HITP 2.0 Feedback

Discussion in 'Mod Support & Feedback' started by JFrank(GD), Mar 20, 2005.

Thread Status:
Not open for further replies.
  1. Lt.Yorkshire Private

    Contributions:
    5
    Some things that hope to be changed.

    Can you possibly make the medpack heal faster? It goes like 1 health per second. Maybe make it like 5 per second?? And the next thing is the Radio.. Could you possibly make it so you can only call in artillary every 2 minutes or so because its always going off! Well please think of changing these things and keep up the good work. 2.0 is a succesful mod and its rocks BUTT! Also is there a way that you can only find HitP servers when you load it up? I only find regular Allied Assault servers and no Hitp server. I have to use Gamespy.

    Lt.Yorkshire[IMG]
    [IMG]
  2. zaney Private

    Contributions:
    33
    PREMIUM
    I Donated
    Yes, I totally agree with you on both accounts.
  3. JFrank(GD) TMT RELIC

    Contributions:
    106
    Specialties:
    Pure Gamer
    Processing:
    Graphics:
  4. Spockman Private

    Contributions:
    1
    I must say the biggest complaints I hear from my players is the about freakin' leaners. Guys wobbling back and forth like a bunch of penguins. They are why we gave up on AA for SH. Give us a way to blow up the lean-runners and we'll be very happy!

    Sounds are a close second to the leaners and a few (very few) are complaining about the amount of shots it takes to kill. Of course, we haven't started to mod this thing so they'll just have to keep complaining about that!

    Great RTM for 2.0! We have double the number of PA players already and it's growing quickly. Also have a lot of guys ready for 2.01.
  5. [2347]Cpt.Bluehawk Private

    Contributions:
    2
    Well I just got back from playing for 2 hours or so.

    I don't really think HITP needs BHR as I promised, most of the weapons have realistic damage and rate of fire (assuming the BAR is on slow-fire). I'd reduce the grenades to 2 per spawn but other than that it's pretty good.

    Besides, having seen the good old MOHAA spirit ( :mad: ), I don't think anyone would want total realism.
  6. TheStorm Administrator

    Contributions:
    26
    Specialties:
    Mapper, Scripting
    Processing:
    Graphics:
    I will look in to a the medic and the amount of healt! The radioman is allready limited and it works, even if each team have 10 radiomen only one at the time can (each team) call for a strike, and the strike must finish + (delay that I don't remember) before next strike can be called in!
  7. Maxx130 ****General

    Contributions:
    50
    Specialties:
    Mapper, Textures
    Processing:
    Graphics:
    PREMIUM
    I Donated
    As for the delay....it's set for 30 seconds after the last round falls before you can call another strike.
  8. MrBlonde Private

    Contributions:
    0
    I personally think it should stay like that. As for the medic... the heal rate definitely needs to be a little faster.
  9. Mj Private

    Contributions:
    21
    Ok, I played for about 2 hours yesterday with an avg. of 8 people throughout.

    It was a mix between excellent and confusing...

    The maps tend to be very winding, and we all often got lost :( I.E. maps like Senjoi Shima (apologies for the spelling) need about 20 people to play. Maps like Bunker, I felt captured the spirit tremendously - I loved that map. Of course all the maps had a few bugs, but the overall FPS was awful on my old PC (although you did excuse yourself in the readme :) ) but athough it was bad, the effect you created with the foliage was awesome! Even on Low settings it looked great (compliments to Balr14 and the texture team :bigrin: )

    I cant really comment on the models, as all my settings were on low, but they looked awesome anyway! (maybe some hand-fitting required, though!)

    The weapons systems need a little more balancing - the M1 needs to be less accurate at range, and the Japanese BAR (can't remember name :sick: ) needs a little more power. There are others, but I'll let you chaps decide :) Oh - the mortar needs finite ammo - maybe 10?

