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wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
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Re: S.A.W. *(26/05/2011) UPDATE: V10.0
maybe its just me or does this not work on mac it gives me every error in the book
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Thu May 26, 2011 9:26 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: S.A.W. *(26/05/2011) UPDATE: V10.0
Show me the error.
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Thu May 26, 2011 9:35 pm |
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wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
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Re: S.A.W. *(26/05/2011) UPDATE: V10.0
Abortion in file /Users/admin/Development/CortexCommand/cortex/System/ContentFile.cpp, line 516, because:
Failed to load datafile object with following path and name:
SAW.rte/S-88/PEnd.wav
The last frame has been dumped to 'abortscreen.bmp'
Abortion in file /Users/admin/Development/CortexCommand/cortex/System/Reader.cpp, line 534, because:
Failed to load the sample from the file in SAW.rte/Sounds.ini at line 10!
The last frame has been dumped to 'abortscreen.bmp'
Abortion in file /Users/admin/Development/CortexCommand/cortex/System/Reader.cpp, line 534, because:
Failed to load the sample from the file in SAW.rte/Sounds.ini at line 81!
The last frame has been dumped to 'abortscreen.bmp'
Abortion in file /Users/admin/Development/CortexCommand/cortex/System/ContentFile.cpp, line 516, because:
Failed to load datafile object with following path and name:
SAW.rte/Explosives/Explosion2.wav
The last frame has been dumped to 'abortscreen.bmp'
Abortion in file /Users/admin/Development/CortexCommand/cortex/System/ContentFile.cpp, line 516, because:
Failed to load datafile object with following path and name:
SAW.rte/Explosives/Explosion3.wav
The last frame has been dumped to 'abortscreen.bmp'
Abortion in file /Users/admin/Development/CortexCommand/cortex/System/Reader.cpp, line 534, because:
Failed to load the sample from the file in SAW.rte/Sounds.ini at line 83!
The last frame has been dumped to 'abortscreen.bmp'
Abortion in file /Users/admin/Development/CortexCommand/cortex/System/ContentFile.cpp, line 516, because:
Failed to load datafile object with following path and name:
SAW.rte/Explosives/Explosion4.wav
The last frame has been dumped to 'abortscreen.bmp'
Abortion in file /Users/admin/Development/CortexCommand/cortex/System/Reader.cpp, line 534, because:
Failed to load the sample from the file in SAW.rte/Sounds.ini at line 86!
The last frame has been dumped to 'abortscreen.bmp'
yeah thats what i mean with every error in the box
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Thu May 26, 2011 9:41 pm |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: S.A.W. *(26/05/2011) UPDATE: V10.0
These sounds are haunting me..
Let me get a fix for you guys.
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Fri May 27, 2011 3:44 am |
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Urch
Joined: Mon Sep 28, 2009 2:15 am Posts: 720 Location: A fucking desert.
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Re: S.A.W. *(26/05/2011) UPDATE: V10.0
the 3-shot rocket launcher's rockets don't seem to work very well at all without the laser-pointer thing turned on.
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Fri May 27, 2011 4:40 am |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: S.A.W. *(26/05/2011) UPDATE: V10.0
They're meant to act as "Dumb Rockets" as in like when you fire an RPG and the rocket goes in different directions from disorientation from the thrusters and no guidance system available. I still need to work on the homing script because the orienting could use some work but in all it works.
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Fri May 27, 2011 4:53 am |
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Urch
Joined: Mon Sep 28, 2009 2:15 am Posts: 720 Location: A fucking desert.
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Re: S.A.W. *(26/05/2011) UPDATE: V10.0
i meant that they don't go fast enough to explode on impact unless they're being manually guided.
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Fri May 27, 2011 6:01 am |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: S.A.W. *(26/05/2011) UPDATE: V10.0
Sorry, I noticed the script was giving errors.
It seems silly to just upload the entire mod again with the fix so here, just plop this in your SAW.rte and replace.
I'll put it in the OP as well.
Attachments:
File comment: Have fun!
RSC-58LN.rar [885 Bytes]
Downloaded 188 times
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Fri May 27, 2011 6:18 am |
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shadowsofwhite
Joined: Thu Dec 23, 2010 5:22 am Posts: 12
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Re: S.A.W. *(26/05/2011) UPDATE: V10.0
For some reason, this mod brought up something in C++ and crashed it, crashing my game in the process. I think it involved something the AI was doing with the Elite I had out.
The mod otherwise seems pretty awesome, so far as I have been using it.
I have some criticisms that I have been able to see from the time I played before my game crashed.
- The sniper rifle and rail gun have underwhelming zoom distances for the lack of power they have (the gauss rifle often requiring two headshots to kill a standard robot). The Gauss rifle also has a very long reload time for its lack of power and range. I would expect something that takes so long to reload to be more useful. - The elite cannot jump very far at all, but that's alright I suppose. -[edit] And the IL-32 "Fuel Banger" grenades will only detonate immediately after being thrown, killing the thrower.
Actually... I think that's all I can gather. Everything else seems pretty darn good. Excellent spriting, good smoothe gameplay when the elite isn't AI controlled, and balanced weaponry! Good mod!
Last edited by shadowsofwhite on Sat May 28, 2011 12:07 am, edited 1 time in total.
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Fri May 27, 2011 10:21 am |
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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.
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Re: S.A.W. *(26/05/2011) UPDATE: V10.0
99% of the time the fuel banger explodes simply be changing my current held device to it. The other 1% is an instant boom after throwing it. Other than that, the mod keeps looking good.
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Fri May 27, 2011 11:20 pm |
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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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Re: S.A.W. *(26/05/2011) UPDATE: V10.0
I recently obtained a Windows machine, and it just now occurred to me that one of the more exciting aspects of not struggling with my decrepit Mac anymore is that I can enjoyed S.A.W. without issue.
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Sun May 29, 2011 3:56 am |
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wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
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Re: S.A.W. *(26/05/2011) UPDATE: V10.0
speaking of enjoying saw how are those sounds coming up coops ?
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Sun May 29, 2011 11:05 am |
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[Insert Name Here]
Joined: Wed May 26, 2010 9:58 pm Posts: 270 Location: [Insert ominous, personally significant and extremely obvious location Here, e.g. behind you]
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Re: S.A.W. *(26/05/2011) UPDATE: V10.0
I take it you're a mac user?
Just open every single audio file in the .rte in Audacity, and then select 'export as wave file' or 'export as ogg vorbis' depending on what the sound file was - try not to change its file extension. When you're done with that, your version of the mod will be workable. I used to do this, but Coops updated so often it wasn't worth my time to keep it updated.
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Sun May 29, 2011 11:20 am |
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wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
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Re: S.A.W. *(26/05/2011) UPDATE: V10.0
me and coops are working together sort of to make all the sound files in his mods mac compatible so i was just asking if they were coming along well but that hint you gave me will be VERY helpful
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Sun May 29, 2011 11:27 am |
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[Insert Name Here]
Joined: Wed May 26, 2010 9:58 pm Posts: 270 Location: [Insert ominous, personally significant and extremely obvious location Here, e.g. behind you]
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Re: S.A.W. *(26/05/2011) UPDATE: V10.0
Yeah, that was me 6 months ago. He'll leave you in the dust, the way he updates. As soon as you're done with one version, you'll be working on the next.
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Sun May 29, 2011 12:30 pm |
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