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 PostPosted: 30 Mar, 2010 
 

Joined: 27 Mar, 2007
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Rebalancing as it stands, is an option (to do last- i.e produce two variants of the mod).

Some of the experimentals I feel should indeed shrink; these namely the King Kryptor and Universal Colossus, (the actual Colossus in FA is about half the height).

The thing with the ships is engine side; you can notice that in the default game, under certain locations the ships will do that, though now they appear fully submerged.

Im working on the factory exit points; so far I have got the Cybran land factory working; im having to re engineer all custom coststamps.

The building issues may be resolvable, but thats to come a bit later once ive sorted out some other stuff first.

Experimental Gantries have been cut from human player use, as they are too big, and it saves space (and resources) to have engineers to construct them - may have scaffold effects for them later

Sound issues may be fixable, I think I recently saw some code relating to that; though wont be implemented straight away.

Aside from that, thank you very much and keep holding, this shouldnt take too long, I hope.


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 PostPosted: 31 Mar, 2010 
 
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theshadowlord wrote:
Aside from that, thank you very much and keep holding, this shouldnt take too long, I hope.


Take your time mate, you can't rush brilliance. That said, you've been doing a great job thus far, and I for one, continue to show up to this forum just to check on your progress :)

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 PostPosted: 01 Apr, 2010 
 

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****UPDATE v0.62****** [1/04/10]
============================

*WIP* Reduced range thickness. -- There is a major issue with this, as it becomes all blocky. I had to modify the stencil.hlsl file, and without any knowledge of the language I cant really do much else with this.

-Implemented custom coststamps for all factories that needed it, and adjusted the ramp vertices
--- this means that the factories will now produce and let out units normally

-Aircraft will no longer display thrust whilst landing

-Increased tarmac size on factories to compensate for tarmac removal on smallest buildings

-Scaled down beam effects for building, reclaiming, repairing and all aircraft.

-Gave all shield building a dummy weapon, so that the weapon range shown on selection reflects the shield size.

Download
=======

http://www.mediafire.com/download.php?myjjqzjzktm


p.s If anyone here does have knowledge of Hlsl, could you tell me whats wrong with this:
Code:
#if FEATHER_OUT
   In.Vertex.xy         *= dot( In.AlphaScalar.yz, float2( In.Radius.y, In.Radius.y - FogIntel.z -9 ) );
#endif
#if FEATHER_IN
   In.Vertex.xy         *= dot( In.AlphaScalar.yz, float2( max( 0.0f, In.Radius.y + FogIntel.z -8 ), In.Radius.y ) );
#endif
   In.Vertex.xy         += In.Position.xy - 1;
   
   // Scale the values by the map dimensions and then map to [-1,1]
   In.Vertex.xy         *= FogIntel.xy;
   In.Vertex.xy         = In.Vertex.xy * 2 - 1;
      
   // Transform vertex to homogenous clip space
   Out.Position         = float4( In.Vertex.x, -In.Vertex.y, 1.0f, 1.0f );
#if FEATHER_OUT
   Out.Color            = In.AlphaScalar.xxxx;
#endif
#if FEATHER_IN
   Out.Color            = float4( 1.0f, 1.0f, 1.0f, 1.0f ) - In.AlphaScalar.xxxx;
#endif
   
   // Return our finished product
   return Out;
}


This is where the stencil and feather for the range rings is calculated; nearly all gibberish to me :/

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 PostPosted: 02 Apr, 2010 
 

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There seems to be something with the UEF ground artillery. Obviously with the projectiles range + aoe size + projectile speed vs the shrunken units movement speed they are going to be a little over powered, but in addition they really don't seem to take any damage.

I played several games as Aeon vs UEF(cheating skirmish) on Winter duel. The ai definitely had the dual cannons upgrade. 10 bots + commander could not kill one of 2 artillery pieces and the commander had to retreat to avoid death. Might be related to the bots not actually hitting the target due to its new size but they literally seemed to deal/take very little damage as though they had a huge hit-point pool. Here is a replay (using your v0.59). Around 6:48 on the timeline is a pretty good example near the aeon commander (obviously I am not expecting to win that fight :D, simply providing illustration!).