    I've fixed the M1 bullet hud, and given the mortar 10 rounds - and i'll have a map for you soon, maybe :bigrin:

    I can't give it an accurate overall score because I havn't really played enough yet... ATM you get 7.5/10 - with 2.0.1 that should rise to 8.5 :zzohyah:

    Well done chaps - the score I gave the original MoH is only 7/10

    Great mod, with a little polishing it'll be a greater mod :bigrin:

    Compliments,
    Mj
  10. MrBlonde Private

    Contributions:
    0
    Senjoi Shima is one of the most enjoyable maps. I especially like the night version. Once you learn to get around on that map... you'll love it. We had a blast on the map with six ppl... mainly because we were all trying to get our hands on the flame thrower.:)
  11. JayRok Private

    Contributions:
    0
    My Main Concerns

    The thompson needs to be toned down quite a lot. I know it's powerful realistically, but this thing is basically an automatic mauser in HITP 2.0, you can pick people off from a very far distance in about 2-3 shots.
    With a clip size of 50, this weapon needs to be dramatically toned down for the Axis players to at least have a chance against it.
    The Allies have two greatly powered weapons at their disposal, the Carbine and the Thompson. The Axis only have one weapon with power, being the Sniper Rifle. I understand realistically that the Japanese weapons weren't as powerful as the Allied arsenal, but this is a video game after all, :p.

    I'll agree with the notion of moving the medic health rate up to 5 per second, it's time costing to stand there and heal 20 or so health back to your teammates. Also, regarding the Air Strikes, this is one of the best features in the game. Is it possible to limit 1 Radio man per team? Or limit the amount of Air Strikes that can be called per map, or per life?
    People are calling airstrikes as if it's their only weapon.

    Spawn points are sometimes nerve racking. On some maps I'll spawn either in front of or directly behind an opponent. Also on a few of the maps, the Allies don't have much of a chance being that they only spawn in one area, causes Axis camping to be at an all time record high.

    Definitely not trying to put more work onto the HITP Team, just giving my input. Take care guys.
  12. Creaper Gunnery Sergeant

    Contributions:
    244
    i would like to thank you for this GREAT mod
    with that said there are a few bugs and gliches we found objmap 6 alliedant get the axis flag and the axis cant put the flag at there base cause we cant get to the axis base
    and dmhitp17 the alies cant get off the beach cause the axis snipes you coming from the higgens boat
    you need to add better spawns and get rid of the prone mod
    and the mounted guns have no fire sound 30cal mostly
    but all in all this mod works fine [IMG]
  13. zaney Private

    Contributions:
    33
    PREMIUM
    I Donated
    Thanks for the feedback. This is another thing we can probably fix within the next patch.
  14. JFrank(GD) TMT RELIC

    Contributions:
    106
    Specialties:
    Pure Gamer
    Processing:
    Graphics:
    All on the team see that the weapons are not balanced and those few mentioned are way too powerful. We are targeting weapon balanceing for patch 2.0.1 this weekend.

    Airstrikes can only be called one at a time by a team.....no matter how many radiomen are on a team. From the feedback we are getting we may increase the delay between strikes that can be called. We have not had enough yet to mark this for 2.0.1. If more comes in soon it will be marked for 2.0.2 and/or whatever patch comes along where the majority of the feedback is clear as to what action to take.

    Please help us on the map issues. We are planning to fix these in a major 2.1 patch (If source files for the map exist). We need you help though. If you can provide map numbers and locations within those maps that would be great.

    OBJhitp06 - Hill210 will be removed once we get to patch 2.1. This map was a test for the CTF gameplay back before 1.0 was released. The brush terrain can be tough to nav but you can get to the axis flag. The bad part is we dont have the source map file as you see the bsp today. When patch 2.1 comes out we will release the unfinished source map file and remove it from the list of playable maps. If the feedback says the team should remake the map then we will consider that also.

    DMhitp17 - Landing Beach is a map that was quickly put together for a higgins test. After playing the test map the team choose to complete it and release it. We are aware of its "cover" issues and have it marked for patch 2.1 to be fixed.

