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I forgot to write "normal way" in the last post. Whoops.
I am going to try and fix this by doing the normal (albeit unfortunately costs more storage) before I sleep today. I will write when it is done, and I will try to fix it with the better compile method in the future.
It should be noted that I hear and have discovered that the issue of vanilla maps loading has been solved to a degree in modern ODST mods. I haven't set that up yet, but I will most likely do that. The only issue is it may mean no more night time firefight maps, but I am not certain yet.
I still need to make an image guide.
- Player 3 and 4 do appear as elites (at least now), but for whatever reason, they have no arms in campaign.
- Various minor issues with npcs not spawning or spawning when they shouldn't
This should be ready by the end of the month. If it isn't, I apologize.
Some things of note are:
- I was right when I said all elites are modeled correctly, but it turns out they were not all colored correctly.
- Player 3 and 4 may have never been elites at all. I had fixed this in 2024, but I am going to try and make sure this is 100% fixed soon by actually playtesting it.
- Numerous other things that I will write down in a proper changelog later.
- I should probably make an image guide on how to do the map switch process.
If I were to ever make a real update to this again, I'd like to focus on the hub levels. They feel the most annoying/difficult to playtest, which is why I never really edited them besides placing a shotgun on a brute. Besides that, I should probably find a way to fix Virgil in the future (currently you can open the door manually by yourself)