soldier in history would ever have slung his rifle to two-hand a grenade.



(in reply to SlapBone)
Post #: 45
RE: RELEASE: SageXCOM Mod b.004 - 5/11/2007 11:56:57 PM   
voteslave

 

Posts: 17
Joined: 12/18/2005
Status: offline

quote:

ORIGINAL: PhoenixD
Wisdom, voteslave: what version did the error start with? It sounds like its related..


i think it was after 0.4 but with the manual edit (deleted a couple of // i think)

(in reply to PhoenixD)
Post #: 46
RE: RELEASE: SageXCOM Mod b.004 - 5/12/2007 12:34:25 AM   
SlapBone


Posts: 269
Joined: 7/27/2004
From: Houston, TX
Status: offline

quote:

ORIGINAL: sage

You ever try to pull a grenade pin out with your teeth?



Which counts against the AP, but once the grenade (sans pin) is in the throwing hand, the guy is going to throw it as well as he ever could. He's definitely not going to stop, open up his pack, put his rifle in his pack (or on the ground), pull out the grenade, pull the pin, and then throw it...unless,you know, the alien stops to laugh his ass off.

Most common practice (military can correct me if I'm wrong), seems like it would be to tuck the rifle in the armpit, use the off hand to pull the pin, and then throw it...ok maybe I would sling it real quick, but not drop it on the ground.

I'm using the mod, so my bitch is that I want my left hand back, even if I take a hit on accuracy with the rifle while a grenade is in my hand. I don't mind going into the pack, putting a grenade in my hand, and then throwing it. I just hate having to move the rifle to do it. I'm not going to keep a grenade in my hand the whole time. Just when I want to throw one.

I haven't checked, are you guys charging less AP to grab from the belt and the shoulders than you are from the pack?

Anyway, good job on the mod. I have just this one bitch, but it almost made me mad enough to go back to Vanilla.


_____________________________


(in reply to sage)
Post #: 47
RE: RELEASE: SageXCOM Mod b.004 - 5/12/2007 12:38:15 AM   
sage

 

Posts: 204
Joined: 8/5/2004
Status: offline
AP costs are detailed in the readme.

You can easily reset the 2h value for rifle type weapons in scripts\test\config.xscr change twohands from 'true' to 'false' for each weapon you want change.


quote:

ORIGINAL: SlapBone


quote:

ORIGINAL: sage

You ever try to pull a grenade pin out with your teeth?



Which counts against the AP, but once the grenade (sans pin) is in the throwing hand, the guy is going to throw it as well as he ever could. He's definitely not going to stop, open up his pack, put his rifle in his pack (or on the ground), pull out the grenade, pull the pin, and then throw it...unless,you know, the alien stops to laugh his ass off.

Most common practice (military can correct me if I'm wrong), seems like it would be to tuck the rifle in the armpit, use the off hand to pull the pin, and then throw it...ok maybe I would sling it real quick, but not drop it on the ground.

I'm using the mod, so my bitch is that I want my left hand back, even if I take a hit on accuracy with the rifle while a grenade is in my hand. I don't mind going into the pack, putting a grenade in my hand, and then throwing it. I just hate having to move the rifle to do it. I'm not going to keep a grenade in my hand the whole time. Just when I want to throw one.

I haven't checked, are you guys charging less AP to grab from the belt and the shoulders than you are from the pack?

Anyway, good job on the mod. I have just this one bitch, but it almost made me mad enough to go back to Vanilla.



(in reply to SlapBone)
Post #: 48
RE: RELEASE: SageXCOM Mod b.004 - 5/12/2007 12:47:57 AM   
SlapBone


Posts: 269
Joined: 7/27/2004
From: Houston, TX
Status: offline

quote:

ORIGINAL: sage

AP costs are detailed in the readme.

You can easily reset the 2h value for rifle type weapons in scripts\test\config.xscr change twohands from 'true' to 'false' for each weapon you want change.




Oh, I see where the problem is now. I hope the tone of my posts were not too overbearing. You guys are really doing an awesome job.


_____________________________


(in reply to sage)
Post #: 49
RE: RELEASE: SageXCOM Mod b.004 - 5/12/2007 1:42:44 AM   
Wisdom

 

Posts: 2
Joined: 5/11/2007
Status: offline
I see this both at the base and the intercept screen. I had been using the second version of your release fine; skipped #3 (was there one?) and loaded 4 and 4.1 back to back. Problem started with 4.1 or 4, far as I can tell. I've tried clean install twice. Get the same error message every time; and only after futzing with inventory for a bit, hiring another squaddie and then saving the game. After doing these things, then clicking on a squaddie to remove him from a transport, I get the crash.

