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Polymorph
Joined: Thu Apr 23, 2009 11:28 pm Posts: 21
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Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
whitty wrote: I get no errors at all. Are you sure you did it right? I did and got that error. You didn't actually give us WWM.rte/Other/Rave.ini, yet you're including it in AllOther.ini. Edit: Yeah, commenting out that one line makes it all work.
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Fri Dec 17, 2010 9:59 pm |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
That file isn't in there? Then I guess there are some other things I need to add later.
Ok, patch is now fixed.
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Fri Dec 17, 2010 10:21 pm |
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xlucidx
Joined: Fri Aug 01, 2008 9:20 pm Posts: 30 Location: Boston, MA
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Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
Polymorph wrote: whitty wrote: I get no errors at all. Are you sure you did it right? I did and got that error. You didn't actually give us WWM.rte/Other/Rave.ini, yet you're including it in AllOther.ini. Edit: Yeah, commenting out that one line makes it all work. That fixed it for me as well!
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Fri Dec 17, 2010 10:29 pm |
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HydroEmperor
Joined: Fri Dec 17, 2010 12:33 am Posts: 6
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Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
The new patch works, great stuff.
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Fri Dec 17, 2010 11:29 pm |
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killionaire
Joined: Thu Dec 09, 2010 5:22 am Posts: 82
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Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
Some of this stuff is fun, but some of it lags horribly when used, which tells me maybe the code isn't optimized or it's running too many calculations at once for this one weapon.
Still, wacky stuff. I used the coalition elite model for the "Badass Coalition Trooper" template for my activities set. The powerful jetpack makes it easier for them to do crazy stuff.
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Sat Dec 18, 2010 9:25 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
He says that the Glowking's mods lag. Heh. They're supposed to be big, messy, destructive, and glowy; that just also makes them laggy as a side effect.
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Sat Dec 18, 2010 2:36 pm |
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Laraso
Joined: Sun Feb 21, 2010 10:40 pm Posts: 97
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Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
Nice one, whitty. I wasn't expecting to get rick rolled.
By the way, I don't know if it has been mentioned before, but your Brain Bot... If it is about to die, you can just press x to transform into a brain crab then x to transform back and you have a completely healed brain bot.
Also, the brain crab seems to have trouble staying on the level. If I take a couple of steps with it, it stops, then it falls through the ground to its death.
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Sat Dec 18, 2010 3:53 pm |
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Wesley
Joined: Fri Dec 17, 2010 4:30 pm Posts: 15
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Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
Case Sensitive Related Errors: Sounds/tele-pod.WAV should be tele-pod.wav other/killball2.ini: one of the called null.bmp's is uppercase Devices/Beam Cannon.ini: same here Devices/Sparkle Thingy.ini: same here Devices/Gravity.ini: saaaaaaame here Devices/Spead.ini: guess what? actually, there where more errors but i was to annoyed to find all of them :\ linux is case sensitive so you need to pay attention on upper/lower case letters while calling files. a good way to do is to either make everything lowercase or every first letter upper case, thatway you dont need to think about how you wrote the file when you enter it in an ini.
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Sat Dec 18, 2010 4:45 pm |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
One thing with the brain robot/crab is in Build 24 you lose when you change from one guy to the other. Need to look into this.
Also, if you post a full list, I'll make a patch. I had no idea things had mismatched lettering.
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Sat Dec 18, 2010 5:05 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
Seems like there's only one brain and when that is destroyed, it doesn't get passed on, you just lose.
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Sat Dec 18, 2010 5:07 pm |
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Wesley
Joined: Fri Dec 17, 2010 4:30 pm Posts: 15
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Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
i will make a complete list but not today, maybe tomorrow. the list of content in your mod is really great and im looking forward to test it and rampage and to let rain carnage on the lands
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Sat Dec 18, 2010 5:26 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
Frame 1: Brain body gets keystroke, makes fakebrain. Frame 2: Fakebrain deletes brain body, makes brain crab. Frame 3: Brain crab deletes fake brain.
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Sat Dec 18, 2010 9:00 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
That doesn't work anymore, because if the brain that is assigned as the TRUE brain is killed/gone, you lose, no matter how many other brains you have.
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Sat Dec 18, 2010 9:05 pm |
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killionaire
Joined: Thu Dec 09, 2010 5:22 am Posts: 82
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Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
Actually, most of the problems stem from the miniclone spawners and the guided missile code rather than the flashy stuff.
Flashy stuff works just fine.
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Sat Dec 18, 2010 9:39 pm |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Whitty's Wonderful Mods *Version 9.2.1* Updated 12/17/2010
The .ini guided missile is horribly done. lol
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Sat Dec 18, 2010 9:59 pm |
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