    Prone was not to be in 2.0 and will be removed in 2.0.1

    The sound bug with the mounted MG guns will be fixed in 2.0.1

    Great feedback guys....keep it coming. :)

    As long as the community supports this mod we will work hard in giving them what they want. Again this mod is by the community, for the community.
  15. Boomer Hermannus Cockelspel

    Contributions:
    33
    Specialties:
    Pure Gamer
    Processing:
    Graphics:
    PREMIUM
    I Donated
    Found an issue with Sejou- SHima. There is a hole in the side of the mountain at the beach.
  16. Creaper Gunnery Sergeant

    Contributions:
    244
    this happens in the console for map htip00
    and my server crashed
    and sry if this is to long but this is the cut down ver.

    Code:
    animate::SurfaceCommand : group clip not found.
    ERROR: Entity::Sound: snd_noammo needs an alias in ubersound.scr or uberdialog.scr - Please fix.
    Cvar_Set2: com_errorMessage Level::AllocEdict: no free edicts
    ********************
    ERROR: Level::AllocEdict: no free edicts
    ********************
    ----- Server Shutdown -----
    ==== ShutdownGame ====
    Cvar_Set2: session 2
    Cvar_Set2: session1 sniper 1 0
    Cvar_Set2: session6 smg 4 0
    Cvar_Set2: session7 mg 4 0
    Cvar_Set2: session8 shotgun 3 0
    Cvar_Set2: session9 mg 3 0
    Cvar_Set2: session10 sniper 4 0
    Cvar_Set2: session11 sniper 3 0
    Cvar_Set2: session12 smg 3 0
    Cvar_Set2: g_scoreboardpicover 
    Cvar_Set2: bosshealth 0
    Cvar_Set2: g_scoreboardpicover 
    Cvar_Set2: sv_running 0
    ---------------------------
    this happens as the map is running:
    
