[Abandoned] Unmapped Lands
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: [WIP] Metagame: Unmapped Lands (pre-alpha, sorry)
I just enjoyed this mod without getting an error. Thank you...
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Thu Jul 15, 2010 6:07 am |
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PvtVain
Joined: Thu Jul 15, 2010 1:52 pm Posts: 165
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Re: [WIP] Metagame: Unmapped Lands (pre-alpha, sorry)
It's not working for me
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Thu Jul 15, 2010 1:56 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: [WIP] Metagame: Unmapped Lands (pre-alpha, sorry)
Be more specific, so I can try to fix the issue. Also are you using my fixed up one or the original? Anyway, I've got an attack05 mission almost done, just needs debugging and such.
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Thu Jul 15, 2010 8:12 pm |
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Awesomeness
Joined: Sat Jun 19, 2010 5:02 pm Posts: 331 Location: Mekkan
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Re: [WIP] Metagame: Unmapped Lands (pre-alpha, sorry)
On the improved version posted on page seven and on the original post's version I get a line reading error. It's complaining that there's the wrong type in UnmappedLands.rte/Weapons/DummyAPRL.ini at line 3. This is it: Code: AddAmmo = AEmitter PresetName = Ignited DAP rocket LifeTime = -1 // line 3 Mass = 4 GlobalAccScalar = 0.1 ... I believe it may be that you handed the poor rocket a negative lifetime.
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Thu Jul 15, 2010 8:58 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: [WIP] Metagame: Unmapped Lands (pre-alpha, sorry)
Negative lifetimes should equal infinite lifetime. Don't think that anyone else has that problem, so just set it to some high value, but not too long.
Oh yea here is an update, with a mission 5(destroy the brain, use the console, which randomizes the teams, then get out). Tell me what you think of the difficulty, all I know is that it works.
Attachments:
File comment: I think I changed some other things as well.
UnmappedLands.rte.zip [1.94 MiB]
Downloaded 221 times
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Fri Jul 16, 2010 12:13 am |
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PvtVain
Joined: Thu Jul 15, 2010 1:52 pm Posts: 165
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Re: [WIP] Metagame: Unmapped Lands (pre-alpha, sorry)
First. Where do i go to play it? skirmish or campaign? Second. Ill see if the update will work
I get this error with the updated one
Abortion in file.\System\Reader.cpp, line 531, because:
Referring to an instance ('Base.rte/Metal Background 1') to copy from that hasn't been defined! in UnmappedLands.rte/Scenes/Attack05.ini at line 9046
The last frame has been dumped to abortscreen.bmp
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Fri Jul 16, 2010 5:26 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: [WIP] Metagame: Unmapped Lands (pre-alpha, sorry)
Campaign, and whoops. I accidentally used the base.rte mp3 and not the unmapped lands map pack objects.
Oh yea, fixed a bug where supposedly defeated AIs can attack you.
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Fri Jul 16, 2010 7:06 am |
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PvtVain
Joined: Thu Jul 15, 2010 1:52 pm Posts: 165
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Re: [WIP] Metagame: Unmapped Lands (pre-alpha, sorry)
The problem has a video now Video - http://www.youtube.com/watch?v=8Iu3OwKV9c8Picture of my mods -
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Fri Jul 16, 2010 7:21 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: [WIP] Metagame: Unmapped Lands (pre-alpha, sorry)
Ehh. Specific missions shouldn't be accessible from campaign, I'll fix that. My fault really. Facing Worlds hid the attack05. Anyway, what happens when you play from the normal unmapped campaign dot? I also have no intention of fixing the whole "buy ♥♥♥♥ on strat screen to demolish the planet", it makes a nice easter egg(feature, not bug)
Attachments:
File comment: Heh, I should remember to test things on a vanilla CC copy.
UnmappedLands.rte.zip [2.02 MiB]
Downloaded 219 times
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Fri Jul 16, 2010 8:55 am |
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PvtVain
Joined: Thu Jul 15, 2010 1:52 pm Posts: 165
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Re: [WIP] Metagame: Unmapped Lands (pre-alpha, sorry)
Alright But it still won't work :S
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Fri Jul 16, 2010 9:01 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: [WIP] Metagame: Unmapped Lands (pre-alpha, sorry)
Okay, that's the mod folder glitch: Quote: 1. Create a new folder (Mod1.rte), 2. Go in the folder for the mod that is missing, 3. Copy all of the contents from the old folder to the new one (Mod1.rte) 4. Delete the old folder and all of its contents. 5. Rename the new folder (Mod1.rte) to the old desired name.
That should work.
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Fri Jul 16, 2010 9:33 am |
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PvtVain
Joined: Thu Jul 15, 2010 1:52 pm Posts: 165
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Re: [WIP] Metagame: Unmapped Lands (pre-alpha, sorry)
mail2345 wrote: Okay, that's the mod folder glitch: Quote: 1. Create a new folder (Mod1.rte), 2. Go in the folder for the mod that is missing, 3. Copy all of the contents from the old folder to the new one (Mod1.rte) 4. Delete the old folder and all of its contents. 5. Rename the new folder (Mod1.rte) to the old desired name.
That should work. Still isn't working It does the same thing.
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Fri Jul 16, 2010 10:10 am |
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JangkrikBusterII
Joined: Thu Nov 19, 2009 1:35 pm Posts: 176 Location: Kartasura, Indonesia. Sit in front of my computer
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Re: [WIP] Metagame: Unmapped Lands (pre-alpha, sorry)
WHERE IS YOUR EYES???? EDIT: I DID'NT EDIT THE PIC. I JUST EDITED THE RED CIRCLE.
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Fri Jul 16, 2010 12:52 pm |
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PvtVain
Joined: Thu Jul 15, 2010 1:52 pm Posts: 165
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Re: [WIP] Metagame: Unmapped Lands (pre-alpha, sorry)
JangkrikBusterII wrote: WHERE IS YOUR EYES???? EDIT: I DID'NT EDIT THE PIC. I JUST EDITED THE RED CIRCLE. You're late i already found where it was :V
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Fri Jul 16, 2010 2:19 pm |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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Re: [WIP] Metagame: Unmapped Lands (pre-alpha, sorry)
I downloaded the version on the previous page it worked for me
This is awesome !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! you be more difficult or you should be able to change the difficulty but I like it and the map I thing #8 where you attack the brain down in the base and after you kill him you have to defend against the defenders the alarm should be like if you attack one of them they start a timer and if that timer is over before you kill him he alerts thee others you made a special homingmissile launcher for the dummys , you should make one for the ronin to
also special turrets for the ronin and coalition and special dreadnoughts for them to
9.5/10
very awesome my favorite mod
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Fri Jul 16, 2010 2:35 pm |
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