FortressCraft Evolved

FortressCraft Evolved

Enhanced Threat Scanner
37 kommentarer
Mad Vandal  [ophavsmand] 30. mar. 2020 kl. 5:21 
Max - No, you can remove that. It shouldn't be there but it won't affect anything.
Max 30. mar. 2020 kl. 1:20 
This was a brand new install of everything on March 26th so what was on the client in the corresponding mod folders was copied as is to the server.
These are the files on the server: http://prntscr.com/rpa4ny

By the way, is the zip file in the mod folder required or a possible archived duplicate?, it's downloaded when one subscribes to the mod and contains a dll of the same name but with a date of 3/3/2019.
Mad Vandal  [ophavsmand] 29. mar. 2020 kl. 20:34 
Max - Was the server side DLL updated?
Max 26. mar. 2020 kl. 19:16 
No sound on dedicated server when using either global or the second option. These are not custom sounds. It works in single player.
Mad Vandal  [ophavsmand] 28. apr. 2019 kl. 16:13 
nightspikestorm - That should meet requirements. Does it happen with no mods? Sounds like a driver/hardware issue.
NSReaper 26. apr. 2019 kl. 19:01 
after more investigating I think the problem stems from so much automation going on in my world and not enough ram. I am running a 3.90 GHz quad core procesor with 16gb of ram on the mother board a msi geforce gtx 1070 with 8 gb or ram on that and windows 10 64 bit os. I am convince that it is not ur mod because i removed it from my world and the problem persisted. my graphic setting for the gam are set to simple and not sure what else to do. if you have any advice please let me know otherwise I love your mod.
Mad Vandal  [ophavsmand] 22. apr. 2019 kl. 19:04 
nightspikestorm - I cannot recreate this issue nor has anything changed since 3/3. What build are you running? Is this a hard freeze or does the game keep running but the UI doesn't work? Does "first wave" mean the first time you open it, or opening it the first time an attack occurs?
NSReaper 20. apr. 2019 kl. 21:11 
Game is locking up when interacting with it on first wave. if you can fix that this would be an great mod.
Tommyk 22. mar. 2019 kl. 15:03 
now that's what I call a Threat Scanner. Thank you for another cool mod from you!
cheers :lunar2019grinningpig:
Eclipse the Dragon 24. aug. 2018 kl. 0:40 
i have put up a vid on FCE Discord in support so you can see it yourself
Eclipse the Dragon 23. aug. 2018 kl. 5:15 
posted the log uder support
Mad Vandal  [ophavsmand] 23. aug. 2018 kl. 4:24 
This happens when the set sound cannot be loaded. Is this a custom sound? Try changing the sound to another and then back. I can't reproduce this on the two worlds here so I if this doesn't work I'll need you plz send me the output_log.txt file on the FCE Discord.
Eclipse the Dragon 23. aug. 2018 kl. 2:42 
now gewtting no sould as attacks start, and the sound play/stop botton is always saying stop. can't use play.
Mad Vandal  [ophavsmand] 22. aug. 2018 kl. 20:29 
I don't control the HUD background, the game does that automatically, nor can I reproduce a problem. Are you on the release build or one of the beta builds? What other mods do you have? Can you post screen shot?
Eclipse the Dragon 22. aug. 2018 kl. 15:31 
i mean the blue heads up display up to, where you see you HP and suit power. yes it isn't showing if the Enhanced Threat Scanner popup are open, but once you close it, the blue heads up display up to where you see you HP and suit power comes back, but the background for it is missing.

looks like your not using the default HUD, so you'll not see the bug i'm talking about.

HUD stands for Heads Up Display. change back to the default HUD for a bit and you'll see the bug.
Mad Vandal  [ophavsmand] 22. aug. 2018 kl. 6:33 
Fix for alarm saved states are will be in tonights update. No idea what you mean about HUD, there is no HUD displayed when popup are open.
Eclipse the Dragon 21. aug. 2018 kl. 19:42 
oh right. and each time you use the thing, the HUD at the top of the screen bugs and no lolonger shows right. can you look into that to pls?
Eclipse the Dragon 21. aug. 2018 kl. 19:37 
got something that needs fixing.
if you use a sound in the list that comes with the mod, it stays with it once you exit the game, but if you use a sound in the list that you added, the sound used resets to the 1ST one in the list once you exit the game. so to keed using a sound you added, you have to set it each time you start a world. can you look into it pls? it is going to get old fast.
Eclipse the Dragon 20. aug. 2018 kl. 15:05 
SO THAT'S IT!. it as me the whole time. i built right in the attack path. thanks for the help. still going to hate the tunnel nukers.
Mad Vandal  [ophavsmand] 20. aug. 2018 kl. 5:40 
Add a turret? That's a whole new mod and alot of work for something you're not supposed to be able to kill easily. The tunnel nukers have a high HP and are an attack path clearing mechanic and also generate organic rock. The MK2/MK3 turrets can kill them but you need a number them to do it. They spawn constantly as long as obstruction for the attack size exists, so tracking/attacking them is a futile effort.

