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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: The APOLLOCALIPSE V3 - B24 or bust!
Think about it. You downloaded the mod, installed it and it seems to work fine. You don't find any maps. Are there any maps?
The use of common sense is a rule here, I think.
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Fri Feb 18, 2011 8:56 pm |
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wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
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Re: The APOLLOCALIPSE V3 - B24 or bust!
sorry its just i have some maps in each folder like in skirmish i have some and in a different mode i have others
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Fri Feb 18, 2011 10:03 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: The APOLLOCALIPSE V3 - B24 or bust!
I'm all into that wearable power suit thing. It functions so well. The fact that you can put a brain inside it makes gameplay more fun. Use it as a safe escape tool for the brain is always a good choice.
Though its design does not fir with the whole astronaut theme. It's way too steam punk.
And... I WANT THAT HEAVY UNIT Grrr!
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Sat Feb 19, 2011 4:56 am |
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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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Re: The APOLLOCALIPSE V3 - B24 or bust!
wooden wrote: some ♥♥♥♥ about maps If you ever, ever have a question about a mod, look through the mod's contents. Anything and everything in the mod is in its contents. God, why do I need to say it. Should be common sense.EDIT: Oh, yeah, and Areku, when are you coming out with an update? I'm really looking forward to it. I've been playing with the pilotable mech script a lot.
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Sat Feb 19, 2011 6:01 am |
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Mono The Elder
Joined: Wed Jan 26, 2011 4:44 pm Posts: 104 Location: Not sure. It's Dark in here.
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Re: The APOLLOCALIPSE V3 - B24 or bust!
ok, so i love this totally kickass mod, but somethings been bugging me. Is that pic of the astronaut chick from a actual series?
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Fri Mar 25, 2011 7:27 pm |
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Harzipan
Joined: Fri Aug 12, 2011 9:23 pm Posts: 1416 Location: North-Ish
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Re: The APOLLOCALIPSE V3 - B24 or bust!
It appears that this mod is no longer compatible for B25, due to it incorrectly referring to a file that is no longer in the game.
Abortion in file ./System/ContentFile.pp, line 472, because:
Failed to load datafile object with the following path and name:
Coalition.rte/Devices/Weapons/SMGFire.wav
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Fri Aug 12, 2011 10:13 pm |
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Silverarm
Joined: Sun Jan 30, 2011 9:10 am Posts: 19
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Re: The APOLLOCALIPSE V3 - B24 or bust!
Subject: The APOLLOCALIPSE V3 - B24 or bust!Harzipan wrote: It appears that this mod is no longer compatible for B25, due to it incorrectly referring to a file that is no longer in the game.
Abortion in file ./System/ContentFile.pp, line 472, because:
Failed to load datafile object with the following path and name:
Coalition.rte/Devices/Weapons/SMGFire.wav The wav file is actually in a different pathway : 'Coalition.rte/Effects/Sounds/...' All sound files I think are ordered like this.
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Sat Aug 13, 2011 8:51 am |
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johnpinky7
Joined: Sun Aug 14, 2011 1:46 am Posts: 2
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Re: The APOLLOCALIPSE V3 - B24 or bust!
Quote: The wav file is actually in a different pathway : 'Coalition.rte/Effects/Sounds/...' All sound files I think are ordered like this. And this helps us how? Please help us people that arent pros at modding =D i would love to play this in b25
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Sun Aug 14, 2011 1:51 am |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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Re: The APOLLOCALIPSE V3 - B24 or bust!
Well, I've considered converting it to the newest build, but there's so many path references to correct, not to mention finding the sound files themselves...
I'll give it a look. Don't promise no nuthin', tho.
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Sun Aug 14, 2011 5:17 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: The APOLLOCALIPSE V3 - B24 or bust!
It's just Coalition.rte/Effects/Sounds instead of Coalition.rte/Devices/Weapons.
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Sun Aug 14, 2011 5:19 pm |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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Re: The APOLLOCALIPSE V3 - B24 or bust!
...and right you are. Just finished fixing it, uploading now. Check the original post for the download.
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Sun Aug 14, 2011 5:24 pm |
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johnpinky7
Joined: Sun Aug 14, 2011 1:46 am Posts: 2
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Re: The APOLLOCALIPSE V4 - Is this a B25 I see?
thanks for updated to the latest build. i enjoy this mod alot, especially the heavy mech =D
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Sun Aug 14, 2011 6:59 pm |
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Pantera1993
Joined: Wed Jul 06, 2011 5:11 pm Posts: 226
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Re: The APOLLOCALIPSE V4 - Is this a B25 I see?
This is fantastic! I love the pilotable mech, I've always wanted to use one in-game!
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Mon Aug 15, 2011 5:02 pm |
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Sallen
Joined: Tue Feb 09, 2010 4:16 pm Posts: 86
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Re: The APOLLOCALIPSE V4 - Is this a B25 I see?
Made this compatible with 1.0. Changed line 2096 of Weapons/Light/LightWeapons.ini to: Path = Coalition.rte/Effects/Sounds/AutoCannonFire.wav I hope you don't mind.
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Sat Oct 06, 2012 2:05 pm |
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JayTasslehoff
Joined: Sat Oct 20, 2012 11:03 am Posts: 48
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Re: The APOLLOCALIPSE V4 - Is this a B25 I see?
How do I use these mechs? Any help is appreciated.
EDIT: Ah nvm, I see there is a manual.
This Mod is INSANE!! Would you mind telling me how you scripted any of these? You see I'm trying to make a car for my Max Payne mod, but I'd like make other vehicles too. Is it the Lua Script that enables the Pop Up letters over a unit when it is set to a certain condition (within this mod i.e. "No Pilot") So is the mech itself an actor and enabled to become a vehicle using Lua? Which part of the script enables the controls? It's all so confusing.
Now if only I could combine this mod with the wheels mod, I could make cars and the like.. even pogo sticks!!
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Wed Nov 07, 2012 12:21 pm |
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