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 Trappers: Canyon Town 
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Joined: Sun Jan 28, 2007 10:32 pm
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Location: UK
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Post Re: Trappers: Urban Scene
There's nowhere near enough axes and beards for them to be space vikings.

Corsairs, maybe? Something a little... piratical might fit them nicely.


Wed Aug 08, 2012 8:25 am
Profile YIM
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Location: Århus, Denmark
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Post Re: Trappers: Urban Scene
Arcalane wrote:
There's nowhere near enough axes and beards for them to be space vikings.

Corsairs, maybe? Something a little... piratical might fit them nicely.


This was mostly a suggestion by a friend, though the scavenger and glider needs fully custom sprites and those can get true viking beards and bare arms. I also thought about some sort of buckler or something as their shield.


Wed Aug 08, 2012 8:47 am
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Joined: Sun Aug 28, 2011 1:47 pm
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Post Re: Trappers: Urban Scene
Why do you assume Space Vikings must be Vikings...IN SPACE! ?. According to the lore, these are simply Ronins who happen to be descendants of Scandinavians. Yes, while the image of classical vikings fighting crash test dummies or zombies may be amusing, they needn't be so viking-ey.


Wed Aug 08, 2012 12:23 pm
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Data Realms Elite
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Location: In your office, earning your salary.
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Post Re: Trappers: Urban Scene
I enjoy their look of "regular" clones, but if you want to turn them into Space Vikings, don't make them simply Vikings; give them a great touch of modernity and futuristic space sailors.


Wed Aug 08, 2012 10:48 pm
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Post Re: Trappers: Urban Scene
Asklar wrote:
I enjoy their look of "regular" clones, but if you want to turn them into Space Vikings, don't make them simply Vikings; give them a great touch of modernity and futuristic space sailors.


Agreed. CC isn't a good place for medievalism


Wed Aug 08, 2012 10:53 pm
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Joined: Fri Feb 17, 2012 3:46 am
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Post Re: Trappers: Urban Scene
is anyone having troubles with this mod? my game keeps crashing on the loading screen when using this mod and it keeps blaming it on base.rte but its having no issues when i remove the mod.


Thu Aug 09, 2012 11:40 pm
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Post Re: Trappers: Urban Scene
mechwarrior wrote:
is anyone having troubles with this mod? my game keeps crashing on the loading screen when using this mod and it keeps blaming it on base.rte but its having no issues when i remove the mod.

Maybe you are using HIB version?


Fri Aug 10, 2012 12:28 am
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Joined: Mon Jan 31, 2011 10:51 pm
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Post Re: Trappers: Urban Scene
Joseh123 wrote:
mechwarrior wrote:
is anyone having troubles with this mod? my game keeps crashing on the loading screen when using this mod and it keeps blaming it on base.rte but its having no issues when i remove the mod.

Maybe you are using HIB version?


Same problem for me, and I have the HIB version. Is there a fix?


Fri Aug 10, 2012 8:10 am
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Post Re: Trappers: Urban Scene
Here is a fix

Go to Trappers.rte/Scenes/Aarborg City.ini

In there, remove the section from line 94 to 107

it should look like this.

Code:
      AddTerrainDebris = TerrainDebris
         CopyOf = Base.rte/Fossils
         DebrisFile = ContentFile
            FilePath = Base.rte/Scenes/Objects/Fossils/Fossil.bmp
         DebrisPieceCount = 29
         DebrisMaterial = Material
            CopyOf = Base.rte/Bone
         TargetMaterial = Material
            CopyOf = Base.rte/Earth
         OnlyOnSurface = 0
         OnlyBuried = 1
         MinDepth = 150
         MaxDepth = 700
         DensityPerMeter = 0.01


In the newest version there are some really cool fossils, though HIB haven't got them yet for some reason.


Fri Aug 10, 2012 10:23 am
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Post Re: Trappers: Urban Scene
Follow the instructions in http://forums.datarealms.com/viewtopic.php?f=72&t=31378 to get the newest version with your HiB key.


Fri Aug 10, 2012 11:00 am
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Post Re: Trappers: Urban Scene
Update, added another scene (Mountain Compound), tunnel entrance, buffed laser rifle a bit (though increased price to 45 oz), laser rifle now capable of setting fires in grass and wood.


Fri Aug 10, 2012 1:54 pm
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Post Re: Trappers: New scene + tunnel system
Yay ! An update :grin:
I love the new scene, quite fun while Coalition desperately crash their rockets on the rooftops in a last attempt to kill you, but could you make it playable in Brain versus Brain mode please ?
I know I'm annoyin' with this but killing your friends with an anti-materiel wall-piercing round in a city is just priceless


Sat Aug 11, 2012 12:39 am
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Post Re: Trappers: New scene + tunnel system
Saven wrote:
Yay ! An update :grin:
I love the new scene, quite fun while Coalition desperately crash their rockets on the rooftops in a last attempt to kill you, but could you make it playable in Brain versus Brain mode please ?
I know I'm annoyin' with this but killing your friends with an anti-materiel wall-piercing round in a city is just priceless


You are not annoying at all, it is only helpful when you comment. Both because of your constructive criticism, and just the fact that people's comment are often an inspiration in themselves for me to keep updating.

Oh and I have updated the mod.


Sat Aug 11, 2012 5:29 am
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Joined: Sat Mar 10, 2012 9:26 pm
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Post Re: Trappers: New scene + tunnel system
tryed out the latest version, it went to the abort screen with this:

Abortion in file.\system\contentfile.cpp, line 557.
Failed to load datafile object with the following path and name:
Base.rte/Scenes/Objects/Fossils/Fossil000
The last frame has been dumped to 'abortscreen.bmp'[/size]

not sure whats going on there...

i checked the path, and there is no file named "fossils", and no fossil named "fossil000"


Sat Aug 11, 2012 8:05 pm
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Post Re: Trappers: New scene + tunnel system
grolon wrote:
tryed out the latest version, it went to the abort screen with this:

Abortion in file.\system\contentfile.cpp, line 557.
Failed to load datafile object with the following path and name:
Base.rte/Scenes/Objects/Fossils/Fossil000
The last frame has been dumped to 'abortscreen.bmp'[/size]

not sure whats going on there...

i checked the path, and there is no file named "fossils", and no fossil named "fossil000"


As mentioned, you need the newest version viewtopic.php?f=72&t=31378

Edit: I assume you use HIB, otherwise just redownload cortex command


Sat Aug 11, 2012 8:06 pm
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