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Zess
Joined: Wed Jul 30, 2008 8:18 am Posts: 26
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Re: Bunker Module Compilation Pack - 1.5 Update
Haha, just noticed that the file size is 13.37MB.
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Mon Nov 10, 2008 11:56 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 - 1.5 Update
Heheh, I did chuckle at that first time through. 2.0 will be out of a few minutes, just gotta finish the last of the DST content, and make sure everything works as intended in B22. It wont have all the content I originally planned, but a followup release should be easy enough if I can find it again.
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Tue Nov 11, 2008 12:44 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 - 1.5 Update
Dal wrote: Heheh, I did chuckle at that first time through. 2.0 will be out of a few minutes, just gotta finish the last of the DST content, and make sure everything works as intended in B22. It wont have all the content I originally planned, but a followup release should be easy enough if I can find it again. Elevator please, it is really possible, and you just need two doors. ( One upward, One sideways )
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Tue Nov 11, 2008 1:13 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 - 1.5 Update
Elevators still don't work, you'd just gib your actor. Working out the last kinks btw. EDIT: Ahahaha, I deleted missions.rte and thought it was a bug.
Last edited by Dal on Tue Nov 11, 2008 2:49 am, edited 1 time in total.
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Tue Nov 11, 2008 1:19 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 - 2.0 Released! [B22]
Edit: v2.0 ((Re)Re)Released! Go get it!
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Tue Nov 11, 2008 2:43 am |
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prism1029
Joined: Thu Aug 30, 2007 12:11 am Posts: 8
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Re: Bunker Module Compilation Pack - 2.0 Released! [B22]
Downloaded, thanks!
Edit: I seem to been getting the error:
Abortion in file .\System\Reader.ccp, line 530, because:
Property name wasn't followed by a value in DSTech.rte/Brain/Actors.ini at line 766!
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Tue Nov 11, 2008 5:40 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Bunker Module Compilation Pack - 2.0 Released! [B22]
You may need to make use of the Compatibility Patch if you already had DSTech installed before unpacking this. Good to see this was updated for B22, 'tis one of my favourites.
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Tue Nov 11, 2008 8:26 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 - 2.0 Released! [B22]
Crap! I fixed that bug twice over and it still got in! X| Just a minute, I'll up a fix version for the third time this evening. EDIT: For those that don't want to redownload, just delete the line "D - Parts" EDIT2: Fixed and reupped. Also fixed "Defenses"
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Tue Nov 11, 2008 9:50 am |
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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 - 2.0 Released (Fixed)! [B22]
I'm going to try to make it one .rte again... It's so difficult to remember to toggle them all at once otherwise.
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Tue Nov 11, 2008 9:42 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 - 2.0 Released (Fixed)! [B22]
Toggle them?
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Tue Nov 11, 2008 9:44 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 - 2.0 Released (Fixed)! [B22]
Disable the package. For when I want to mod, reduce bloat, etc.
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Tue Nov 11, 2008 10:17 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 - 1.5 Update
Dal wrote: Elevators still don't work, you'd just gib your actor. Working out the last kinks btw. EDIT: Ahahaha, I deleted missions.rte and thought it was a bug. When I mean doors, I mean Craft Tractor Beams!!!
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Tue Nov 11, 2008 10:23 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 - 2.0 Released (Fixed)! [B22]
I was thinking about that actually... If you made a standard module size elevator craft with entrances pm the side(s) and exit on the top, and made similar modules for each next space... etc - but you'd have to get the craft to eject their contents at the same time they enter, making it a tedious process. :/
Duh: You could just comment out the index.ini lines with the integrated version. /*... */
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Tue Nov 11, 2008 10:31 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 - 2.0 Released (Fixed)! [B22]
That would still be inconvenient, and I would still have a bunch of folders cluttering up my CC folder. Here's my one-module-ification of it: Mediafire because it's about 10MB. Icon sucks, because I am no artist.
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Tue Nov 11, 2008 11:29 pm |
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hanzo
Joined: Fri Jun 15, 2007 3:16 pm Posts: 4
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Re: Bunker Module Compilation Pack - 2.0 Released (Fixed)! [B22]
Hi everybody! having some problems with this too... and I must admit, I haven't been using CC for some time now...
Installed the pack with the integration thing. Followed closely the instructions in the readme. Nonetheless I get this message: Abortion in file .\system\reader.cpp line 530, becasue: could not match property in Maps - Objects/objects.ini at line 4!
this appears to be: AddTerrainObject = TerrainObject
but I don't get it... what's the problem here? 2.0 release is B22 compatible, isn't it?
ps: I have the map pack 3.0 installed too
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Wed Nov 12, 2008 10:34 pm |
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