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suggested work around for opfire bug
05-24-2014, 11:24 AM,
#1
suggested work around for opfire bug
Hello All,

I have a possible work around for the op-fire bug..

Game doesn't seem to care which game engine file is being used, as long as the oob sets have the same release date stamps..

SO here is a possible work around, where you can use mbt 7 with the updated mbt 8 oob's ( this works for ww2 also)

Go get the update file.. but do not install into the game. Run the installer, install into an empty folder.. when you are done, only the updated files will exist in the target folder..

next, copy only the updated file folders into your mbt7 installation folder,, when asked if you want to over-write files/folders.. say yes to all

DO NOT copy the 4 updated .exe files..

when you are done, you have updated v7 to use the new oob's.. and the op-fire filters will still work..
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05-25-2014, 02:27 AM,
#2
RE: suggested work around for opfire bug
Thanks. What will you name this version? 7.1.8 ? 7.5? We once had an official 4.5.1 So why not a 7.1.8?
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05-25-2014, 08:38 AM,
#3
RE: suggested work around for opfire bug
So where do I get the 7.0? I have 8.notworking on there now. I need the exe for 7.0. I didn't see it on shrapnel.
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05-25-2014, 11:50 PM,
#4
RE: suggested work around for opfire bug
Check the product pages:
http://www.shrapnelgames.com/Camo_Worksh..._page.html
http://www.shrapnelgames.com/Camo_Worksh..._page.html
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05-26-2014, 03:36 AM,
#5
RE: suggested work around for opfire bug
Ok, I was trying to avoid re-installing the entire game but I see that was a Rainbow fed Unicorn fart on my part. Sigh!!!
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05-26-2014, 03:39 AM,
#6
RE: suggested work around for opfire bug
I didn't try it but can't you install the patches to an empty folder and then simply copy the EXE file out to your real installation folder?
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05-26-2014, 03:57 AM,
#7
RE: suggested work around for opfire bug
I thought shrapnel fixed the op fire bug and the new releases are correct.
Some of us are busy doing things; some of us are busy complaining - Debasish Mridha
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05-26-2014, 05:04 AM,
#8
RE: suggested work around for opfire bug
Look here:
http://forum.shrapnelgames.com/showpost....ostcount=8
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05-26-2014, 09:34 PM,
#9
RE: suggested work around for opfire bug
I have had my doubts about the range filter since rel 6.0 It seems to be OK for max armor values but I tested and found it would shoot at a 3 min target when set to 4 min.
AFAIK there has never been a detailed explanation of the range filter in the manual (Documentation).
When I tested the bore sighting (target hex) I found that it seemed to be very moral dependent. 60+ moral units normally shoot and hit a target in that hex. That falls way off as you expand the hexes bore sighted. I got tired of testing after getting to 3 hexes and it didn't seem to matter, so I didn't test for 4 hexes.
I always liked this feature since historically an ATG set up to ambush a tank would let a jeep go by if that was at all possible.

Anybody got this?
http://www.paperlessarchives.com/wwii_th...ion_r.html

13 bucks for 4,000+ pages of after action reports from WW2 seems like a good deal to me. Too good a deal, which is why I ask. Good ammo for those 'your version of what happened' arguments.
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05-27-2014, 07:25 AM,
#10
RE: suggested work around for opfire bug
I never use the op fire filter myself, I don't trust it, I just use the standard 1-10 hex range.
Some of us are busy doing things; some of us are busy complaining - Debasish Mridha
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