View unanswered posts | View active topics It is currently Wed Dec 25, 2024 6:28 pm



Reply to topic  [ 96 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7  Next
 The APOLLOCALIPSE V4 - Is this a B25 I see? 
Author Message
Data Realms Elite
Data Realms Elite
User avatar

Joined: Fri Jul 03, 2009 11:05 am
Posts: 3878
Reply with quote
Post Re: The APOLLOCALIPSE V3 - B24 or bust!
Think about it.
You downloaded the mod, installed it and it seems to work fine.
You don't find any maps.
Are there any maps?

The use of common sense is a rule here, I think.


Fri Feb 18, 2011 8:56 pm
Profile
User avatar

Joined: Sun Dec 19, 2010 10:53 pm
Posts: 423
Location: UPLAND DRUUD
Reply with quote
Post Re: The APOLLOCALIPSE V3 - B24 or bust!
sorry its just i have some maps in each folder like in skirmish i have some and in a different mode i have others


Fri Feb 18, 2011 10:03 pm
Profile
User avatar

Joined: Thu May 15, 2008 11:40 am
Posts: 1527
Location: In heaven, everything is fine.
Reply with quote
Post Re: The APOLLOCALIPSE V3 - B24 or bust!
I'm all into that wearable power suit thing. It functions so well. The fact that you can put a brain inside it makes gameplay more fun. Use it as a safe escape tool for the brain is always a good choice.

Though its design does not fir with the whole astronaut theme. It's way too steam punk.

And... I WANT THAT HEAVY UNIT Grrr!


Sat Feb 19, 2011 4:56 am
Profile
User avatar

Joined: Tue Mar 16, 2010 7:38 pm
Posts: 447
Location: The Ninth Circle
Reply with quote
Post Re: The APOLLOCALIPSE V3 - B24 or bust!
wooden wrote:
some ♥♥♥♥ about maps


If you ever, ever have a question about a mod, look through the mod's contents. Anything and everything in the mod is in its contents.

God, why do I need to say it. Should be common sense.


EDIT: Oh, yeah, and Areku, when are you coming out with an update? I'm really looking forward to it. I've been playing with the pilotable mech script a lot.


Sat Feb 19, 2011 6:01 am
Profile
User avatar

Joined: Wed Jan 26, 2011 4:44 pm
Posts: 104
Location: Not sure. It's Dark in here.
Reply with quote
Post Re: The APOLLOCALIPSE V3 - B24 or bust!
ok, so i love this totally kickass mod, but somethings been bugging me. Is that pic of the astronaut chick from a actual series?


Fri Mar 25, 2011 7:27 pm
Profile WWW
User avatar

Joined: Fri Aug 12, 2011 9:23 pm
Posts: 1416
Location: North-Ish
Reply with quote
Post Re: The APOLLOCALIPSE V3 - B24 or bust!
It appears that this mod is no longer compatible for B25, due to it incorrectly referring to a file that is no longer in the game.

Abortion in file ./System/ContentFile.pp, line 472, because:

Failed to load datafile object with the following path and name:

Coalition.rte/Devices/Weapons/SMGFire.wav


Fri Aug 12, 2011 10:13 pm
Profile
User avatar

Joined: Sun Jan 30, 2011 9:10 am
Posts: 19
Reply with quote
Post Re: The APOLLOCALIPSE V3 - B24 or bust!
Subject: The APOLLOCALIPSE V3 - B24 or bust!

Harzipan wrote:
It appears that this mod is no longer compatible for B25, due to it incorrectly referring to a file that is no longer in the game.

Abortion in file ./System/ContentFile.pp, line 472, because:

Failed to load datafile object with the following path and name:

Coalition.rte/Devices/Weapons/SMGFire.wav


The wav file is actually in a different pathway : 'Coalition.rte/Effects/Sounds/...'
All sound files I think are ordered like this.


Sat Aug 13, 2011 8:51 am
Profile

Joined: Sun Aug 14, 2011 1:46 am
Posts: 2
Reply with quote
Post Re: The APOLLOCALIPSE V3 - B24 or bust!
Quote:
The wav file is actually in a different pathway : 'Coalition.rte/Effects/Sounds/...'
All sound files I think are ordered like this.


And this helps us how? Please help us people that arent pros at modding =D i would love to play this in b25


Sun Aug 14, 2011 1:51 am
Profile
User avatar

Joined: Fri Oct 17, 2008 9:46 pm
Posts: 5212
Location: The Grills Locker.
Reply with quote
Post Re: The APOLLOCALIPSE V3 - B24 or bust!
Well, I've considered converting it to the newest build, but there's so many path references to correct, not to mention finding the sound files themselves...

I'll give it a look. Don't promise no nuthin', tho.


Sun Aug 14, 2011 5:17 pm
Profile WWW
DRL Developer
DRL Developer

Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
Reply with quote
Post Re: The APOLLOCALIPSE V3 - B24 or bust!
It's just Coalition.rte/Effects/Sounds instead of Coalition.rte/Devices/Weapons.


Sun Aug 14, 2011 5:19 pm
Profile
User avatar

Joined: Fri Oct 17, 2008 9:46 pm
Posts: 5212
Location: The Grills Locker.
Reply with quote
Post Re: The APOLLOCALIPSE V3 - B24 or bust!
...and right you are. Just finished fixing it, uploading now. Check the original post for the download.


Sun Aug 14, 2011 5:24 pm
Profile WWW

Joined: Sun Aug 14, 2011 1:46 am
Posts: 2
Reply with quote
Post Re: The APOLLOCALIPSE V4 - Is this a B25 I see?
thanks for updated to the latest build. i enjoy this mod alot, especially the heavy mech =D


Sun Aug 14, 2011 6:59 pm
Profile
User avatar

Joined: Wed Jul 06, 2011 5:11 pm
Posts: 226
Reply with quote
Post Re: The APOLLOCALIPSE V4 - Is this a B25 I see?
This is fantastic! I love the pilotable mech, I've always wanted to use one in-game!


Mon Aug 15, 2011 5:02 pm
Profile
User avatar

Joined: Tue Feb 09, 2010 4:16 pm
Posts: 86
Reply with quote
Post Re: The APOLLOCALIPSE V4 - Is this a B25 I see?
Made this compatible with 1.0. Changed line 2096 of Weapons/Light/LightWeapons.ini to:
Path = Coalition.rte/Effects/Sounds/AutoCannonFire.wav

I hope you don't mind.

Attachment:
Apollocalipse.-unofficial-CC1.0.zip [1.93 MiB]
Downloaded 516 times


Sat Oct 06, 2012 2:05 pm
Profile
User avatar

Joined: Sat Oct 20, 2012 11:03 am
Posts: 48
Reply with quote
Post Re: The APOLLOCALIPSE V4 - Is this a B25 I see?
How do I use these mechs? Any help is appreciated.

EDIT: Ah nvm, I see there is a manual.


This Mod is INSANE!! Would you mind telling me how you scripted any of these? You see I'm trying to make a car for my Max Payne mod, but I'd like make other vehicles too. Is it the Lua Script that enables the Pop Up letters over a unit when it is set to a certain condition (within this mod i.e. "No Pilot") So is the mech itself an actor and enabled to become a vehicle using Lua? Which part of the script enables the controls? It's all so confusing.

Now if only I could combine this mod with the wheels mod, I could make cars and the like.. even pogo sticks!!


Wed Nov 07, 2012 12:21 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 96 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.077s | 14 Queries | GZIP : Off ]