    ==== CleanupGame ====
    Cvar_Set2: session 2
    Cvar_Set2: g_scoreboardpicover 
    Cvar_Set2: bosshealth 0
    CM_LoadMap( maps/dm/dmhitp00.bsp, 0 )
    ^~^~^ Can't find textures/general_industrial/utilboxtop.tga
    ^~^~^ Can't find textures/general_industrial/utilboxside.tga
    ^~^~^ Can't find textures/general_industrial/utilboxfront.tga
    ^~^~^ Can't find textures/interior/trenchwall1.tga
    ^~^~^ Can't find textures/general_industrial/deckgrate_set1b.tga
    ^~^~^ Can't find textures/misc_outside/bocroad.tga
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    WARNING: CM_AddFacetBevels... invalid bevel
    Cvar_Set2: sv_mapChecksum -665551744
    Cvar_Set2: mapname dm/dmhitp00
    Cvar_Set2: sv_serverid 98043350
    Adding script: 'dm/dmhitp00_precache.scr'
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/weapons/nambu14/Nambu14_fire.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/weapons/nambu14/Nambu14.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/weapons/nambu14/Nambu14_reload.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/weapons/m1_Garand/garand_fire1.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/weapons/m1_Garand/garand_reload1.skc
    Tiki:LoadAnim Couldn't load models/ammo/garandclip/garand_clipreload1.skd
    ^~^~^ Model 'models/ammo/garand_clip_reload.tik' has no skelmodel
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/weapons/kar98/type99.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/weapons/kar98/rechamber_type99.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/weapons/kar98/reload_type99.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/weapons/KAR98sniper/arisaka-sniper.skc
    TIKI_InitTiki: could not find surface 'drum' in 'models/weapons/thompsonsmg.tik' (check referenced skb/skd files).
    Skeletor CacheAnimSkel: Could not open binary file models/ammo/barclip/thompsonclip.skc
    TIKI_InitTiki: Failed to load animation 'models/ammo/barclip/thompsonclip.skc' at models/ammo/thompson_clip.tik, line: 12
    TIKI_InitTiki: No valid animations found in models/ammo/thompson_clip.tik.
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/weapons/mp40/type100-fire.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/weapons/mp40/type100.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/weapons/mp40/type100-reload.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/ammo/type100-clip/type100-clip.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/weapons/mp44/type-96.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/weapons/mp44/type-96-reload.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/ammo/mp44_clip/type96_clip.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/weapons/panzerschreck/type97-mortar.skc
    TIKI_FixFrameNum: illegal frame number 69 (total: 1) in anim 'reload' in 'models/weapons/bazooka.tik'
    TIKI_FixFrameNum: illegal frame number 69 (total: 1) in anim 'reload' in 'models/weapons/panzerschreck.tik'
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/weapons/steilhandgranate/type97-grenade.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/projectiles/steilhandgranate/type97-grenade.skc
    TIKI_InitTiki: could not find surface 'ropes' in 'models/vehicles/kingtank.tik' (check referenced skb/skd files).
    TIKI_InitTiki: could not find surface 'jeep2' in 'models/vehicles/jeep.tik' (check referenced skb/skd files).
    ^~^~^ Event 'dmturnspeed' does not exist.
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/human/animation/viewmodel/hitp-medikit/hitp-medikit-idle.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/human/animation/viewmodel/type100/type100_reload2.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/human/animation/viewmodel/mp44/type96_pullout.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/human/animation/viewmodel/mp44/type96_reload.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/human/animation/viewmodel/mortar/mortar_fire.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/human/animation/viewmodel/mortar/mortar_idle.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/human/animation/viewmodel/mortar/mortar_reload.skc
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/human/animation/viewmodel/type100/type100_fire.skc
    WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/human/animation/viewmodel/type100/type100_idle.skc
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    ^~^~^ Can't find models/player/allied_oss.tik
    Tiki:LoadFile Couldn't load models/player/allied_oss.tik
    ^~^~^ Can't find models/player/allied_oss_fps.tik
    Tiki:LoadFile Couldn't load models/player/allied_oss_fps.tik
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    ^~^~^ Can't find models/player/german_elite_gestapo.tik
    Tiki:LoadFile Couldn't load models/player/german_elite_gestapo.tik
    ^~^~^ Can't find models/player/german_elite_gestapo_fps.tik
    Tiki:LoadFile Couldn't load models/player/german_elite_gestapo_fps.tik
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    ^~^~^ Can't find models/player/german_winter1.tik
    Tiki:LoadFile Couldn't load models/player/german_winter1.tik
    ^~^~^ Can't find models/player/german_winter1_fps.tik
    Tiki:LoadFile Couldn't load models/player/german_winter1_fps.tik
    ^~^~^ Can't find models/player/german_winter2.tik
