07-17-12, 02:16 PM
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#16
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Ace of the Deep 
Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
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Quote:
Originally Posted by Trevally.
It looks like those values will be affected by things in your campaign - ships sunk, points gained etc.
The best way to test this will indeed be by single mission.
What we should do is make a mission with a ship out of range and watch how far away it is before it is drawn on your map by the hydro line and then at what range before it is called out.
This could also be done with the watch crew.
we should post the single mission here so we can all test with the same conditions.
We should also post what UPC setting we are using.

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Actually, Yes, we could all find out if we're getting the same results. However, the lifeboats mission is good too because it uses the soundman and the watchcrew immediately after the start. When I played it last night my soundman called out the contacts. I had removed three files. AND, another friend of ours just sent me his mod list which I helped him work on a bit. So we have a lot of common mods (his list is huge though). His soundman is working. So I'm going to have that to compare with as well.
I was really shocked that I got those results so fast last night.
Trev, I've never used any of these missions before and I was wondering if playing them alters your activated mods in any way. I noticed when I played the lifeboat check mission that even though my soundguy worked, my chief's character had changed back to the original. I use the alternate w' beards right now, so I was thinking maybe the soundman was working because more mods had been deactivated than I had done.
This might turn out to be as simple as switching mods around, but I would rather find the file that's causing the trouble. I know we're going to get this working, but I can't wait to have a working soundman.
Also; I'm not getting the contacts in the messagebox either. This may be even be more important.
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