The Convo Pack staff/contributor thread

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Teancum
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Re: The Convo Pack staff/contributor thread

Post 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.
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Re: The Convo Pack staff/contributor thread

Post 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.
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Re: The Convo Pack staff/contributor thread

Post by Lord Bardar »

where's the conv pack discussion thread thingy?
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Re: The Convo Pack staff/contributor thread

Post 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. :)
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Re: The Convo Pack staff/contributor thread

Post 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.
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Re: The Convo Pack staff/contributor thread

Post 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!
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Re: The Convo Pack staff/contributor thread

Post by Teancum »

Yeah, I'll be sure to get the loadscreen contributors on there, but the beta test list is too long.
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Re: The Convo Pack staff/contributor thread

Post 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
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Re: The Convo Pack staff/contributor thread

Post by Delta 47 »

I think you beat my 252 hours of total BF2 :P (I have played 10x more before I got XFire :lol: )
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Re: The Convo Pack staff/contributor thread

Post 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.
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Re: The Convo Pack staff/contributor thread

Post 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:





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Re: The Convo Pack staff/contributor thread

Post 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.
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Re: The Convo Pack staff/contributor thread

Post by RepSharpshooter »

Yes, it's quite easy to hex edit the position of a null. (fyi)
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Re: The Convo Pack staff/contributor thread

Post 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
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Re: The Convo Pack staff/contributor thread

Post by RepSharpshooter »

Those are for contrails only :? ?

ContrailAttachOffset = "3.0961 5.1504 -2.2966"
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Re: The Convo Pack staff/contributor thread

Post by DarthD.U.C.K. »

no they are not:

Code: Select all

FirePointExtraOffset = "0 0.3 2"
from syths bountyhunter backpackrockets odf
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Re: The Convo Pack staff/contributor thread

Post by RepSharpshooter »

Yeah I know fire point offset, I didn't think that was applicable to hp_active.
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Re: The Convo Pack staff/contributor thread

Post 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?
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Re: The Convo Pack staff/contributor thread

Post 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).
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Re: The Convo Pack staff/contributor thread

Post by wilkos »

does anyone has problems with space muunilist? because my game always crashes with that map
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