Suspected culprits: Unit accuracy for bot is unchanged to relate to size and they are simply missing (they still kill tanks though...?) OR typo in artillery armour/hit-points/hit-box OR changes to health-bar size do not account for changes due to veterancy.


In addition! Having messed around with the latest version, feels MUCH better. But I am unable to make the AI play land UEF (it keeps playing air :(). The sized up harvogs feel a little too large perhaps halfway from what they were and now are would feel better. Tweaked the visuals on the aeon glow? Looks better! Finally there are 2 lights on the banner pole of the Aeon land fac that seem to have gotten lost in translation and are now floating in the air above and outside.


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 PostPosted: 02 Apr, 2010 
 

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Thanks for that. Managed to fix the hitbox for the artillery. It appears your tanks had difficulty trying to hit something as thick as a sheet of paper :roll: . Will release an update very shortly; and to save space here's the changelog:

**UPDATE v0.63 ****** [2/04/10]
===========================

- All engineers and Commanders can now PAUSE construction
-- Preliminary pause features have been set up for shields and intel - though renders them as a factory :( - but cant produce units.
[EDIT] You do this by pressing the L key. I tried to make it so it shows the pause button like on factories, but to do this I had to give the construction units the 'FACTORY' category, and it works. BUT, scafolds mess up when you stop move and resume construction, in addition to engineers spinning and not building at all indefinitely, plus the cybran build bots construct the engineer. If anyone out there has a clue about whats going on here; help me please.


-Fixed UEF demolisher's hitboxes

-Further beam effect fixes

-Added new AI options:
-Rush Land
-Rush Naval
-Rush Air
-Tech
And maybe some others harvested from the lua.scd.
NOTE: To use these from the dropdown menu, use the mouse wheel to scroll downwards.

http://www.mediafire.com/download.php?zlg5ynh0i22

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 PostPosted: 02 Apr, 2010 
 
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theshadowlord wrote:
-Added new AI options:
-Rush Land
-Rush Naval
-Rush Air
-Tech


Damn! This thing's just going from strength to strength.

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 PostPosted: 03 Apr, 2010 
 
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:lol: ok well i want to try this mod cuz i love Sup com 2 but i hate it at the same time cus of the scaling XD

Well how can i install it cus i bought the game and i cant the directory because of steam is there any other way?

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 PostPosted: 03 Apr, 2010 
 

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you cant "what" the directory ? :S, find where steam is installed (normally C:\program files\steam then into steam apps, then common then supreme commander2 then gamedata. Backup Lua.scd and Bp.scd and replace them with the ones from the zip file.

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 PostPosted: 03 Apr, 2010 
 
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:D Thanks im currently playing it and i like it but it seem to be slow the production of buildings and units are very slow even without the economy lol

also the time for the building and units are off

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 PostPosted: 03 Apr, 2010 
 

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The build time for buildings can be wrong, but this is only when you have 0 mass and/or 0 energy - thats how the old system also worked; you could keep building and building with less income than demand, but your production would get less resources overall because of this, so production would stall.

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 PostPosted: 03 Apr, 2010 
 

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As an aside, on the whole "let me know if I can help" thing. I am a graphic artist by trade, and the UI looks pretty easy to imitate should you reach the stage where that would help.

I also have no issues with build-rate. If anything given the amount of mexxes per spot its a little fast. Probably a l2p issue.


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 PostPosted: 03 Apr, 2010 
 

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Thanks for that; though im not currently at a workable state with the UI :(. I heard it there was a console command or something for the old UI, but nothings popped up. IF I can access that then I'll be ready for all kinds of help.

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 PostPosted: 05 Apr, 2010 
 
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I just want to say that the concept for this mod is awesome that that when I get SupCom 2, I'll be downloading it straightaway.

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 PostPosted: 10 Apr, 2010 
 

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***UPDATE v0.65 ***** [10/04/10]
===========================

Havent had that much spare time on my hands to do much work on this this week. College C/W and all :(.

