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Wilson

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About Wilson

  • Birthday 10/10/1981

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    http://www.militarygamers.com

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  1. Understood, Enigma, but v32.13 was supposed to be the stable RC for live, and it's been hotfixed four (or more in IWBUMS?) times in just a couple days. My point is if there's game-breaking bugs in these, or they introduced crashes, then they should have stayed on the IWBUMS Beta side until the next stable release candidate. So on the live side we might jump from v32.13 to v32.16 instead of getting the same number of fast updates as the IWBUMS branch. It really only affects the modding community and those that prefer to play a modded version of the game, but we're out there increasing the visibility and popularity of the game too, so some small consideration should be made so that we're not constantly having to take our mods down, our servers offline, cut into playing time, etc. I've already lost a few players on the server because they just don't feel like figuring out how to adjust to the latest release multiple times a day.
  2. v32.16 is in the live branch now. Not sure if you were joking or not about a v32.17 being in IWBUMS since we're not in it anymore. They need to leave these updates in the IWBUMS branch longer, methinks. We shouldn't have to contend with more than one update per week, generally on a scheduled day/time on the live side.
  3. It appears IWBUMS is on 32.15, however the main is on 32.14. I expect the branch to drop to the main one soon, as there are noted crash reports and patches fixed between 14 and 15. Does ML v1.04 work with v32.15?
  4. Did this v32.15 hotfix get deployed to the live branch? I checked for an update (even verified the files) but there wasn't any and my server console is still showing v32.14. We moved our server off of IWBUMS to the live version as soon as 32 dropped. We don't plan to ever go back to IWBUMS unless ORGM mod requires it.
  5. Now I think they're just playing with you... As soon as you released v1.04 for 32.13 they went and released 32.14...
  6. You're moving off of the IWBUMS build and sticking to 32.X once it moves to the live branch, right? At this rate I have to take our server down a couple times a day and all we're using is IWBUMS + ORGM (+ML). I'm glad the developers are making swift progress, but it's hard to keep up!
  7. No problem... BUT, find another BIG one (No joke) i think you may have problems/troubles with guns that we can change the ammo used... This time is the Revolver Colt Python so he's default ammo is .357 Magnum no problem with this ammo, it's work perfectly : reload, aim shoot OKAY, but i find one in a bedroom with couple rounds of .357 AND .38 special rounds, and after using all my .357 magnum rounds i want to use the .38 special round that i also found...It's began to be complicated a this moment, so i try to be more precise as i can : 1) I change ( like the Vepr-12 AND the Mosin Nagant) the ammo used, so at the revolver i click "Use for .38 Special rounds", remember when find the guns i also find six .38 special rounds. 2) The gun ammo have change, now i have Colt Python (.38) , so i press the touch R on my keyboard to reload the revolver didn't work.. 3) I decide to manually by clicking on the gun at "Reload" it's work my character reload the guns with my couple rounds of .38 and then i shoot with the revolver... EMPTY GUN ! I look about the guns ammo it's say 6/8 .38 special rounds, but when i shoot it does make the noise that you heard when the gun is empty, but i reload it before ! It's very strange. May you want screenshots / video that i can show you (sorry i delete the game with the problem of Mosin Nagant and the Vepr 12) but for now i kept the game with the Colt Python and is strange ammo problem. Cheers, Another nice one! This is an interesting issue... What is going on is that my conversion script takes the original gun removes any ammo if it needs to, then adds a converted gun with the same ModData as the original and deletes the original. This works perfectly in normal circumstances. What you are experiencing is yet another thing I did not account for. If you have the gun equipped when you make the conversion, it deletes the gunfrom your inventory and adds the converted one but for some reason the old gun stays equipped in your hand. So when you hit "R" you are reloading the original gun. This is not a duping issue as it is fixed if you equip the converted gun or any other item. I have no idea how the gun would have 6/8 rounds... I checked the Colt Python 38 myself and when I loaded it, it only went to 6/6... Anyway, Now I have to figure out how to delete the gun in your hand before the weekend! Edit: Easier than I thought...I fixed this one (I think). Will release this weekend! That explains why my Mossberg 590 was borked after I switched from buckshot to slugs and back. Is 'X' (or whatever keybind is configured for rack firearm) supposed to reload the weapon? Actually, I tried 'R' for the first time after reading this thread, and 'lo and behold that works, even though 'X' (default?) is my keybind and has never worked. Learn something every day... Since it appears the broken ammo canisters are a 32.9 issue, I'll cease discussing it here since it's unrelated to ORGM. Thanks for the info. again, Enigma!
  8. It happened with some 5.7x28mm ammo too. We just stick them in zombie bodies so they go away. The icon is yours, plus a red "X". And says "Broken..." It's always canisters and not boxes, if that helps. When it happens again, we'll post screenshots.
  9. The v32.9 IWBUMS Beta introduced new UI features that aren't compatible with ML, FYI.
  10. Anyone had problems with ammo duplicating itself and causing "Broken Canister of..."? I am now trying to figure out how to permanently remove over 10K rounds of bugged out 12 gauge buckshot ammo from our server... Servers really need the ability to cleanup non-container items on the ground just to keep things tidy.
  11. Thanks for the speedy update, Jab. ORGM is looking good once again!
  12. I took our dedicated server offline until this is updated so ORGM is working again. Looking forward to an update soon! Cheers! EDIT: Well, it appears the guns still work, they're just invisible so I've put the server back online. Hopefully ModelLoader gets updated soon.
  13. Yep, I did, but the mod is currently deadish until Jab uploads an updated version of his ModLoader (which should be later today) then I should be releasing a stable release later this weekend. EDIT: Welcome back by the way We discovered this last night... We had a new member trying to get on the server so he was on 32.7 while all of us and the server were still running 32.6. Well, we made the mistake of updating the server and all clients so we were all on the same update. Now all the guns are broked. I might have to shut down the server until Jab updates ModelLoader. It's completely hosed at the moment. EDIT: Well, it appears the guns still work, they're just invisible so I've put the server back online. Hopefully ModelLoader gets updated soon.
  14. By the way, as a quick update, it works fine on our dedicated server. I found a Lee Enfield No. 4 earlier tonight along with some 7.62x51 ammo. I was just having some bad luck is all. I went ahead and installed the "No3dmodels" folder because I thought you had to, but from how it sounds, I don't need it so I will remove that and make a note to my community.
  15. Thanks for the responses. So it sounds like I need to do a bit more exploring then report back on my findings. That shouldn't be a problem as I will be back at it again tonight and should have some friends along as well.
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