M16A4 public beta release

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MP_Duke

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May 23, 2002
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M16A4 release 04.05.15 12:48 PM

Updated files: INFM16A4.u, INFM16A4.int

- Ladder sights for the M203 is now a separate attachment

Download from Post #1
 

Logan6

TC Vet
Dec 23, 2003
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gal-z said:
A few more things:
-Swiss cheese handguards, at least the ones we have, do not have rails on them.
-It's more effective to hit the bolt-catch with the bottom of your palm (does this bodypart actually have a name? Basically I mean the part where the arm and palm connect - the part you'd use to hit someone's nose :p).

You know, I took a year of Human Anatomy and Physiology in college, and actually, I don't think there is a name for it. :lol:
 

NTKB

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Aug 25, 2001
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Shan who runs the SG server has been away on vacation, and he took the keys from us admin when he left :D So your gonna have to wait for his return ;)
 

cracwhore

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Oct 3, 2003
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The {GD}EAS server is up.....and it's updated...

wink.....

(that wasn't a plug for you NT, that was a plug for "fun", or as I call it, "EAS" :) )


-Also, forgot to mention this. When somebody is using the A4 (1.8T) and they switch to the M9 or anything really...the A4 does not show up on their shoulder. It just vanishes. Could you fix that please?
 
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MP_Duke

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You're the first to mention this since i posted the slung issue when the XM8 came out. i'll repeat here:
Slung/Chest/Hip hardpoint models on the soldier have been left out because they require the original INF soldier (*.max format) to animate. Beppo has tried to get them from Warren, but from the looks of it, we may never see the original files again :eek:
[LD]CrAcWhOrE said:
The {GD}EAS server is up.....and it's updated...

wink.....

(that wasn't a plug for you NT, that was a plug for "fun", or as I call it, "EAS" :) )


-Also, forgot to mention this. When somebody is using the A4 (1.8T) and they switch to the M9 or anything really...the A4 does not show up on their shoulder. It just vanishes. Could you fix that please?
 

mbs357

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Jan 5, 2002
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I seem to have a huge problem with too many things catching on fire at once.
With the TWT zombie mutator, I fire a incendiary nade into a patch of them.
I get to watch them burn and scream and die agonizing deaths only seconds before I some kind of crap goes down and my game locks up and I have to ctrl alt delete...
But man it's a good mod. ^_^
 

Crowze

Bird Brain
Feb 6, 2002
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Jesus that Zombie mutator chucks out a whole load of **** into the log... looks like the problem starts with 'URender::DrawWorld anomaly' - seems like the rendering engine starts to struggle. Do you get any kind of error message, or does it just quit? And does it happen without the zombie mutator?