Attaks paths are along the 4 diagonals from the CPH so expand underground or along the X or Z only to avoid them. Excess obstructions along the attack path will result in a top down attack over the CPH which isn't fun as the SpiderBot isn't as effective against.
Mad Vandal  [ophavsmand] 20. aug. 2018 kl. 5:36 
It's possible to add a check box to ignore the common sound, making them all independent always would means if someone wanted to change sounds they have to run around to change every single one. This is going to be chaotic on overlap and there is a limit on the number AudioSource object playing at once.

"pick up what you want, and the sounds of each can be different." - Mid-late game you're gonna have every bug type on every attack always and the types that spawn isn't fully determined until AFTER the attack begins which is where the alarm sounds.

Eclipse the Dragon 20. aug. 2018 kl. 0:19 
idea for a MK2. this one can pick the things like the orange bomb bugs. the bloody things keep bombing my home, also can you make a tarrit gun that WILL kill thim? the guns you can have don't kill them.

the Enhanced Threat Scanner MK2 can be programed to pick up what you want, and the sounds of each can be different.

can you do that?
Eclipse the Dragon 19. aug. 2018 kl. 18:21 
i'm using 2 for different things, but if i change the sound of 1, it changes the sound of all. can you fix that? i need both with different sounds.
Mad Vandal  [ophavsmand] 28. juli 2018 kl. 4:43 
Well ya, you put assets in and thats what happens.
Robert 28. juli 2018 kl. 0:44 
Why is this mod so big? Almost 45MB. Because of the WAV files, I assume?
ZexMaxwell 20. juni 2018 kl. 18:11 
Thank you so much for taking the time to add the feature. :D
Mad Vandal  [ophavsmand] 20. juni 2018 kl. 16:38 
Updated
ZexMaxwell 16. juni 2018 kl. 12:47 
Mad Vandal - that would be perfect!
Mad Vandal  [ophavsmand] 16. juni 2018 kl. 12:05 
I can add support to pull files from a folder.
ZexMaxwell 16. juni 2018 kl. 10:40 
I've done some digging. there is anecdotal evidence that the sound is used in many different TV shows and games. at this point no one has put a name on the sound I've provided. at the same time. I've also edited that file to add extra effects to it. so at this point I question the validity whether or not its still copyrighted after my editing.

https://youtu.be/pbiKqXqHBBc
ZexMaxwell 16. juni 2018 kl. 9:48 
Mad Vandal - But is there a way to add assets? as in we put into the folder? In the mean time. I'll see that's not an CC alarm.
Mad Vandal  [ophavsmand] 16. juni 2018 kl. 9:36 
ZexMaxwell - I can't use any sound assets directly ripped from other games or copyrighted works on Steam workshop. It has to be an original, or from scratch clone, released open source work or something released under creative commons.
ZexMaxwell 16. juni 2018 kl. 7:33 
is there a way we can add or contribute our sounds to you? I made an alarm but it was originally setup for Minecraft mod Industrial craft. they had it setup in a way to repeat the sound file.

https://forum.industrial-craft.net/thread/5915-addon-v1-118-ssp-smp-nuclear-control-v-1-6-2b-e/?postID=67801#post67801
Mad Data Scientist !PC 10. juni 2018 kl. 7:29 
awesome! thanks. don't know how I could play without this mod :)

Just a personal preference: Long alarms could be longer imho.
Red Tape 3. juni 2018 kl. 18:57 
Yes! Thank you so much!
Titanium Jesus 3. juni 2018 kl. 9:19 
I always wanted something like this, including the sounds!
Mad Vandal  [ophavsmand] 3. juni 2018 kl. 4:39 
FYI...FCE will pause the attack count down timer sometimes, so if you see it stopped be aware that is a normal behavior.