    Tiki:LoadFile Couldn't load models/player/german_winter2.tik
    ^~^~^ Can't find models/player/german_winter2_fps.tik
    Tiki:LoadFile Couldn't load models/player/german_winter2_fps.tik
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    ^~^~^ Box data is corrupted for 'models/human/allied_pilot/allied_pilot.skd'
    ^~^~^ Morph targets data is corrupted for 'models/human/allied_pilot/allied_pilot.skd'
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    Channel named Bip01 L Clavicle pos not added. (Bone will not work without it)
    Channel named Bip01 R Clavicle pos not added. (Bone will not work without it)
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_ParseSetup: unknown setup command 'init' in 'models/player/allied_aussie_jungle.tik' on line 56, skipping line.
    TIKI_ParseSetup: unknown setup command '{' in 'models/player/allied_aussie_jungle.tik' on line 57, skipping line.
    TIKI_ParseSetup: unknown setup command 'client' in 'models/player/allied_aussie_jungle.tik' on line 58, skipping line.
    TIKI_ParseSetup: unknown setup command '{' in 'models/player/allied_aussie_jungle.tik' on line 59, skipping line.
    TIKI_LoadTIKIfile: unknown section server in models/player/allied_aussie_jungle.tik on line 62, skipping line.
    TIKI_LoadTIKIfile: unknown section { in models/player/allied_aussie_jungle.tik on line 63, skipping line.
    TIKI_LoadTIKIfile: unknown section voicetype in models/player/allied_aussie_jungle.tik on line 64, skipping line.
    TIKI_LoadTIKIfile: unknown section } in models/player/allied_aussie_jungle.tik on line 65, skipping line.
    TIKI_LoadTIKIfile: unknown section } in models/player/allied_aussie_jungle.tik on line 66, skipping line.
    Channel named Bip01 Spine pos not added. (Bone will not work without it)
    Channel named Bip01 Spine1 pos not added. (Bone will not work without it)
    Channel named Bip01 Spine2 pos not added. (Bone will not work without it)
    Channel named Bip01 Neck pos not added. (Bone will not work without it)
    Channel named Bip01 Head pos not added. (Bone will not work without it)
    Channel named Bip01 L Clavicle pos not added. (Bone will not work without it)
    Channel named Bip01 L UpperArm pos not added. (Bone will not work without it)
    Channel named Bip01 L Forearm pos not added. (Bone will not work without it)
    Channel named Bip01 L Hand pos not added. (Bone will not work without it)
    Channel named Bip01 R Clavicle pos not added. (Bone will not work without it)
    Channel named Bip01 R UpperArm pos not added. (Bone will not work without it)
    Channel named Bip01 R Forearm pos not added. (Bone will not work without it)
    Channel named Bip01 R Hand pos not added. (Bone will not work without it)
    Channel named Bip01 Spine pos not added. (Bone will not work without it)
    Channel named Bip01 Spine1 pos not added. (Bone will not work without it)
    Channel named Bip01 Spine2 pos not added. (Bone will not work without it)
    Channel named Bip01 Neck pos not added. (Bone will not work without it)
    Channel named Bip01 Head pos not added. (Bone will not work without it)
    Channel named Bip01 L Clavicle pos not added. (Bone will not work without it)
    Channel named Bip01 L UpperArm pos not added. (Bone will not work without it)
    Channel named Bip01 L Forearm pos not added. (Bone will not work without it)
    Channel named Bip01 L Hand pos not added. (Bone will not work without it)
    Channel named Bip01 R Clavicle pos not added. (Bone will not work without it)
    Channel named Bip01 R UpperArm pos not added. (Bone will not work without it)
    Channel named Bip01 R Forearm pos not added. (Bone will not work without it)
    Channel named Bip01 R Hand pos not added. (Bone will not work without it)
    Channel named Bip01 Spine pos not added. (Bone will not work without it)
    Channel named Bip01 Spine1 pos not added. (Bone will not work without it)
    Channel named Bip01 Spine2 pos not added. (Bone will not work without it)
    Channel named Bip01 Neck pos not added. (Bone will not work without it)
    Channel named Bip01 Head pos not added. (Bone will not work without it)
    Channel named Bip01 L Clavicle pos not added. (Bone will not work without it)
    Channel named Bip01 L UpperArm pos not added. (Bone will not work without it)
    Channel named Bip01 L Forearm pos not added. (Bone will not work without it)
    Channel named Bip01 L Hand pos not added. (Bone will not work without it)
    Channel named Bip01 R Clavicle pos not added. (Bone will not work without it)
    Channel named Bip01 R UpperArm pos not added. (Bone will not work without it)
    Channel named Bip01 R Forearm pos not added. (Bone will not work without it)
    Channel named Bip01 R Hand pos not added. (Bone will not work without it)
    Channel named Bip01 Spine pos not added. (Bone will not work without it)
    Channel named Bip01 Spine1 pos not added. (Bone will not work without it)
    Channel named Bip01 Spine2 pos not added. (Bone will not work without it)
    Channel named Bip01 Neck pos not added. (Bone will not work without it)
    Channel named Bip01 Head pos not added. (Bone will not work without it)
    Channel named Bip01 L Clavicle pos not added. (Bone will not work without it)
