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 Trappers: Canyon Town 
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Joined: Wed Aug 08, 2012 8:54 pm
Posts: 3
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 Re: Trappers: New scene + tunnel system
doesnt work for me. is there more I need than cc?


Sat Aug 11, 2012 8:09 pm
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Joined: Sat Mar 10, 2012 9:26 pm
Posts: 16
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Post Re: Trappers: New scene + tunnel system
akblabla wrote:
grolon wrote:
tryed out the latest version, it went to the abort screen with this:

Abortion in file.\system\contentfile.cpp, line 557.
Failed to load datafile object with the following path and name:
Base.rte/Scenes/Objects/Fossils/Fossil000
The last frame has been dumped to 'abortscreen.bmp'[/size]

not sure whats going on there...

i checked the path, and there is no file named "fossils", and no fossil named "fossil000"


As mentioned, you need the newest version viewtopic.php?f=72&t=31378

Edit: I assume you use HIB, otherwise just redownload cortex command



yes i am using H.I.B....not sure whats going on, i downloaded new version, tryed it out, and got the same response. then i deleted all past data realms realated folders, and downloaded it again, and i got the same response again... not sure what im doing wrong, but i must be doing something wrong...


Sat Aug 11, 2012 8:26 pm
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Joined: Wed May 20, 2009 3:10 pm
Posts: 366
Location: Århus, Denmark
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Post Re: Trappers: New scene + tunnel system
grolon wrote:
akblabla wrote:



yes i am using H.I.B....not sure whats going on, i downloaded new version, tryed it out, and got the same response. then i deleted all past data realms realated folders, and downloaded it again, and i got the same response again... not sure what im doing wrong, but i must be doing something wrong...


Go to the previous page on this comment section and there should be a way to fix it if you don't have the newest version of the game.

Quote:
Here is a fix

Go to Trappers.rte/Scenes/Aarborg City.ini (and Mountain Compound.ini)

In there, remove the section from line 94 to 107

it should look like this.

Code:
      AddTerrainDebris = TerrainDebris
         CopyOf = Base.rte/Fossils
         DebrisFile = ContentFile
            FilePath = Base.rte/Scenes/Objects/Fossils/Fossil.bmp
         DebrisPieceCount = 29
         DebrisMaterial = Material
            CopyOf = Base.rte/Bone
         TargetMaterial = Material
            CopyOf = Base.rte/Earth
         OnlyOnSurface = 0
         OnlyBuried = 1
         MinDepth = 150
         MaxDepth = 700
         DensityPerMeter = 0.01



In the newest version there are some really cool fossils, though HIB haven't got them yet for some reason.


Sat Aug 11, 2012 8:30 pm
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Joined: Sat Mar 10, 2012 9:26 pm
Posts: 16
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Post Re: Trappers: New scene + tunnel system
well, i have done that, and now c.c. spontaneously stops working. :neutral: ...gonna mess around to see if i can fix it...

it gets to mountain compound and then c.c. just shuts down.

Edit: Got it working. Thanks for the help!


Sat Aug 11, 2012 8:42 pm
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Joined: Sat Mar 10, 2012 9:26 pm
Posts: 16
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Post Re: Trappers: New scene + tunnel system
ok, I have some suggestions:
the acid sprayer does not hurt team mates. I think it would be nice if it did. Just to add another level of danger to the gun. :skull:
I love how the glass panels on the roof shatters, and hurts those whom it shatters upon. I think it would be awesome if: A: windows were made from the same material B: if it broke off in shards, or blades. and C: if you could look through windows. i noticed that on the mountain level there were binoculars next to a window, but i was a bit disappointed that i could not look out of the window with them.
it would be awesome if the laser gun had a "cool off" icon. like the weilder threw a wet towel on the gun. making it not shootable, but cool off faster. because right now, its a bit of a pain to sit and wait for the gun to cool off.
and lastly; man-holes to the tunnel. if the man-holes could be meatle, that would be sweet.

Love the mod. you have been working hard it seems. cant wait for the next improvement. :D


Sat Aug 11, 2012 10:14 pm
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Joined: Mon Aug 08, 2011 9:22 pm
Posts: 18
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Post Re: Trappers: New scene + tunnel system
Grolon, I'm having the same problem you have and I am also on the latest build. Please can somebody help?