This fixes several more effects amongst the following changelog

-LifeBars should now be correctly scaled

-Several projectile effects scaled

-Selection boxes for pgens and mexes fixed.

-Updated most of the lua that needed changing to latest patch 1.10


What still needs to be done, request what you may and help if you really, really want to. ;
================================

-Lots of other selection boxes

-Rest of the projectiles scaled

-Launch effects -HOW!?, look everywhere to find a spot to scale these, very awkward

-Possible experimental scale downs (i.e king kryptor etc. -- too big)

-Fix economy values showing in UI - may be impossible, lest I could access FA UI ingame.

-Fix range circles - have no knowledge on HLSL at all, my blocky hack aint that nice to look at

-Make it either shadow or hookable ---- this can only happen when mod support is enabled

-

Then, I should be done.

Oh and heres the DL link.
http://www.mediafire.com/download.php?mgjmnmdnmmz

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 PostPosted: 11 Apr, 2010 
 
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If you post the HLSL, I could give it a go - I know some.

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 PostPosted: 11 Apr, 2010 
 

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prepare for a wall of text.

This refers to the stencil used - i.e radar rings, sonar, range and paint attack are all linked.
Code:
//////////////////////////////////////////////////////////////////////////////
//
// Global constants are defined in global_constants.hlsl
//
//
//////////////////////////////////////////////////////////////////////////////

//////////////////////////////////////////////////////////////////////////////
// Textures/Samplers used by this shader


//////////////////////////////////////////////////////////////////////////////
// Vertex input/output definitions

struct RangeVS_INPUT
{
   // Stream 0 static vertex data
   float2 Vertex         : POSITION0;
   float3 AlphaScalar      : TEXCOORD0;

   // Stream 1 instance data
   float2 Position         : POSITION1;
   float2 Radius         : TEXCOORD1;
};

struct RangeVS_OUTPUT
{
   float4 Position         : POSITION;
   float4 Color         : COLOR0;   
};

#ifdef XBOX

//////////////////////////////////////////////////////////////////////////////
// Vertex fetching for Xbox 360 instancing

float4 FetchRangeVertex( int index )
{
    float4 vert;
    asm {
        vfetch vert, index, position0;
    };
    return vert;
}

float4 FetchAlphaScalar( int index )
{
    float4 scalar;
    asm {
        vfetch scalar, index, texcoord0;
    };
    return scalar;
}

float4 FetchRangePosition( int index )
{
    float4 pos;
    asm {
        vfetch pos, index, position1;
    };
    return pos;
}

float4 FetchRangeRadius( int index )
{
    float4 radius;
    asm {
        vfetch radius, index, texcoord1;
    };
    return radius;
}

RangeVS_INPUT CreateRangeVertexInput( int index )
{
    // Compute the instance index
    int nNumVertsPerInstance = VertsPerInstance;
    int nInstIndex = ( index + 0.5 ) / nNumVertsPerInstance;
    int nMeshIndex = index - nInstIndex * nNumVertsPerInstance;

    // Fetch the mesh vertex data
   RangeVS_INPUT vertexInput = (RangeVS_INPUT)0;
   
    // Per vertex data
    vertexInput.Vertex      = FetchRangeVertex( nMeshIndex );
    vertexInput.AlphaScalar   = FetchAlphaScalar( nMeshIndex );
   
    // Per instance data
    vertexInput.Position   = FetchRangePosition( nInstIndex );
    vertexInput.Radius      = FetchRangeRadius( nInstIndex );
   
    return vertexInput;
}

#endif

//////////////////////////////////////////////////////////////////////////////
// Vertex shader

RangeVS_OUTPUT RangeVS(
#ifndef XBOX
    RangeVS_INPUT In
#else
    int index : INDEX
#endif
)
{
#ifdef XBOX
    RangeVS_INPUT In      = CreateRangeVertexInput( index );
#endif

   // Output from vertex shader
   RangeVS_OUTPUT Out      = (RangeVS_OUTPUT)0;
   
