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Dal
Joined: Mon Dec 10, 2007 9:54 pm Posts: 250
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Bunker Module Compilation Pack - 2.0 Released (Fixed)! [B22]
V 2.0 [B22] http://files.filefront.com/BMCP+20rar/; ... einfo.html Filesize reduced, but still too big for an attachment.V 1.5 [B21] http://files.filefront.com/BMCP+15rar/; ... einfo.html2.0 Released! The pack contains all the high quality bunker modules and objects I could find, and reorganizes the entries to be more intuitive and less cluttered. There are also some minor content additions that will not be found anywhere else. Included module packs are: Arrow - Djinn Barbed Wire - Control Blast Door/Tunnel Door - Maximdude, Door conversion by myself BunkerEnhanced - Omni BunkerEnhanced RSet - Omni Doors - CaveCricket48 DSTech's Modules and Walls - DSMK2 DuhModulePack - Duh102 Evil HQ modules - Eternjc Extra Bunkermodules - Block Extramodules (Diagonals) - NickFury666 Gauntlet - Djinn Grif Bunker - Grif (Durr.), bunker mats by myself Heavy Turret Bunker - Systmh Laserdoor - Mindbug Map Objects - Gotcha! Map Pack (1, 2, and 3) Compatible! Maproom - Lord Tim Objects.rte - TheLastBanana Passive Defenses - sovietcommando Rocket Hangar - Electroclan Rocks - Jack the Commando? No idea, please let me know. SK-PRR - Djinn Spear - Djinn TBunkerTiles - Taehl Thanatos Modules - Thanatos, Zalo TroubledWaters (Hover bridge) - Lord Tim VentilationSet - Electroclan Windows - Kigali All are organized in their own RTEs so you can pick and choose as you like. Also included are files to make the pack used in the scene editor (may require some simple text editing on your end)! The included readmes should answer your questions if you choose this 'integrated' version. ALL INCLUDED FOLDERS ARE OVERWRITE SAFE. You may need to use the compatibility patch if you have DSTech's quality robots. I hope you all enjoy. Please post here with any questions, suggestions, comments, criticism, and/or bugs. http://files.filefront.com/BMCP+20rar/; ... einfo.htmlThat was a sloppy release, but everything should be tip-top working now; sorry about that.
Attachments:
File comment: Integrated 'Map - Objects' fix, just overwrite the old index.ini
Index.rar [151 Bytes]
Downloaded 1381 times
Last edited by Dal on Thu Nov 13, 2008 4:45 am, edited 14 times in total.
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Thu Aug 21, 2008 9:30 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Bunker Module Compilation Pack
Hourray! As I've might said before, this is a great initiative, and I hope I will be adding more stuff to it in the future.
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Thu Aug 21, 2008 9:38 pm |
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Ultric
Joined: Thu Jul 10, 2008 6:23 pm Posts: 301 Location: Lurking somewhere around here...
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Re: Bunker Module Compilation Pack
Darn it! Why did this have to come out half-way through my game being loaded. I have most of this, but there's also some things I didn't see. Nice job.
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Thu Aug 21, 2008 10:01 pm |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: Bunker Module Compilation Pack
I thought Jack did the rocks, but I may be wrong.
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Thu Aug 21, 2008 10:19 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Bunker Module Compilation Pack
I would like this better if it was stuck into one .rte, sections disableable by index.ini edits. I would also like it a lot if Data included this as default in future builds...
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Thu Aug 21, 2008 10:38 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Bunker Module Compilation Pack
Thank you I was going to ask the Mod Archivists- for the Ventilation Shafts-. Quote: I would like this better if it was stuck into one .rte, sections disableable by index.ini edits. I would also like it a lot if Data included this as default in future builds... Hello, some people want PARTS of this COMPILATION, LIKE I JUST WANT ONLY SOME OF THE STUFF, NOT ALL OF IT NVM That would be a splendid Idea!
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Thu Aug 21, 2008 10:55 pm |
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Dal
Joined: Mon Dec 10, 2007 9:54 pm Posts: 250
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Re: Bunker Module Compilation Pack
Yes, I've been considering that. One benefit of the current setup though is that (afaik) all these mods are their most updated and overwrite safe.
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Thu Aug 21, 2008 11:11 pm |
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The Fat Sand Rat
Joined: Sun Apr 15, 2007 5:56 am Posts: 1191 Location: outside the shithole called the University in the Forest
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Re: Bunker Module Compilation Pack
While this is convenient, I hope you got everyone's permission.
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Fri Aug 22, 2008 9:21 pm |
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Dal
Joined: Mon Dec 10, 2007 9:54 pm Posts: 250
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Re: Bunker Module Compilation Pack
Yes. I asked first more than a week ago, and then a few days ago I released a beta build to the authors so they could voice any objections. I haven't relieved any objections from either PMs. If you're really concerned.
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Fri Aug 22, 2008 9:32 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Bunker Module Compilation Pack
I don't believe you had to ask all of them. Some left and some are banned.
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Fri Aug 22, 2008 9:59 pm |
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Dal
Joined: Mon Dec 10, 2007 9:54 pm Posts: 250
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Re: Bunker Module Compilation Pack
I knew and know, but wasn't paying much attention when adding that many names to the PM box.
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Fri Aug 22, 2008 10:58 pm |
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Omni
Joined: Sat Jan 27, 2007 9:38 am Posts: 170 Location: St. Louis, MO
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Re: Bunker Module Compilation Pack
Integrating into Base.rte to allow its use in the scene editor... why didn't I think of that? Excellent work, glad to have given my permission. This pack is extra useful because it allows for a standard pack for use in making custom bunker scenes, and makes them easy to make with the built in scene editor. You should see some of the sweet bases I've made with this thing already. Some of them might even warrant release, depending on what else I make. Only issues I've run into are categories with too generic names, like "Objects" instead of "Bunker Objects" and "Extra Modules" instead of "Bunker Extra" or something like that. Also, the clone tube relies on the blue clone, which has to be activated or CC spits out an error. Hopefully the scene editor will be more flexible in later releases, allowing you to choose which rte's you wish to use. Until then, this is a great little pack. This gains the Omni seal of approval. *STAMP*
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Sat Aug 23, 2008 1:25 am |
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Dal
Joined: Mon Dec 10, 2007 9:54 pm Posts: 250
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Re: Bunker Module Compilation Pack
Why thanks, Omni! I thought I had fixed the diagonals entry. Must not have carried it over, I'll fix that now.
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Sat Aug 23, 2008 1:36 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Bunker Module Compilation Pack
Omni wrote: Integrating into Base.rte to allow its use in the scene editor... why didn't I think of that? Took you a long time, Omni.
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Sat Aug 23, 2008 2:08 am |
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Dal
Joined: Mon Dec 10, 2007 9:54 pm Posts: 250
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Re: Bunker Module Compilation Pack
One for you, Omni: Now to fix Djinn's offsets. Screw that! stair sprites are all kinds of problems :X
Last edited by Dal on Sat Aug 23, 2008 3:03 am, edited 2 times in total.
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Sat Aug 23, 2008 2:30 am |
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