Sat Aug 11, 2012 10:25 pm
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Joined: Fri Mar 19, 2010 4:14 am
Posts: 20
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Post Re: Trappers: New scene + tunnel system
I also used the HIB version and it didn't work. To get the newest version with the fossils, go to http://licensing.datarealms.com/licensing/menu and click on the humble bundle thing, input your key and download it from there. It works.


Sun Aug 12, 2012 9:13 pm
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Data Realms Elite
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Joined: Fri Jan 07, 2011 8:01 am
Posts: 6211
Location: In your office, earning your salary.
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Post Re: Trappers: New scene + tunnel system
Oh man I love playing in this scenes with SHIELD, General Industries, Trappers, Ronin, Zombies 09' and Untitled Tech, among other mods which go along the line of urban/modern warfare, not-so-futuristic armies, post-apocalyptic survivors and cyber-punk-ish soldiers.
We need more mods of those lines, if I could sprite I'd make mods like that.

But Trappers is easily one of my favorite factions that is inside of any of those categories.


Mon Aug 13, 2012 12:33 am
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Joined: Wed May 20, 2009 3:10 pm
Posts: 366
Location: Århus, Denmark
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Post Re: Trappers: New scene + tunnel system
Asklar wrote:
Oh man I love playing in this scenes with SHIELD, General Industries, Trappers, Ronin, Zombies 09' and Untitled Tech, among other mods which go along the line of urban/modern warfare, not-so-futuristic armies, post-apocalyptic survivors and cyber-punk-ish soldiers.
We need more mods of those lines, if I could sprite I'd make mods like that.

But Trappers is easily one of my favorite factions that is inside of any of those categories.


Wow thanks :)

My summer holidays have just ended though so I properly won't make any more mods or updates to this in about 9 weeks :(

Maybe I can squeze a bit of work in here and there but don't expect it.


Mon Aug 13, 2012 4:58 pm
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Joined: Tue Jul 10, 2012 5:17 pm
Posts: 27
Location: Somewhere near Hoover dam in alternate future
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Post Re: Trappers: New scene + tunnel system
Okie-dokie-lokie, another update.
Dl'ed
Played
Hey, akblabla, your mod still somehow giving me that warm and fuzzy feeling inside. That's cool.
BAWK BAWK BAWK ME WANTS AXON!!! BAWK BAWK BAGAWK! I no need it anymore. Want something done well - do it by yourself. :)


Tue Aug 14, 2012 12:32 pm
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Joined: Wed May 20, 2009 3:10 pm
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Location: Århus, Denmark
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Post Re: Trappers: New scene + tunnel system
Legatus wrote:
I no need it anymore. Want something done well - do it by yourself. :)


Uhmmm or just don't expect random people over the internet to produce content that you order :P


Tue Aug 14, 2012 6:41 pm
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Joined: Fri Mar 19, 2010 4:14 am
Posts: 20
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Post Re: Trappers: New scene + tunnel system
This mod is wonderful, by far my favorite faction. I love the gliders the most, but the other units are pretty good too. Only problem is, when playing the campaign, when loading a save I get this:

---------------------------
RTE Aborted! (x_x)
---------------------------
Reading of a preset instance "MP7 (Assault)" of class HDFirearm failed in file Metagames.rte/Trappers.ini, shortly before line #159

The last frame has been dumped to 'abortscreen.bmp'

You can copy this message with Ctrl+C
---------------------------
OK
---------------------------

Then it crashes. If I don't use trappers, loading works fine.


Wed Aug 15, 2012 12:43 am
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Joined: Wed May 20, 2009 3:10 pm
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Location: Århus, Denmark
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Post Re: Trappers: Canyon Town
Bacon:

I just added tile roofs and a new scene


Sun Aug 19, 2012 1:33 pm
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Joined: Fri Jul 06, 2012 12:44 pm
Posts: 56
Location: Missing In Action
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Post Re: Trappers: Canyon Town
Hell yeah ! Another update !
Tiles roof add a bit funky touch of decoration but empty ones aren't easily accessible, maybe should you make damages/bombed ones which would easier to hide in :)


Sun Aug 19, 2012 4:14 pm
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Joined: Mon Dec 26, 2011 8:39 pm
Posts: 30
Location: Here There Everywhere.....EVERYWHERE!!!
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Post Re: Trappers: Canyon Town
I'm getting an Error on startup. It crashes when it reads the files for Aerborg city.


Sun Aug 19, 2012 8:28 pm
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