   // Scale the vertex based on requested range, and add in the instanced position
#if FEATHER_OUT
   In.Vertex.xy         *= dot( In.AlphaScalar.yz, float2( In.Radius.y, In.Radius.y - FogIntel.z -9 ) );
#endif
#if FEATHER_IN
   In.Vertex.xy         *= dot( In.AlphaScalar.yz, float2( max( 0.0f, In.Radius.y + FogIntel.z -8 ), In.Radius.y ) );
#endif
   In.Vertex.xy         += In.Position.xy - 1;
   
   // Scale the values by the map dimensions and then map to [-1,1]
   In.Vertex.xy         *= FogIntel.xy;
   In.Vertex.xy         = In.Vertex.xy * 2 - 1;
      
   // Transform vertex to homogenous clip space
   Out.Position         = float4( In.Vertex.x, -In.Vertex.y, 1.0f, 1.0f );
#if FEATHER_OUT
   Out.Color            = In.AlphaScalar.xxxx;
#endif
#if FEATHER_IN
   Out.Color            = float4( 1.0f, 1.0f, 1.0f, 1.0f ) - In.AlphaScalar.xxxx;
#endif
   
   // Return our finished product
   return Out;
}


//////////////////////////////////////////////////////////////////////////////
// Pixel shader

float4 RangePS( RangeVS_OUTPUT In ) : COLOR
{
   return( GlobalColor * In.Color );
}


//////////////////////////////////////////////////////////////////////////////
// Vertex input/output definitions

struct VisionVS_INPUT
{
   // Stream 0 static vertex data
   float2 Vertex         : POSITION0;
   float2 AlphaRad         : TEXCOORD0;

   // Stream 1 instance data
   float2 Position         : POSITION1;
   float  Radius         : TEXCOORD1;
};

struct VisionVS_OUTPUT
{
   float4 Position         : POSITION;
   float4 Color         : COLOR0;
};


#ifdef XBOX

//////////////////////////////////////////////////////////////////////////////
// Vertex fetching for Xbox 360 instancing

float2 FetchVisionVertex( int index )
{
    float4 vert;
    asm {
        vfetch vert, index, position0;
    };
    return vert.xy;
}

float2 FetchVisionAlphaRad( int index )
{
    float4 alpharad;
    asm {
        vfetch alpharad, index, texcoord0;
    };
    return alpharad.xy;
}

float4 FetchVisionPosition( int index )
{
    float4 pos;
    asm {
        vfetch pos, index, position1;
    };
    return pos;
}

float4 FetchVisionRadius( int index )
{
    float4 radius;
    asm {
        vfetch radius, index, texcoord1;
    };
    return radius;
}

VisionVS_INPUT CreateVisionVertexInput( int index )
{
    // Compute the instance index
    int nNumVertsPerInstance = VertsPerInstance;
    int nInstIndex = ( index + 0.5 ) / nNumVertsPerInstance;
    int nMeshIndex = index - nInstIndex * nNumVertsPerInstance;

    // Fetch the mesh vertex data
   VisionVS_INPUT vertexInput = (VisionVS_INPUT)0;
   
    // Per vertex data
    vertexInput.Vertex      = FetchVisionVertex( nMeshIndex );
    vertexInput.AlphaRad   = FetchVisionAlphaRad( nMeshIndex );
   
    // Per instance data
    vertexInput.Position   = FetchVisionPosition( nInstIndex );
    vertexInput.Radius      = FetchVisionRadius( nInstIndex );
   
    return vertexInput;
}

#endif


//////////////////////////////////////////////////////////////////////////////
// Vertex shader

VisionVS_OUTPUT VisionVS(
#ifndef XBOX
    VisionVS_INPUT In
#else
    int index : INDEX
#endif
)
{
#ifdef XBOX
    VisionVS_INPUT In      = CreateVisionVertexInput( index );
#endif

   // Output from vertex shader
   VisionVS_OUTPUT Out      = (VisionVS_OUTPUT)0;
   
   // Scale the vertex based on requested range, and add in the instanced position
   In.Vertex.xy         *= In.Radius + (In.AlphaRad.y * FogIntel.z);
   In.Vertex.xy         += In.Position.xy - 1;
   
