
Cant wait until 2.50 is out public so I can start using your mod again(don't want to use mods when im testing beta).
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This looks great, can't wait to have a play with this when you finished itLitauen wrote:I added captain's room and engineer's room (hope it will suite for the "Ready" room):
Another thing what bothers me too much is my 50 marines. Where are they packed in the Skunk? I put them on the deck for little stretching and got FPS drop from 35 to 14. Sadly I have to comment them out for the better future.
Litauen wrote:THIS IS SO BEAUTIFUL. Is there a way it could get even better?
Litauen wrote:Sure!
You bastard *looking at you with an angry face*Litauen wrote:Version update: v1.40 [...]
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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
/l、
゙(゚、 。 7
l、゙ ~ヽ /
じしf_, )ノ
Sheesh, I just finish making a video and you put up a completly new versionLitauen wrote:Version update: v1.40 Skunk in the garage, captain's room, engineer's room, more NPCs
Yea, I was thinking the same thing, I was half expecting to be transported to the bottom of the hanger so I could wander around and then eventually board the skunk..Peter Hull wrote:Truly amazing, and no noticeable fps problems. ... The only thing that bothers me is that the lift can't be used to enter the hanger!
I am playing the exact same situation as in this video on my crappy laptop@Tamina - what FPS drop do you get? How much FPS on the bridge and how much looking at the garage?
So there is already lots of fighter and capital action going on around me!
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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
/l、
゙(゚、 。 7
l、゙ ~ヽ /
じしf_, )ノ
@LitauenLitauen wrote:@Peter Hull - Thank you, should be fixed with v1.41
v1.41 Fix for active NPCs locations