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Re: The Convo Pack staff/contributor thread

Posted: Thu May 01, 2008 11:05 pm
by Teancum
I have a copy on my hard drive. I collected about 98% of the bugs listed before the thread got axed, but most of the bugs have been updated to green status, so it's not an accurate list as to what's broken.

Re: The Convo Pack staff/contributor thread

Posted: Sat May 03, 2008 9:18 pm
by SlyCoopersButt
Well that really sounds like good progress! In that case I guess it's not important until extensive testing is done of the final phoenix patch by everyone.

Re: The Convo Pack staff/contributor thread

Posted: Thu May 08, 2008 6:57 pm
by Lord Bardar
where's the conv pack discussion thread thingy?

Re: The Convo Pack staff/contributor thread

Posted: Thu May 08, 2008 11:28 pm
by AQT
Lord Bardar wrote:where's the conv pack discussion thread thingy?
Apparently that thread got deleted.

Teancum, thanks for putting me on the Conversion Pack credits list. I'm glad I could help with this great project. :)

Re: The Convo Pack staff/contributor thread

Posted: Fri May 16, 2008 5:37 pm
by AlexSecura
Thanks,Tean for adding me to te Final List :P I hope you will use them in the Final Version.I remember me good in spending numeorus hours in making the Descriptions.It was a pleasure for me as nonmodder to help out in this way.Think they went very good.
Teancum wrote:All contributions ever, aside from beta testing. That's way too long of a list. :P
agreed but dont forget most of testers spended in the past some endless hours in playing through the ConversionPack 1.7 to 1.9. with all its updates,so i think the list canbe endless ,they are worth to be mentioned.

Sorry for not being a very helpfull tester the last time. :? but im too busy in making Glamourshots. :angel:
eh and you removed Loadscreens from the list.

Re: The Convo Pack staff/contributor thread

Posted: Fri May 16, 2008 7:26 pm
by SlyCoopersButt
The list is already a mile long now and I personally don't think it would hurt at all if the extra quarter mile of 2 or so dozen beta testers were added on the list. After all it gives people a bit of a drive or encouragement to do their best to be recognized as someone who helped make the pack what it is!

Re: The Convo Pack staff/contributor thread

Posted: Fri May 16, 2008 11:35 pm
by Teancum
Yeah, I'll be sure to get the loadscreen contributors on there, but the beta test list is too long.

Re: The Convo Pack staff/contributor thread

Posted: Sat May 17, 2008 11:36 am
by Fusion
And for those that are wondering why I'm on the list for beta testing...

http://www.xfire.com/profile/cmdrfusion/

See how many hours I have clocked into BFII? I only played it with xfire when I was testing. :P

Re: The Convo Pack staff/contributor thread

Posted: Sun May 18, 2008 6:19 pm
by Delta 47
I think you beat my 252 hours of total BF2 :P (I have played 10x more before I got XFire :lol: )

Re: The Convo Pack staff/contributor thread

Posted: Mon May 26, 2008 10:18 pm
by Teancum
@ Rekubot -- I'd love to use your pistol, but is it possible to get the offset fixed on the pistol? It seems to be a little to far forward.
Hidden/Spoiler:
Image

Re: The Convo Pack staff/contributor thread

Posted: Wed May 28, 2008 6:01 pm
by jawajuice
@ Rekubot -- I'd love to use your pistol, but is it possible to get the offset fixed on the pistol? It seems to be a little to far forward.


Yeah that's true. (Look at his right hand; his finger isn't on the trigger). Besides that, it looks awsome. :yes:





:jawa:

Re: The Convo Pack staff/contributor thread

Posted: Wed Jun 04, 2008 8:50 am
by Rekubot
Sorry Teancum. I've been searching around in the depths of the PC but I can't find the original scene file. I've tried downloading the model and importing it into XSI but there are way too many bad polygons and it comes out into a weird shape. Unless there's a way to hex edit the position of the null there's not much I can do, save from modeling it again.

Re: The Convo Pack staff/contributor thread

Posted: Sat Jun 28, 2008 10:59 am
by RepSharpshooter
Yes, it's quite easy to hex edit the position of a null. (fyi)

Re: The Convo Pack staff/contributor thread

Posted: Mon Jun 30, 2008 8:54 am
by DarthD.U.C.K.
you dont have to hexedit
you can easily edit the null via odf, look into the ties contrailsection for more info :P

Re: The Convo Pack staff/contributor thread

Posted: Wed Jul 02, 2008 1:14 pm
by RepSharpshooter
Those are for contrails only :? ?

ContrailAttachOffset = "3.0961 5.1504 -2.2966"

Re: The Convo Pack staff/contributor thread

Posted: Fri Jul 04, 2008 11:14 am
by DarthD.U.C.K.
no they are not:

Code: Select all

FirePointExtraOffset = "0 0.3 2"
from syths bountyhunter backpackrockets odf

Re: The Convo Pack staff/contributor thread

Posted: Sat Jul 05, 2008 10:25 pm
by RepSharpshooter
Yeah I know fire point offset, I didn't think that was applicable to hp_active.

Re: The Convo Pack staff/contributor thread

Posted: Sun Jul 06, 2008 11:15 am
by DarthD.U.C.K.
i thought you mean the firepoint offset :oops:
why doesnt someone import the pistol into xsi and reimports it with correct grippoint?

Re: The Convo Pack staff/contributor thread

Posted: Tue Jul 08, 2008 9:09 am
by RepSharpshooter
Rekubot wrote:Sorry Teancum. I've been searching around in the depths of the PC but I can't find the original scene file. I've tried downloading the model and importing it into XSI but there are way too many bad polygons and it comes out into a weird shape. Unless there's a way to hex edit the position of the null there's not much I can do, save from modeling it again.
But anyways I think this is inconsequential in the scheme of things, just wanted to point out IF a situation like this occurs, it is indeed possible to hex edit a null in the msh file (easily).

Re: The Convo Pack staff/contributor thread

Posted: Sun Aug 17, 2008 8:30 pm
by wilkos
does anyone has problems with space muunilist? because my game always crashes with that map