   // Scale the values by the map dimensions and then map to [-1,1]
   In.Vertex.xy         *= FogIntel.xy;
   In.Vertex.xy         = In.Vertex.xy * 2 - 1;
      
   // Transform vertex to homogenous clip space
   Out.Position         = float4( In.Vertex.x, -In.Vertex.y, 1.0f, 1.0f );
   Out.Color            = float4( 0.0f, 0.0f, 0.0f, In.AlphaRad.x );
   
   // Return our finished product
   return Out;
}


//////////////////////////////////////////////////////////////////////////////
// Pixel shader

float4 VisionPS( VisionVS_OUTPUT In ) : COLOR
{
   return( In.Color );
}



The part I edited was
Code:
#if FEATHER_OUT
   In.Vertex.xy         *= dot( In.AlphaScalar.yz, float2( In.Radius.y, In.Radius.y - FogIntel.z -9 ) );
#endif
#if FEATHER_IN
   In.Vertex.xy         *= dot( In.AlphaScalar.yz, float2( max( 0.0f, In.Radius.y + FogIntel.z -8 ),


with the -9 and - 8, making it thinner but blocky, then again this was a rough tinker hack trying to get something working, it may be located elsewhere whats needed, but I dunno for now.

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 PostPosted: 16 Apr, 2010 
 

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****UPDATE version 0.69 *******[16/04/10]
===================================

Updated to conform to GPG Patch 1.11 to allow for improved AI features

Also featuring numerous selection boxes fixed

Further projectile scaling

Reverted range/intel circle thickness till the issue can be resolved.

Main menu now indicates that you are running the mod.

Download : http://www.mediafire.com/download.php?hiwvytqonjm


I aint got much time to work on this anymore because of a crapload of collegework etc for quite a bit, so dont expect too much too soon. It's going to come updated snail-pace from now on I'm afraid.

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 PostPosted: 17 Apr, 2010 
 

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theshadowlord wrote:
****UPDATE version 0.69 *******[16/04/10]
===================================

Updated to conform to GPG Patch 1.11 to allow for improved AI features


now the AI only builds a few building but no factories and thats all.
I tested navel, land and turtle ai on hard, all the same. nothing happend after this few buildings.
without the mod it works correctly.

something got wrong with the new version :)

i hope you will find the problem... SC2 witout your mod is so... big... grrr :( ... I need your mod :D


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 PostPosted: 17 Apr, 2010 
 

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Wow, something is going wrong there. I found out just then that I had copied over the Archetype bps in the scd with old data. Whoops. Here is the fixed file:

http://www.mediafire.com/download.php?4m0mmhy3jt2

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 PostPosted: 17 May, 2010 
 

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Is this still going on - its been a month since anyones posted... wasn't sure if it's capable with the patch changes (if it affected this mod at all)?


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 PostPosted: 18 May, 2010 
 

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It will be fully restarted and worked on about 3-4 weeks from now, because that's when I'm finished with my exams. I don't know whether this still works for 1.14, try it for yourself and reply if it works.

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 PostPosted: 18 May, 2010 
 
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Try changing the -9 and -8 to be outside the brackets. Posting the pre-preprocessed source makes life reading the code not great when they could just #ifdef the file.

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 PostPosted: 22 May, 2010 
 
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Wow this is epic stuff 0_o

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 PostPosted: 22 May, 2010 
 

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Okay, so I am quiet interested in this mod, especially since FA was such a great game. I just re-read the forum because there is something definitely wrong.... I downloaded, copied, and replaced the bp and lua files. I start the game and the main menu comes up and all, but once I start a Skirmish game it crashes to desktop on the loading screen (I really miss the electric loading disc in FA :( - Personal pref. I suppose).
Please let me know if I did something wrong, or if you need more info, hit me upside the head and I'll probably spit something out that I missed. :) I'd love for this to work!!!
Thanks.


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 PostPosted: 23 May, 2010 
 

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For the interim, just try the bp.scd. I think there is some issues with this not being updated for the latest AI (1.14 or whatever it is now), so the lua.scd hasn't been updated yet. Unfortunately I don't have any time at the moment to update the mod, but I will fix it asap.

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