    Channel named Bip01 L UpperArm pos not added. (Bone will not work without it)
    Channel named Bip01 L Forearm pos not added. (Bone will not work without it)
    Channel named Bip01 L Hand pos not added. (Bone will not work without it)
    Channel named Bip01 R Clavicle pos not added. (Bone will not work without it)
    Channel named Bip01 R UpperArm pos not added. (Bone will not work without it)
    Channel named Bip01 R Forearm pos not added. (Bone will not work without it)
    Channel named Bip01 R Hand pos not added. (Bone will not work without it)
    Channel named Bip01 Spine pos not added. (Bone will not work without it)
    Channel named Bip01 Spine1 pos not added. (Bone will not work without it)
    Channel named Bip01 Spine2 pos not added. (Bone will not work without it)
    Channel named Bip01 Neck pos not added. (Bone will not work without it)
    Channel named Bip01 Head pos not added. (Bone will not work without it)
    Channel named Bip01 L Clavicle pos not added. (Bone will not work without it)
    Channel named Bip01 L UpperArm pos not added. (Bone will not work without it)
    Channel named Bip01 L Forearm pos not added. (Bone will not work without it)
    Channel named Bip01 L Hand pos not added. (Bone will not work without it)
    Channel named Bip01 R Clavicle pos not added. (Bone will not work without it)
    Channel named Bip01 R UpperArm pos not added. (Bone will not work without it)
    Channel named Bip01 R Forearm pos not added. (Bone will not work without it)
    Channel named Bip01 R Hand pos not added. (Bone will not work without it)
    Channel named Bip01 Spine pos not added. (Bone will not work without it)
    Channel named Bip01 Spine1 pos not added. (Bone will not work without it)
    Channel named Bip01 Spine2 pos not added. (Bone will not work without it)
    Channel named Bip01 Neck pos not added. (Bone will not work without it)
    Channel named Bip01 Head pos not added. (Bone will not work without it)
    Channel named Bip01 L Clavicle pos not added. (Bone will not work without it)
    Channel named Bip01 L UpperArm pos not added. (Bone will not work without it)
    Channel named Bip01 L Forearm pos not added. (Bone will not work without it)
    Channel named Bip01 L Hand pos not added. (Bone will not work without it)
    Channel named Bip01 R Clavicle pos not added. (Bone will not work without it)
    Channel named Bip01 R UpperArm pos not added. (Bone will not work without it)
    Channel named Bip01 R Forearm pos not added. (Bone will not work without it)
    Channel named Bip01 R Hand pos not added. (Bone will not work without it)
    Channel named Bip01 Spine pos not added. (Bone will not work without it)
    Channel named Bip01 Spine1 pos not added. (Bone will not work without it)
    Channel named Bip01 Spine2 pos not added. (Bone will not work without it)
    Channel named Bip01 Neck pos not added. (Bone will not work without it)
    Channel named Bip01 Head pos not added. (Bone will not work without it)
    Channel named Bip01 L Clavicle pos not added. (Bone will not work without it)
    Channel named Bip01 L UpperArm pos not added. (Bone will not work without it)
    Channel named Bip01 L Forearm pos not added. (Bone will not work without it)
    Channel named Bip01 L Hand pos not added. (Bone will not work without it)
    Channel named Bip01 R Clavicle pos not added. (Bone will not work without it)
    Channel named Bip01 R UpperArm pos not added. (Bone will not work without it)
    Channel named Bip01 R Forearm pos not added. (Bone will not work without it)
    Channel named Bip01 R Hand pos not added. (Bone will not work without it)
    Channel named Bip01 Spine pos not added. (Bone will not work without it)
    Channel named Bip01 Spine1 pos not added. (Bone will not work without it)
    Channel named Bip01 Spine2 pos not added. (Bone will not work without it)
    Channel named Bip01 Neck pos not added. (Bone will not work without it)
    Channel named Bip01 Head pos not added. (Bone will not work without it)
    Channel named Bip01 L Clavicle pos not added. (Bone will not work without it)
    Channel named Bip01 L UpperArm pos not added. (Bone will not work without it)
    Channel named Bip01 L Forearm pos not added. (Bone will not work without it)
    Channel named Bip01 L Hand pos not added. (Bone will not work without it)
    Channel named Bip01 R Clavicle pos not added. (Bone will not work without it)
    Channel named Bip01 R UpperArm pos not added. (Bone will not work without it)
    Channel named Bip01 R Forearm pos not added. (Bone will not work without it)
    Channel named Bip01 R Hand pos not added. (Bone will not work without it)
    TIKI_ParseSetup: unknown setup command 'init' in 'models/player/allied_aussie_jungle_2.tik' on line 53, skipping line.
    TIKI_ParseSetup: unknown setup command '{' in 'models/player/allied_aussie_jungle_2.tik' on line 54, skipping line.
    TIKI_ParseSetup: unknown setup command 'client' in 'models/player/allied_aussie_jungle_2.tik' on line 55, skipping line.
    TIKI_ParseSetup: unknown setup command '{' in 'models/player/allied_aussie_jungle_2.tik' on line 56, skipping line.
    TIKI_LoadTIKIfile: unknown section server in models/player/allied_aussie_jungle_2.tik on line 59, skipping line.
