Any way to get Mission 2 in Stasis Interrupted to work with TemplarGFX?
Any way to get Mission 2 in Stasis Interrupted to work with TemplarGFX?
This is neat but could use a before and after pic comparison. The screenshots are pretty much what ACM looks like with TemplarGFX 6.2
Hey Templar! Any chance of getting Stasis Interrupted Mission 2 to work with A:CM and your 6.2?
TemplarGFX 6.2. work with Stasis Interrupted Mission 2 if we use:
But crashes when we hit the elevator button 1 minute into the mission.//////
Any idea?
Anyone?
Stasis Interrupted Misson 2 "Awakening" CTD, crash to desktop using TemplarGFX 6.2 WHat is the solution?
Stasis Interrupted mission 2 will not load using this mod :(
It loads with
But crashes when you press the elevator button 1 minute into the level
This crashes right at the beginning of Stasis Interrupted "Awakenings" when you push the elevator button after Hicks asks you "What branch did you serve in?"
Any advice?
This does not fix Stasis Interrupted mission 2 with TemplarGFX 6.2 (Awakenings).
Any advice?
Stasis Interrupted Misson 2 "Awakening" CTD, crash to desktop using TemplarGFX 6.2 WHat is the solution?
TemplarGFX 6.2. The first 60% of the game looks perfect. But when we get to the WY facility the bloom is overkill. We can't see anything. I did not expect a gamebreaking thing like this in 6.2. How can we reduce the bloom?
TemplarGFX 6.2. The first 60% of the game looks perfect. But when we get to the WY facility the bloom is overkill. We can't see anything. I did not expect a gamebreaking thing like this in 6.2. How can we reduce the bloom?
TemplarGFX 6.2. The first 60% of the game looks perfect. But when we get to the WY facility the bloom is overkill. We can't see anything. I did not expect a gamebreaking thing like this in 6.2. How can we reduce the bloom?
TemplarGFX 6.2. The first 60% of the game looks perfect. But when we get to the WY facility the bloom is overkill. We can't see anything. I did not expect a gamebreaking thing like this in 6.2. How can we reduce the bloom?
The Mk2 PR model in the game is actually a DIFFERENT 3d model to the one from the movie. By all intents and purposes it is simply a different rifle. It should stay the Mk 2 with the ammo originally coded in the game. Rof should be canon original though (950rpm) with the upgrade giving 1200rpm (that's why it sounds different to the bassy movie version.)
Is there a mod which removes all working joes, hostile humans and the alien?
I have just read all 1036 posts on the steam TemplarGFX thread. Great job, BUT!
What most fans know is that, apart from the glitchy vanilla (and even 1.4.0.) release of the game, Gearbox actually made another massive mess.
They created a parallel universe with the Technical Manual.
Aliens: Colonial Marines Technical Manual is a manual by Lee Brimmicombe-Wood which is considered by all parties (Ridley Scott, James Cameron) to be the canon in terms of the weapons, tactics, equipment and strategy of the Aliens Universe.
The Technical Manual is a free download on the internet, just search for Aliens Colonial Marines Technical Manual pdf.
Gearbox themselves (WANTED) to stay canon with the ACM-TM but for whatever reason couldn't.
So there is now a parallel world (which isn't really that parallel.)
The M42A Scope rifle (as described in the ACM-TM) now became the M4RA Battle rifle. Looks near enough the same, same rof, but diffeent name. They did that with most of the weapons. Just look at the explosives and grenade names in the ACM-TM, all so similar to the game, changed for no reason other than liability.
If at all possible this mod should address this very basic (and evident) eye-sore in this game. The fact that these weapon names have become bastardized versions of actual canon equipment.
But not so the Pulse rifle mk2. The M41A mk2 (which is an incorrect armament designation, it should be called the M41A2) in game is actually a very different model from the original M41A seen in the movie (it features an ambidextrous cocking handle, it has a larger grip cutout for the under rifle attachment trigger guard, etc.)
The mk2 is for all intents and purposes simply a different weapon. So the 40/60 capacity makes sense. The rof should however be pulserifle standard (900rpm), there is no logical reason to drop the rof to 450rpm. The rof increase option should (obviously) change the sound and increase it to just below smartgun level.
What this game needed was a better (bassier) pulse rifle sound (for the unupgraded weapon), and a bassier sound for that current lawnmower sound the rof upgrade makes.
I love the work you put into this, but as I said as a true fan you owe it to yourself to own the ACM-TM, its a free download nowadays!
Ps:
Just google image search the original concept art for Aliens Colonial Marines weapons, all the concept art has the canon names but was changed afterwards.
Pps:
Ps: what was that glitch, I forgot? In the Raven level you could do something and the boilers would cause you no damage even when you bumped into them. What was that?
Ps: what was that glitch, I forgot? In the Raven level you could do something and the boilers would cause you no damage even when you bumped into them. What was that?
Just google image search the original concept art for Aliens Colonial Marines weapons, all the concept art has the canon names but were changed afterwards.
I have just read all 1036 posts on the steam TemplarGFX thread. Great job, BUT!
What most fans know is that, apart from the glitchy vanilla (and even 1.4.0.) release of the game, Gearbox actually made another massive mess.
They created a parallel universe with the Technical Manual.
Aliens: Colonial Marines Technical Manual is a manual by Lee Brimmicombe-Wood which is considered by all parties (Ridley Scott, James Cameron) to be the canon in terms of the weapons, tactics, equipment and strategy of the Aliens Universe.
The Technical Manual is a free download on the internet, just search for Aliens Colonial Marines Technical Manual pdf.
Gearbox themselves (WANTED) to stay canon with the ACM-TM but for whatever reason couldn't.
So there is now a parallel world (which isn't really that parallel.)
The M42A Scope rifle (as described in the ACM-TM) now became the M4RA Battle rifle. Looks near enough the same, same rof, but diffeent name. They did that with most of the weapons. Just look at the explosives and grenade names in the ACM-TM, all so similar to the game, changed for no reason other than liability.
If at all possible this mod should address this very basic (and evident) eye-sore in this game. The fact that these weapon names have become bastardized versions of actual canon equipment.
But not so the Pulse rifle mk2. The M41A mk2 (which is an incorrect armament designation, it should be called the M41A2) in game is actually a very different model from the original M41A seen in the movie (it features an ambidextrous cocking handle, it has a larger grip cutout for the under rifle attachment trigger guard, etc.)
The mk2 is for all intents and purposes simply a different weapon. So the 40/60 capacity makes sense. The rof should however be pulserifle standard (900rpm), there is no logical reason to drop the rof to 450rpm. The rof increase option should (obviously) change the sound and increase it to just below smartgun level.
What this game needed was a better (bassier) pulse rifle sound (for the unupgraded weapon), and a bassier sound for that current lawnmower sound the rof upgrade makes.
I love the work you put into this, but as I said as a true fan you owe it to yourself to own the ACM-TM, its a free download nowadays!
thoraxq1
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