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PSYTEX 1.2 Full (Installer)
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XploD



Joined: 28 Apr 2008
Posts: 49
Location: Paderborn - Germany

PostPosted: 2008-07-21 13:28:43    Post subject: Reply with quote

I just posted the last lines because every other line is as usual.

No AccessedNone failure, no missing Packages, nothing...

Attached is my server's inf.ini file
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Stinkmarder
[JgKdo]


Joined: 21 Jan 2008
Posts: 226
Location: Germany

PostPosted: 2008-07-21 16:53:46    Post subject: Reply with quote

Dunno if it helps but here are my inis:
http://inf.cerberon.net/infcoop1.ini
http://inf.cerberon.net/infcoop2.ini
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Stinkmarder
[JgKdo]


Joined: 21 Jan 2008
Posts: 226
Location: Germany

PostPosted: 2008-07-22 20:50:29    Post subject: Reply with quote

@psy: please fix these gray borders around the muzzle flash.
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-07-22 21:37:37    Post subject: Reply with quote

I could try to up the contrast to put the grey parts more toward black (which stands for transparent), but how you could even notice it ingame? Did you observe it on a previously made screenshot? I mean while there is a bit of a grey outline it does look nothing like this ingame to me, when the flash is flashing around. I personally just see the beautiful orange fire.
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EGM<P>



Joined: 17 Feb 2008
Posts: 139
Location: ENSCHEDE-NETHERLANDS

PostPosted: 2008-07-22 22:44:04    Post subject: Reply with quote

psy talking about fixing things WTF is the fishnett look doing in the nv gear ? its screwing up long range vision and you can hardly see the iron sights in the dark, i used nv gear in real life and never saw the fishnett look, it was a bit grainy at times when there were alot of dust particles in the air or in foggy weather but no fishnett look Very Happy
the only way to achieve that was by using camoflage nets to lesten any reflections from a lens/lenses on bright moonlit nights
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-07-23 00:32:14    Post subject: Reply with quote

Yes, I need to improve the NV, less grain, less visible or no grid.
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*Firebird*



Joined: 22 Jan 2008
Posts: 245
Location: North-West-Germany

PostPosted: 2008-07-23 18:05:28    Post subject: Reply with quote

About grey border around muzzleflash
Psychomorph wrote:
... but how you could even notice it ingame? Did you observe it on a previously made screenshot? I mean while there is a bit of a grey outline it does look nothing like this ingame to me, when the flash is flashing around. I personally just see the beautiful orange fire.

Psy you can see it in game much better than on screenshot. Especially if you are on backposition and somebody uses for example machinegun, you can see the border moving it's position (I think cause of recoil) and it feels a little as if there is a veil you look through, cause sight is glared by it.
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Our team is well balanced. - We have problems everywhere. Tommy Prothro (since 1941)
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Snakeye



Joined: 22 Jan 2008
Posts: 461
Location: Graz, Styria, Austria

PostPosted: 2008-07-24 20:59:16    Post subject: Reply with quote

After spending the last two evenings on COOP2 I really have to say the new textures fuckin' rock! AKMSU became one of my favourites by now - I usually only used it seldom due to the very outdated looks it had with the original skin. The rear sight is just soooo cute Smile

Also the FAL looks significantly better - even if I first thought it was too dark; perhaps I just wasn't used to it.

Now if you perhaps add the option for a green SIG551 you'll be my personal hero for the month Mr. Green
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UndeadLord



Joined: 05 Jul 2008
Posts: 12

PostPosted: 2008-07-29 18:24:23    Post subject: Reply with quote

Hey,

I tried running PsyTex, but I get this error whenever I run psytex.bat .

Any ideas?
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Snakeye



Joined: 22 Jan 2008
Posts: 461
Location: Graz, Styria, Austria

PostPosted: 2008-07-29 18:34:41    Post subject: Reply with quote

Funky. Carpet already mentioned fork doesn't work on Vista - although this screenie does look kinda XPish. Did you try running it with administrator rights?

I can positively say that the psytex version runs both on XP and Vista (Home Premuim that is..) - though Vista needs an manual install as described somewhere in this thread.

PS: Does the French version actually use the term "octet" for "byte" Shocked
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"Anything you do can get you killed, including doing nothing."

"This is a quasi-pleasant day. Almost not bad. Almost not bad at all..." Jon, 04.03.2009
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UndeadLord



Joined: 05 Jul 2008
Posts: 12

PostPosted: 2008-07-29 20:29:22    Post subject: Reply with quote

That's XP, set with administrative rights.

The French use 'octet' instead of 'byte'. Don't know why. Maybe because the word 'bite' means 'dick' in french.
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Carpetsmoker



Joined: 22 Jan 2008
Posts: 381
Location: Eindhoven, Netherlands

PostPosted: 2008-07-29 21:07:22    Post subject: Reply with quote

Manual installation intructions:

o Copy The directory PsyTex to your UT installation, I will assume it's C:\UnrealTournament\

o Copy all the .u files from the UT and INF system directory (First INF, then UT) to C:\UnrealTournament\PsyTex\System, Don't overwrite any existing .u files.
If those files aren't present UT crashes (Yeah, I know) ... I guess you could also use symbolic links on Vista, but you'll have to find out how...

o Copy all .utx files from C:\UnrealTournament\Infiltration\Textures\Camos\ to C:\UnrealTournament\PsyTex\Infiltration\Textures\Camos\
Again, don't overwrite files.

That's it.

psytex.sh won't work either, so you'll have to do that manually to:

o Copy Infiltration.ini to Infiltration_psytex.ini

o Edit Infiltration_psytex.ini.

Find the line:
Paths=../Infiltration/System
And replace it with:
Paths=../PsyTex/System

Find the line:
Paths=../Infiltration/Textures/Camos
Reaplace it with:
Paths=../PsyTex/Textures/Camos

Note: Order matters with Path=, so keep it intact.

Now create a new shortcut, where -INI=Infiltration_psytex.ini

And you're fertig!
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-07-30 01:01:21    Post subject: Reply with quote

FaceTex_P01b released. See first post or the readme for more information.

Somehow the fixed boonie hat faces did not work online, this version tries to improve on that, but we will only find out when it is on the server.
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UndeadLord



Joined: 05 Jul 2008
Posts: 12

PostPosted: 2008-07-30 09:43:00    Post subject: Reply with quote

@ CarpetSmoker

I've tried that already when Mk came up with the fork problem, but I didn't get the the last part i.e.:

Quote:
Now create a new shortcut, where -INI=Infiltration_psytex.ini


I might just have to reinstall everything (damn!).
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*Firebird*



Joined: 22 Jan 2008
Posts: 245
Location: North-West-Germany

PostPosted: 2008-07-30 12:36:57    Post subject: Reply with quote

UndeadLord wrote:
... but I didn't get the the last part i.e.:
Carpetsmoker wrote:
Now create a new shortcut, where -INI=Infiltration_psytex.ini
I might just have to reinstall everything (damn!).

I'm not sure but I think he just mean that you have to start the whole stuff over one file in the psy-tex folder. And to this file you should make a new shortcut. That's how it works for me. I have two shortcuts for starting Inf now. One for the normal way, if I wanna play on XploD-Server and the new one that I need to use for playing on Stm-Server. No reinstall or something like that.
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All you need in this life is ignorance and confidence, and then success is sure. Mark Twain (1835-1910)

Our team is well balanced. - We have problems everywhere. Tommy Prothro (since 1941)
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