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Aliens Colonial Marines Mods카테고리 없음 2020. 1. 22. 22:17
Nov 05, 2017 Aliens: Colonial Marines is a squad-based first-person shooter in which the player controls four Colonial Marines, each with a different personality and primary weapon. Each player character can carry additional weapons including a flamethrower, pulse. Colonial Marine mod that implements weapons, creatures (thanks to AOTC by jwhittz2020), and much more. COLONIAL MARINES MOD Version: 2.0.0 BETA. Did not place Aliens in the Commonwealth, for those that desire their company strongly recommend use AOTC mod.
2009-08-29 20:41 Posted byNice toss, w/ these guys, i8 can fginally make a Supreme Commander-like thing, without all the mechs, yet2009-08-30 19:19 Posted byWonderfull,thanks to you, my dreams becomes true: hope there will be some aliens one day and some hostile island like Archeron or LV421!Perhaps, you can add Bishop with white blood when he's hit!thank you!2009-08-31 12:57 Posted byAgree with neurosol, but can you add also PREDATOR to hunt for?2009-08-31 17:29 Posted byThese are great, but the Colonial Marines don't seem to have voices. They also don't appear to be equipped with a map, compass, gps, or etc. Am I doing something wrong?2009-09-02 19:47 Posted bySome addons dont, if you want them put this in their init line this addWeapon'ItemMap'ItemRadio'ItemGPS',etc2009-09-04 08:43 Posted byIs there anyone who can link me to a page where it explains how you go about making different units for arma2 pleaseeeeeeeeeeeeeeeeeee2009-09-07 17:29 Posted byI don't see where these guys are located in the units area, i've been searching EVERYWHERE (even 'other')!!!2009-12-13 21:03 Posted byI watched aliens last night and had to download these. We just need some aliens now.2010-02-23 20:24 Posted byHey quick question, what are the names of the weapons and ammo so i can place them in a crate since you dont seem to have a crate with colonial marines weapons?2010-08-03 07:39 Posted byNice addon Apc is the best part.2011-02-12 17:27 Posted byThis needs aliens to go with it.2011-12-03 13:16 Posted byWeapons somehow deal very low damage, plus infantry units have design flaw - when put onto some boats, the boats sing - they're so heavy. I went to the stern of SeaFighter carrier, and it went vertical due to weight on stern - needs correcting. Besides that - awesome:)2012-10-27 18:18 Posted byLol I watched Aliens yesterday too.
Im getting this, and I will look for that Predator mod and play with some Unsung maps.2013-03-04 13:49 Posted byNice!!! maps (island/alien planet) ships and offcourse xinooosss!!! Love aliens!!!!!2013-12-06 05:25 Posted byI cant find the ammo box I need help! Colonial Marines PackbyVilasDescription:This is the Colonial Marines pack containing different sci-fi weapons and units.Flamethrower readme:Make sure that the Functions Manager Module is present in your missions, otherwise the flamethrower effect will not work (F7 - Functions Manager).Installation:As we always recommend use modfolders to seperate the custom content from the official game content to prevent problems.
Hey All,I love this game. Only after ive made all of these changes however does the game really feel like an Aliens game. I found it difficult to get a concise set of instructions on what to change and where to get all of this done, so I thought I would write out what I came up with for others to follow.You will want to head to here and download my Overhaul mod. It does everything you see below, plus a million other things!TemplarGFX's ACM OverhaulExperience Aliens: Colonial Marines how it should have been when it came out. New AI, Gun Play, Materials/Lighting, Bug Fixes and More!
Aliens Colonial Marines Texture Pack
Xenomorph's have seen the most work fixing their behavior and mechanics to make them truly terrifying foes to face, dramatically shifting the tone of the entire campaign. PecanGame.PecanPawnMarineSecondsBeforeVisibleRagdollRemoval=120Greatly increases the number of bodies and the length of time they stay aroundGraphics Card Compatability - This is a big one, if you don't do this, your awesome graphics card is getting downgraded to medium settings instead of max! Unfortunately this is a little more complicated.First, start up the game, get to the menu, and then exit (if you have just installed)Go to My DocumentMy GamesAliens Colonial MarinesPecanGameLogs and open the launch.log fileFind this section. 000.49 Log: GPU Stats:000.49 Log: VendorID: 00008086000.49 Log: DeviceID: 00000A16Take the device ID (here 00000A16, and remove the first four 0's, replacing them with 0x. So mine becomes 0x0A16) and keep a note of itOpen PecanCompat.ini Search 'VenderName' (it exists twice) and find ATI or NVIDIA (whichever is your card) and scroll to the very bottom of that section. Add a new line using your Device ID. And make it Equal 5.
The name you put after doesn't really matter. EG0x0A16=5,My CardThis tells the engine that your card should use the settings in Batch 5.
Which is the maximum. If your card is not found in this file, it will use batch 4, regardless of its power.I will come back and post screenies once I get home and run it again on my gaming rig. Originally posted by:I´ve added the dx11 enable line and it worked as wellPlacebo, The game doesn't ship with DX11 support I'm afraid.I had originally debunked this DX11 parameter on the Original Gearbox forums which have since been closed as Gearbox made a new Forum and none of the prior content carried over.Anyway, How I debunked it was by enabling the DX11 line and disabling DX9, DX10 and DX10.1 and then ran the game with MSI afterburner enabled complete with the Overlay, And the renderer was showing as DX9 consistently regardless of which 'DX' I enabled / disabled. Originally posted by:I´ve added the dx11 enable line and it worked as wellPlacebo, The game doesn't ship with DX11 support I'm afraid.I had originally debunked this DX11 parameter on the Original Gearbox forums which have since been closed as Gearbox made a new Forum and none of the prior content carried over.Anyway, How I debunked it was by enabling the DX11 line and disabling DX9, DX10 and DX10.1 and then ran the game with MSI afterburner enabled complete with the Overlay, And the renderer was showing as DX9 consistently regardless of which 'DX' I enabled / disabled.Spot on!
Reshade uses seperate DLL's for DX9 (d3d9.dll) and DX10/11 (dxgi.dll) and ACM always uses DX9.