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Originally Posted by martyr
Quote:
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Originally Posted by Renegade
Just a note: Fenring is also doing a mod called "YR 1.002"...
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I've just checked this out. It seems his is still in production whereas the UMP has already been released twice. Not that I'm trying to hold him back, but "YR 1.002" is a name that I don't think one deserves to use for a mod that is changing almost everything and adding new stuff. I wasn't too sure if using 1.002 on the UMP would be well received, but at least the UMP is only trying to fix definite bugs with unmodified Yuri's Revenge. I have also stated quite clearly that it is not a real patch and is not official. Hopefully Fenring will consider a name change. Many of his mod plans seem good so a more mod-esque name would appeal.
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The sad thing is Fenring is certainly not someone that anyone would mistake for being original or creative. Or honest for that matter... I doubt he would change the name unless he was publicly embarrassed into doing so (speaking from some experience from past events concerning him).
Oh and on the base defenses stuff.
Patriot Missile: should be a Burst=2 weapon (with damage halved of course). PrimaryFireFLH=90,75,105 and SecondaryFireFLH= should be removed.
Sentry Gun: also a Burst=2 weapon with damage halved. PrimaryFireFLH=103,22,100
Flak Cannon plays its firing animation too low. PrimaryFireFLH=140,0,220
Grand Cannon: Funny fixes that require both rules and art changes. In the art: PrimaryFireFLH=365,0,340 - and in the rules: FireAngle=16
Need both changes and then it actually seems to fire from the end of the barrel instead of the base.
Not sure if this was mentioned before but here's the fixed tech airport art code. Else you get lots of 'hidden objects' behind it that aren't hidden, and anything in front of it "hides" the airport.
CanHideThings=true
CanBeHidden=false
OccupyHeight=3
AddOccupy1=-2,0
AddOccupy2=-3,-1
RemoveOccupy1=1,-1
And the tech power plant needs this or the flag won't animate until it's captured:
ActiveAnimPowered=no