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 Datarealms Mod Archive - Converted for B22 
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Joined: Wed Aug 13, 2008 4:41 am
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Location: The milky way, Sol, Terra,Australia,Melbourne, A room in a house(listening to tool), -x???;3124=+:D
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Post Re: Datarealms Mod Archive - Update 3
Is this compatible for build 21???


Fri Aug 29, 2008 4:54 am
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Post Re: Datarealms Mod Archive - Update 3
Gmanofdoom wrote:
Is this compatible for build 21???

If it wasn't, it wouldn't even be on this forum.


Fri Aug 29, 2008 4:01 pm
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Post Re: Datarealms Mod Archive - Update 3
Oh, My, Fudging, GOD!!! I just looked through the list of the mods in the third pack and there is the "Uber Concrete Gun"!!!! I can't believe it's there!!! :D :grin: :shock:

When i made that there was that stupid system that mods had to be "approved" by a special team, so terrible it quickly failed. But that mod and the mod that came along side it, "Uber Digger", were both dubbed "bad" and stashed away in a sub forum where it warned people about going in there. BUT IT'S HERE!!! This is so cool :) Does anyone have the Uber Digger that went in the same thread as it?

P.S. So you don't forget, Uber Concrete Gun = Mine!


Fri Aug 29, 2008 10:05 pm
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Location: Silicon Valley, California
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Post Re: Datarealms Mod Archive - Update 3
I hate to break it to you, but I tweaked the hell out of your mod before I put it in the pack. I totally forgot that I put the mod in there (it wasn't even listed in the "mods included" section). It was really just an experiment with RestThreshold on the concrete particles. If I remember correctly, the round for the less expensive version has a lower RestThreshold, letting the particles stack much quicker; the other version dispenses much stronger concrete, and has the default R.T. So, you mind if I keep it in there?


Last edited by uberhen on Sat Aug 30, 2008 7:09 pm, edited 1 time in total.



Sat Aug 30, 2008 12:54 am
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Post Re: Datarealms Mod Archive - Update 3
:( oh.... yeah sure, keep it. Just dont give any other person credit.

Do you have a copy of the uber digger?


Sat Aug 30, 2008 9:48 am
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Post Re: Datarealms Mod Archive - Update 3
I think I found the correct ones. I included the "ultraconcretesprayer" and the "ultradigger" in this RAR. Are they yours? I converted them from B14 to work with the current build, and indexed the concrete sprayer's sprite in CC's palette. :)


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LF's Ultra Tools.rar [7 KiB]
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Sat Aug 30, 2008 7:05 pm
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Post Re: Datarealms Mod Archive - Update 3
lazyfaith wrote:
Oh, My, Fudging, GOD!!! I just looked through the list of the mods in the third pack and there is the "Uber Concrete Gun"!!!! I can't believe it's there!!! :D :grin: :shock:

When i made that there was that stupid system that mods had to be "approved" by a special team, so terrible it quickly failed. But that mod and the mod that came along side it, "Uber Digger", were both dubbed "bad" and stashed away in a sub forum where it warned people about going in there. BUT IT'S HERE!!! This is so cool :) Does anyone have the Uber Digger that went in the same thread as it?

P.S. So you don't forget, Uber Concrete Gun = Mine!

I remember that system too, I believe they got canned after some good mod was declared "bad."


Mon Sep 01, 2008 4:25 am
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Post Re: Datarealms Mod Archive - Update 3
This mod doesn't work. I've tried extracting it in three different rar programs. I keep getting the message, abort game or something and it says there was an error in base.rte/devices/null. The game works fine without the mods so I don't know what the problem is.


Sun Sep 07, 2008 8:37 pm
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Post Re: Datarealms Mod Archive - Update 3
That's an old problem, and one easy to solve. Copy the null.bmp from your main base.rte/ into your devices folder as well.


Mon Sep 08, 2008 2:54 am
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Post Re: Datarealms Mod Archive - Update 3
Thanks it worked. But now I'm getting another error message:
Quote:
Abortion in file .\System\Reader.cpp, line 530, because:

Referring to an instance ('Blue Clone') to copy from that hasn't been defined! in Speeder.rte/Speeder.ini at line 675!

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


Mon Sep 08, 2008 3:40 am
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Post Re: Datarealms Mod Archive - Update 3
Go to Base.rte, inside is a file called Actors.ini.
Open it in notepad, scroll all the way to the bottom, and delete the // from before "IncludeFile = Base.rte/Actors/Clones/Clones.ini".
Like this:

Code:
//IncludeFile = Base.rte/Actors/Clones/Clones.ini

Into:
Code:
IncludeFile = Base.rte/Actors/Clones/Clones.ini


Tue Sep 09, 2008 7:48 pm
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Post Re: Datarealms Mod Archive - Update 3
Hey guys, I have almost every buld 14/13/15 mod (that I deemed good), do you guys want them?


Sat Sep 27, 2008 6:18 pm
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Post Re: Datarealms Mod Archive - Update 3
I'll convert 'em if you don't have time.


Sat Sep 27, 2008 6:19 pm
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Post Re: Datarealms Mod Archive - Update 3
Roon3 wrote:
I'll convert 'em if you don't have time.

There's a mod converter program.


Sun Sep 28, 2008 3:10 pm
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Post Re: Datarealms Mod Archive - Update 3
Alright guys, I'm going to upload them onto filefront soon, I believe they are mostly buld 15 however, things like piezo's bolters and lasguns are missing, and I am still doing my best to locate those files. Check back here tomorrow and I'll have them uploaded. Good night guys.


Mon Sep 29, 2008 5:17 am
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