    TIKI_LoadTIKIfile: unknown section { in models/player/allied_aussie_jungle_2.tik on line 60, skipping line.
    TIKI_LoadTIKIfile: unknown section voicetype in models/player/allied_aussie_jungle_2.tik on line 61, skipping line.
    TIKI_LoadTIKIfile: unknown section } in models/player/allied_aussie_jungle_2.tik on line 62, skipping line.
    TIKI_LoadTIKIfile: unknown section } in models/player/allied_aussie_jungle_2.tik on line 63, skipping line.
    Channel named Bip01 Spine pos not added. (Bone will not work without it)
    Channel named Bip01 Spine1 pos not added. (Bone will not work without it)
    Channel named Bip01 Spine2 pos not added. (Bone will not work without it)
    Channel named Bip01 Neck pos not added. (Bone will not work without it)
    Channel named Bip01 Head pos not added. (Bone will not work without it)
    Channel named Bip01 L Clavicle pos not added. (Bone will not work without it)
    Channel named Bip01 L UpperArm pos not added. (Bone will not work without it)
    Channel named Bip01 L Forearm pos not added. (Bone will not work without it)
    Channel named Bip01 L Hand pos not added. (Bone will not work without it)
    Channel named Bip01 R Clavicle pos not added. (Bone will not work without it)
    Channel named Bip01 R UpperArm pos not added. (Bone will not work without it)
    Channel named Bip01 R Forearm pos not added. (Bone will not work without it)
    Channel named Bip01 R Hand pos not added. (Bone will not work without it)
    TIKI_ParseSetup: unknown setup command 'init' in 'models/player/allied_aussie_jungle_3.tik' on line 54, skipping line.
    TIKI_ParseSetup: unknown setup command '{' in 'models/player/allied_aussie_jungle_3.tik' on line 55, skipping line.
    TIKI_ParseSetup: unknown setup command 'client' in 'models/player/allied_aussie_jungle_3.tik' on line 56, skipping line.
    TIKI_ParseSetup: unknown setup command '{' in 'models/player/allied_aussie_jungle_3.tik' on line 57, skipping line.
    TIKI_LoadTIKIfile: unknown section server in models/player/allied_aussie_jungle_3.tik on line 60, skipping line.
    TIKI_LoadTIKIfile: unknown section { in models/player/allied_aussie_jungle_3.tik on line 61, skipping line.
    TIKI_LoadTIKIfile: unknown section voicetype in models/player/allied_aussie_jungle_3.tik on line 62, skipping line.
    TIKI_LoadTIKIfile: unknown section } in models/player/allied_aussie_jungle_3.tik on line 63, skipping line.
    TIKI_LoadTIKIfile: unknown section } in models/player/allied_aussie_jungle_3.tik on line 64, skipping line.
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    Channel named Bip01 Spine pos not added. (Bone will not work without it)
    Channel named Bip01 Spine1 pos not added. (Bone will not work without it)
    Channel named Bip01 Spine2 pos not added. (Bone will not work without it)
    Channel named Bip01 Neck pos not added. (Bone will not work without it)
    Channel named Bip01 Head pos not added. (Bone will not work without it)
    Channel named Bip01 L Clavicle pos not added. (Bone will not work without it)
    Channel named Bip01 L UpperArm pos not added. (Bone will not work without it)
    Channel named Bip01 L Forearm pos not added. (Bone will not work without it)
    Channel named Bip01 L Hand pos not added. (Bone will not work without it)
    Channel named Bip01 R Clavicle pos not added. (Bone will not work without it)
    Channel named Bip01 R UpperArm pos not added. (Bone will not work without it)
    Channel named Bip01 R Forearm pos not added. (Bone will not work without it)
    Channel named Bip01 R Hand pos not added. (Bone will not work without it)
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: could not find surface 'canteen' in 'models/player/axis-hitp-infantry_2.tik' (check referenced skb/skd files).
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: could not find surface 'canteen' in 'models/player/axis-hitp-jeckie-chan.tik' (check referenced skb/skd files).
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: could not find surface 'canteen' in 'models/player/axis-hitp-jet-li.tik' (check referenced skb/skd files).
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: could not find surface 'canteen' in 'models/player/axis-hitp-jim-kitati.tik' (check referenced skb/skd files).
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: could not find surface 'canteen' in 'models/player/axis-hitp-kuiami-kim.tik' (check referenced skb/skd files).
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: could not find surface 'canteen' in 'models/player/axis-hitp-kuzie-nomi.tik' (check referenced skb/skd files).
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: could not find surface 'canteen' in 'models/player/axis-hitp-medic.tik' (check referenced skb/skd files).
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: could not find surface 'canteen' in 'models/player/axis-hitp-naki-uree.tik' (check referenced skb/skd files).
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: Random animation name 'medikit_fire' should end with a number
    TIKI_InitTiki: Random animation name 'walkietalkie_fire' should end with a number
    TIKI_InitTiki: could not find surface 'canteen' in 'models/player/axis-hitp-sajuru-nasani.tik' (check referenced skb/skd files).
    TIKI_InitTiki: Random animation name 'medikit_fire'
  17. zaney Private

