I'm on a different laptop right now, but I'm sure I have those .dll files in my base. How come we should delete them?Duo wrote:Check for updated PK3 and also check for any uix86.dll or cgamex86.dll in your base folder. Delete those two DLLs if they exist in your base folder.
siege_cargobarge2
Re: siege_cargobarge2
Less QQ more Pew Pew









Re: siege_cargobarge2
If these files are missing, JK3 automatically clones them from the copies in your PK3 collection(either basejka assets or SMod). So maybe at some point in the past, it created a clone of these files from an old version of SMod. Then even after you updated your SMod, these rogue files remained in your base folder creating a file conflict with the new SMod.Laser wrote:I'm on a different laptop right now, but I'm sure I have those .dll files in my base. How come we should delete them?Duo wrote:Check for updated PK3 and also check for any uix86.dll or cgamex86.dll in your base folder. Delete those two DLLs if they exist in your base folder.
Deleting them forces your game to re-clone new copies from your PK3 collection, so it removes any possible file conflicts.

Re: siege_cargobarge2
Ah great, thanks. I'll do this next time I play jka.Duo wrote:If these files are missing, JK3 automatically clones them from the copies in your PK3 collection(either basejka assets or SMod). So maybe at some point in the past, it created a clone of these files from an old version of SMod. Then even after you updated your SMod, these rogue files remained in your base folder creating a file conflict with the new SMod.Laser wrote:I'm on a different laptop right now, but I'm sure I have those .dll files in my base. How come we should delete them?Duo wrote:Check for updated PK3 and also check for any uix86.dll or cgamex86.dll in your base folder. Delete those two DLLs if they exist in your base folder.
Deleting them forces your game to re-clone new copies from your PK3 collection, so it removes any possible file conflicts.
Less QQ more Pew Pew









Re: siege_cargobarge2
Note: there currently aren't any completely equal classes on O and D to use for cap duels.
I'm currently working on implementing a duel system with base_entranced that will ensure equal HP, pistol, equal speed, etc. IMO, mapmakers shouldn't be forced to rebalance their maps to create two equal classes just for the sake of cap duels.
For now, use demo. Primary pistol the O demo in the foot four times. This will take him to 122HP, which is pretty close to D demo's 125HP.
I'm currently working on implementing a duel system with base_entranced that will ensure equal HP, pistol, equal speed, etc. IMO, mapmakers shouldn't be forced to rebalance their maps to create two equal classes just for the sake of cap duels.
For now, use demo. Primary pistol the O demo in the foot four times. This will take him to 122HP, which is pretty close to D demo's 125HP.

Re: siege_cargobarge2
Okay, capt dueling issue fixed with base_entranced now. Just use duel challenge bind (engage_duel) to initiate a duel.
Btw, since using engage_duel gives equal health/armor/speed/force, you can just duel as your favorite skin now, on any map. Capt as chewie or reborn boss if you want.
Btw, since using engage_duel gives equal health/armor/speed/force, you can just duel as your favorite skin now, on any map. Capt as chewie or reborn boss if you want.

Re: siege_cargobarge2
I'd make the last objective codes, possibly with a long respawn time, with the hidden radar key on I think it would make it a more interesting objective.

Re: siege_cargobarge2
coolDuo wrote:OP updated with version 1.2.