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 MDCHQ MK2 B22 
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Joined: Fri Oct 10, 2008 12:39 pm
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Location: Finland, where else?
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Post Re: MDCHQ MK2 B20
Holy mother of god that looks amazing! Must have..it.. now.. : O

Wait.. B20.. noooooo D:


Last edited by Marloss on Thu Dec 18, 2008 1:17 pm, edited 1 time in total.



Tue Dec 16, 2008 2:08 pm
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Location: In Malton. Eating brains...
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Post Re: MDCHQ MK2 B20
Marloss wrote:
Holy mother of god that looks amazing! Must have..it.. now.. : O

Wait.. B20.. noooooo D:


you realize you just bump'd this thread?


Tue Dec 16, 2008 4:03 pm
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Joined: Mon Jul 09, 2007 3:46 pm
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Post Re: MDCHQ MK2 B20
Barat!nha wrote:
you realize you just bump'd this thread?

Do you realize he didn't? Tons0phun did.


Tue Dec 16, 2008 9:52 pm
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Post Re: MDCHQ MK2 B20
D'OH!


Tue Dec 16, 2008 11:19 pm
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Joined: Wed Jan 24, 2007 11:53 pm
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Location: Silicon Valley, California
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Post Re: MDCHQ MK2 B20
Marloss wrote:
Holy mother of god that looks amazing! Must have..it.. now.. : O

Wait.. B20.. noooooo D:

No coding has changed that would make this scene not work. Title updated to avoid confusion. Newbies: make sure green clones are uncommented. Use the Search feature. That is all.


Tue Dec 16, 2008 11:41 pm
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Post Re: MDCHQ MK2 B22
I know this will make me sound like a retard, but what do you mean by "uncommenting green clones". Is it deleting it from the folder?


Wed Dec 17, 2008 7:47 pm
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Post Re: MDCHQ MK2 B22
No. Go to Cortex Command\Base.rte\Actors.ini
Go to the bottom, look for a line that says "//IncludeFile = Base.rte/Actors/Clones/Clones.ini"
Remove the //'s in front of it.
Now you have the clones.


Wed Dec 17, 2008 8:20 pm
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Post Re: MDCHQ MK2 B22
Kallemort wrote:
No. Go to Cortex Command\Base.rte\Actors.ini
Go to the bottom, look for a line that says "//IncludeFile = Base.rte/Actors/Clones/Clones.ini"
Remove the //'s in front of it.
Now you have the clones.


It's caused my game to crash now, here is the message:

Abortion in file .\System\Contentfile.cpp, line 549 Because:

Failed to load datafile object with following path and name:

base.rte/devices/null

The last frame has been dumped to abortscreen.bmp


Wed Dec 17, 2008 8:27 pm
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Post Re: MDCHQ MK2 B22
Copy Base.rte/Null.bmp into Base.rte/Devices/Null.bmp.


Wed Dec 17, 2008 8:39 pm
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Post Re: MDCHQ MK2 B22
Oh what a ♥♥♥♥♥♥♥ i am... anyways, going to try this out now


Thu Dec 18, 2008 1:17 pm
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Post Re: MDCHQ MK2 B22
I've just tested it and i must say KICK ASS SCENE


Thu Dec 18, 2008 10:51 pm
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Location: Largo, Florida
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Post Re: MDCHQ MK2 B22
MaximDude's great scene is still producing, after all these months...

No one will ever be able to say he wasn't one of the best damn modders here...


Fri Dec 19, 2008 4:19 am
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Post Re: MDCHQ MK2 B22
I'll quite freely say he wasn't one of the best modders here.
Making a mod and making a scene are quite different things.


Fri Dec 19, 2008 11:57 am
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Joined: Tue Dec 23, 2008 12:29 pm
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Location: Finland, Oulunsalo
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Post Re: MDCHQ MK2 B22
Why on usually scenes I put to game it says:

Abortion on file .\system\reader.cpp, line 530, because:

Referring to an instance ('Green Clone FG Arm') to copy from that hasn't been defined! in MDCHQ.rte/Actors/Clones/Clones.ini at line 176!

What I have to do? That mod looks so awesome so I must have it :smile:


Tue Dec 23, 2008 12:44 pm
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Post Re: MDCHQ MK2 B22
Edit: *reply content deleted* nevermind, there was already a reply about this ^^;


Tue Dec 23, 2008 4:37 pm
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