    Contributions:
    33
    PREMIUM
    I Donated
    That has been reported and hopefully will be fixed by 2.1. Thanks.
  18. JFrank(GD) TMT RELIC

    Contributions:
    106
    Specialties:
    Pure Gamer
    Processing:
    Graphics:
    This is a tough one to fix. As with many hitp maps, Senjou Shima takes use of meshes for realistic natural geometry. The problem is the level of detail that you setup in the options. This has been noted also for 2.1. It appears we might have to run though the maps in the lowest possible settings to look for "curve detail errors".
  19. Boomer Hermannus Cockelspel

    Contributions:
    33
    Specialties:
    Pure Gamer
    Processing:
    Graphics:
    PREMIUM
    I Donated
    Understood. At this time with my FX5200 these maps are killing me. I have no choice but to run on low in order to make it playable to me. Now that I am done with my home theater, I think it's time for a vid card upgrade. :zzohyah:
  20. JayRok Private

    Contributions:
    0
    On the Conquest version of Makkura Keikoku, the Allied flag shown in this screenshot, by the train tracks, cannot be changed to a Japanese flag. No allied players will be within a mile of this flag, and no matter how many times a Japanese player walks away and walks back up to it, a clock never shows up. The flag just remains an Allied flag the entire map.

    Makkura Keikoku Image
Thread Status:
Not open for further replies.

Share This Page