< Message edited by Wisdom -- 5/12/2007 1:47:32 AM >

(in reply to sage)
Post #: 50
RE: RELEASE: SageXCOM Mod b.004 - 5/12/2007 2:22:08 AM   
PhoenixD

 

Posts: 72
Joined: 5/7/2007
Status: offline
Hmm. Might be related to the inventory changes I made, might not. Does it happen if you refrain from hiring anyone?

(in reply to Wisdom)
Post #: 51
RE: RELEASE: SageXCOM Mod b.004 - 5/12/2007 8:39:58 AM   
sage

 

Posts: 204
Joined: 8/5/2004
Status: offline
No it's all good -- strong opinions are still good opinions! And I agree that this is the optimum system.

quote:

ORIGINAL: SlapBone



Oh, I see where the problem is now. I hope the tone of my posts were not too overbearing. You guys are really doing an awesome job.



(in reply to SlapBone)
Post #: 52
RE: RELEASE: SageXCOM Mod b.004 - 5/12/2007 5:10:37 PM   
Bolka

 

Posts: 13
Joined: 5/5/2007
Status: offline
Download not working...


(in reply to DrAtomic)
Post #: 53
RE: RELEASE: SageXCOM Mod b.004 - 5/12/2007 5:20:20 PM   
DrAtomic

 

Posts: 11
Joined: 5/4/2007
Status: offline

quote:

ORIGINAL: Bolka

Download not working...



Clear your browser cache and then try again, that worked for me.

Ps. is their a way to revert the changes in ranks and weapon names back? Esp. the new heavy laser name is a pain (can't even see how much ammo I've got in stock cept for going into buy/sell).

(in reply to Bolka)
Post #: 54
RE: RELEASE: SageXCOM Mod b.004 - 5/12/2007 5:35:55 PM   
Bolka

 

Posts: 13
Joined: 5/5/2007
Status: offline
I cleared all I could in every way I could think of, it still doesn't work. Either download fails, or key revoked

(in reply to DrAtomic)
Post #: 55
RE: RELEASE: SageXCOM Mod b.004 - 5/12/2007 9:05:10 PM   
Bolka

 

Posts: 13
Joined: 5/5/2007
Status: offline
 Could someone put this file somewhere it can be downloaded?
I am dying to play this mod, it sounds like it has all this game was missing....

(in reply to Bolka)
Post #: 56
RE: RELEASE: SageXCOM Mod b.004 - 5/12/2007 9:58:44 PM   
DrAtomic

 

Posts: 11
Joined: 5/4/2007
Status: offline
Try it from this link: http://hosted.filefront.com/jsage, or download the .4 version from there and manually add in the fix that makes it 0.41.

< Message edited by DrAtomic -- 5/12/2007 10:00:50 PM >

(in reply to Bolka)
Post #: 57
RE: RELEASE: SageXCOM Mod b.004 - 5/12/2007 10:03:50 PM   
sage

 

Posts: 204
Joined: 8/5/2004
Status: offline

quote:

ORIGINAL: Bolka

I cleared all I could in every way I could think of, it still doesn't work. Either download fails, or key revoked


Yeah, apologies, filefront is pretty unreliable.

(in reply to Bolka)
Post #: 58
RE: RELEASE: SageXCOM Mod b.004 - 5/13/2007 1:30:58 AM   
Bolka

 

Posts: 13
Joined: 5/5/2007
Status: offline

There's no way filefront will let me have a single bit of anything...

(in reply to sage)
Post #: 59
RE: RELEASE: SageXCOM Mod b.004 - 5/13/2007 2:12:09 AM   
Bolka

 

Posts: 13
Joined: 5/5/2007
Status: offline

Well, I got it. Just opened about 12 windows and made many requests at the same time. One of them eventually got through...

(in reply to Bolka)
Post #: 60
Page:   <<   < prev  1 [2] 3   next >   >>
All Forums >> [Current Games From Matrix.] >> [Discontinued Games] >> UFO: Extraterrestrials >> Mods and Tweaks >> RE: RELEASE: SageXCOM Mod b.004 Page: <<   < prev  1 [2] 3   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.609