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			| Nickner 
					Joined: Wed Oct 10, 2012 9:04 pm
 Posts: 3
   |   Undead.rteDoes anyone have an unmodified copy of Undead.rte?I found out that you could use old mods in the new version, but one of them needs Undead.rte
 
 
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			| Wed Oct 10, 2012 9:07 pm | 
					
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			| Asklar Data Realms Elite 
					Joined: Fri Jan 07, 2011 8:01 am
 Posts: 6211
 Location: In your office, earning your salary.
   |   Re: Undead.rteIt would be much easier to change the references from the old zombies to the new culled clones? Changes should be very easy, anyway.
 
 
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			| Wed Oct 10, 2012 10:12 pm | 
					
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			| Nickner 
					Joined: Wed Oct 10, 2012 9:04 pm
 Posts: 3
   |   Re: Undead.rteAsklar wrote: It would be much easier to change the references from the old zombies to the new culled clones? Changes should be very easy, anyway.
How would I do that? The problem seems to be that its in a different folder Edit: The problem is from the AAL experemental tech using the old folders for undead
 
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			| Wed Oct 10, 2012 11:06 pm | 
					
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			| uberhen 
					Joined: Wed Jan 24, 2007 11:53 pm
 Posts: 589
 Location: Silicon Valley, California
   |   Re: Undead.rteIn the code, it will say "Undead.rte/***", where "***" is the item in question. For this build, the Undead faction has been migrated back into the Base.rte, in "Base.rte/Actors/Zombies" and "Base.rte/Actors/Skeletons". To fix this, you're going to have to find what item the old code calls for, and then find this in either the new Zombies folder or Skeletons folder. For example, if the old code causes an error looking for "Undead.rte/Actors/Skeletons/HeadB.bmp", find HeadB in "Base.rte/Actors/Skeletons/HeadB.bmp", and replace the code accordingly. Also, if you aren't already, your really should be using the program Notepad++ for all your code. It shows the line numbers next to each line, and you can easily see if your spacing/ tabbing is wrong. 
 
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			| Thu Oct 11, 2012 5:51 am | 
					
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			| Nickner 
					Joined: Wed Oct 10, 2012 9:04 pm
 Posts: 3
   |   Re: Undead.rteuberhen wrote: In the code, it will say "Undead.rte/***", where "***" is the item in question. For this build, the Undead faction has been migrated back into the Base.rte, in "Base.rte/Actors/Zombies" and "Base.rte/Actors/Skeletons". To fix this, you're going to have to find what item the old code calls for, and then find this in either the new Zombies folder or Skeletons folder. For example, if the old code causes an error looking for "Undead.rte/Actors/Skeletons/HeadB.bmp", find HeadB in "Base.rte/Actors/Skeletons/HeadB.bmp", and replace the code accordingly. Also, if you aren't already, your really should be using the program Notepad++ for all your code. It shows the line numbers next to each line, and you can easily see if your spacing/ tabbing is wrong.Thanks. Got it working
 
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			| Thu Oct 11, 2012 1:02 pm | 
					
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