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 Datarealms Mod Archive - Converted for B22 
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Joined: Sat Aug 30, 2008 1:58 am
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Post Re: Datarealms Mod Archive - Update 3
No, my point was that you don't "unpack" a torrent.

You download the torrent file, which simply allows you to connect to whichever tracker it is, which in turn specifies where to download the pieces of whatever it is you're downloading.

It's not like, an archive or something. If the file takes a long time to obtain, then it's down to how fast your download speed is or how well seeded it is. It's not due to how inefficient torrents are.


Tue Dec 23, 2008 4:02 pm
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Joined: Thu Jul 10, 2008 6:23 pm
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Location: Lurking somewhere around here...
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Post Re: Datarealms Mod Archive - Update 3
mrah wrote:
No, my point was that you don't "unpack" a torrent.

Well, heck, I never claimed to be an expert. That's just my best way to describe it. :p
I am only speaking from personal experience.


Tue Dec 23, 2008 6:48 pm
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Joined: Sat Aug 30, 2008 1:58 am
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Post Re: Datarealms Mod Archive - Update 3
Haha sorry I couldn't resist


Tue Dec 23, 2008 7:18 pm
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Joined: Mon Dec 29, 2008 8:18 pm
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Post Re: Datarealms Mod Archive - Update 3
hey dude nice job! that HK bot (Hunter-Killer) is a menace!

You got my DL!


Tue Dec 30, 2008 12:11 am
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Joined: Tue Jan 27, 2009 8:50 am
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Post Re: Datarealms Mod Archive - Update 3
This rules, thanks!


Tue Jan 27, 2009 4:45 pm
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Joined: Mon Aug 18, 2008 5:29 pm
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Location: Ukraine,Odessa in the ASC bunker-base
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Post Re: Datarealms Mod Archive - Update 3
Well here is what i have from really old mods .

Murdock
Attachment:
Murdock.rte.rar [288.65 KiB]
Downloaded 445 times


RoCorp Pack (some mecha in it )
Attachment:
RoCorp. Pack.rar [2.59 MiB]
Downloaded 458 times


Cricket Collcetion Volume I (didnt even played it)
Attachment:
Cricket Collection Volume I.rar [147.99 KiB]
Downloaded 395 times


Tue Feb 03, 2009 1:05 pm
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Joined: Mon Feb 09, 2009 4:21 pm
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Location: My house.
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Post Re: Datarealms Mod Archive - Update 3
Requisite and subiw thx for the fixes. u two are my light at the end of a tunnel. i cant script for my life so u guys saved me two more hours at trying to fix the problem. :)


Mon Mar 16, 2009 6:20 am
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Post Re: Datarealms Mod Archive - Update 3
...
What.

I don't remember scripting anything.


Wed Mar 18, 2009 1:20 am
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Post Re: Datarealms Mod Archive - Update 3
Uhhhh yeah me neither.


Wed Mar 18, 2009 5:39 am
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Post Re: Datarealms Mod Archive - Update 3
People, i have a serious problem. 60% of the mods that i install does not work and abort my game at the loading.

I had to remove 60% of the mods in the 3 packs to make my game work propely. I would like to know why so much mods dont work on my cortex command(build 22).

And right now i'm still trying to make it work. If someone could help or explain me why it abort so much times and a way to fix it, that would be, really, really, cool.

Thanks.


Sat Apr 04, 2009 4:08 pm
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Post Re: Datarealms Mod Archive - Update 3
i dont think this has been updated in a looooooooooooonnnnnnnnnggggggggg time...

probby not even B21.


Sat Apr 04, 2009 5:06 pm
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Post Re: Datarealms Mod Archive - Update 3
waloumi wrote:
People, i have a serious problem. 60% of the mods that i install does not work and abort my game at the loading.

I had to remove 60% of the mods in the 3 packs to make my game work propely. I would like to know why so much mods dont work on my cortex command(build 22).

And right now i'm still trying to make it work. If someone could help or explain me why it abort so much times and a way to fix it, that would be, really, really, cool.

Thanks.


With every(almost) new build, alot of items/objects/thing are changed to have a different name or even some variables are renamed. When this happens, old mod that contain the old names and old variables are rendered old and will not load with the newer build.

Then some mods just use references of things in wrong places, such as the Null.bmp that was previously found in base.rte/devices/ folder opposed to the current base.rte/


You can fix this by either fixing the wrong filename in the .ini files manually or let the "mod converter" do it for you. I think it was somewhere in the general section.
Do note, that some builds have changed how stuff works so it may make some mods work in a wrong way. (Such as make guns shoot backwards.)


Tue Apr 07, 2009 1:03 pm
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Post Re: Datarealms Mod Archive - Update 3
i would love to try out those mods on page one (packs 1-3) but i can't get any to work with build 22 can anyone help?


Sat Apr 11, 2009 6:34 am
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Post Re: Datarealms Mod Archive - Update 3
http://www.datarealms.com/forum/viewtopic.php?f=4&t=12217


Sat Apr 11, 2009 7:56 am
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Post Re: Datarealms Mod Archive - Update 3

thanks but i don't see the converter mod file on that link and i did a search but still cant find where to down load it :(
if it was removed could one of you re-post it please :)


Sat Apr 11, 2009 8:15 pm
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