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Desert Combat with All Seeing Eye

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  • 08-04-2003 3:22am
    #1
    Closed Accounts Posts: 2,196 ✭✭✭


    As some of you may have noticed, the latest Desert Combat doesn't agree with All Seeing Eye... in fact this thread was originally going to be a cry for help before I applied google to the matter :)

    To fix this, do the following: in The All-Seeing Eye\filters.txt, do a search on "Desert" and delete the blocks of text that have "Desert Combat" and "Desert Combat 0.3" on top (each of them are six lines long). Then paste in this where they were:
    Battlefield 1942\Mods\Desert Combat 0.3 
    JoinTemplate: {EXEPATH}[ +game {Game Id}] +restart 1 +joinServer {address} +isInternet 1[ +playerName "{NAME}"][ +password {PASSWORD}] 
    Group: BFMODS 
    Mutex: BFMODS 
    1 if Game\ Id ~!= "desertcombat" remove 
    
    Battlefield 1942\Mods\Desert Combat 
    JoinTemplate: {EXEPATH}[ +game {Game Id}] +restart 1 +joinServer {address} +isInternet 1[ +playerName "{NAME}"][ +password {PASSWORD}] 
    Group: BFMODS 
    Mutex: BFMODS 
    1 if Game\ Id ~!= "desert_combat" remove
    

    Hey presto! Hope this helped someone cause it was bugging me.


Comments

  • Closed Accounts Posts: 1,287 ✭✭✭vac


    OH U R SO SMART PAR ;D


  • Closed Accounts Posts: 20,346 ✭✭✭✭KdjaCL


    Not just Update ASE filters using the built in option?

    Or you can just select OTHER when a new MOD comes out and it will appear in there until ASE update the filters.

    Also your better off creating a new CFG than editing the filters cos when the filter gets updated any editing of the old one is removed.

    kdjac


  • Registered Users Posts: 514 ✭✭✭noog


    fix0red, w00t!


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