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marik
Joined: Wed Aug 08, 2012 8:54 pm Posts: 3
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Re: Trappers: New scene + tunnel system
doesnt work for me. is there more I need than cc?
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Sat Aug 11, 2012 8:09 pm |
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grolon
Joined: Sat Mar 10, 2012 9:26 pm Posts: 16
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Re: Trappers: New scene + tunnel system
akblabla wrote: 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=31378Edit: I assume you use HIB, otherwise just redownload cortex command yes i am using H.I.B....not sure whats going on, i downloaded new version, tryed it out, and got the same response. then i deleted all past data realms realated folders, and downloaded it again, and i got the same response again... not sure what im doing wrong, but i must be doing something wrong...
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Sat Aug 11, 2012 8:26 pm |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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Re: Trappers: New scene + tunnel system
grolon wrote: yes i am using H.I.B....not sure whats going on, i downloaded new version, tryed it out, and got the same response. then i deleted all past data realms realated folders, and downloaded it again, and i got the same response again... not sure what im doing wrong, but i must be doing something wrong... Go to the previous page on this comment section and there should be a way to fix it if you don't have the newest version of the game. Quote: Here is a fix Go to Trappers.rte/Scenes/Aarborg City.ini (and Mountain Compound.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.
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Sat Aug 11, 2012 8:30 pm |
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grolon
Joined: Sat Mar 10, 2012 9:26 pm Posts: 16
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Re: Trappers: New scene + tunnel system
well, i have done that, and now c.c. spontaneously stops working. ...gonna mess around to see if i can fix it... it gets to mountain compound and then c.c. just shuts down. Edit: Got it working. Thanks for the help!
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Sat Aug 11, 2012 8:42 pm |
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grolon
Joined: Sat Mar 10, 2012 9:26 pm Posts: 16
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Re: Trappers: New scene + tunnel system
ok, I have some suggestions: the acid sprayer does not hurt team mates. I think it would be nice if it did. Just to add another level of danger to the gun. I love how the glass panels on the roof shatters, and hurts those whom it shatters upon. I think it would be awesome if: A: windows were made from the same material B: if it broke off in shards, or blades. and C: if you could look through windows. i noticed that on the mountain level there were binoculars next to a window, but i was a bit disappointed that i could not look out of the window with them. it would be awesome if the laser gun had a "cool off" icon. like the weilder threw a wet towel on the gun. making it not shootable, but cool off faster. because right now, its a bit of a pain to sit and wait for the gun to cool off. and lastly; man-holes to the tunnel. if the man-holes could be meatle, that would be sweet. Love the mod. you have been working hard it seems. cant wait for the next improvement.
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Sat Aug 11, 2012 10:14 pm |
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razman360
Joined: Mon Aug 08, 2011 9:22 pm Posts: 18
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Re: Trappers: New scene + tunnel system
Grolon, I'm having the same problem you have and I am also on the latest build. Please can somebody help?
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Sat Aug 11, 2012 10:25 pm |
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adwuga
Joined: Fri Mar 19, 2010 4:14 am Posts: 20
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Re: Trappers: New scene + tunnel system
I also used the HIB version and it didn't work. To get the newest version with the fossils, go to http://licensing.datarealms.com/licensing/menu and click on the humble bundle thing, input your key and download it from there. It works.
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Sun Aug 12, 2012 9:13 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Trappers: New scene + tunnel system
Oh man I love playing in this scenes with SHIELD, General Industries, Trappers, Ronin, Zombies 09' and Untitled Tech, among other mods which go along the line of urban/modern warfare, not-so-futuristic armies, post-apocalyptic survivors and cyber-punk-ish soldiers. We need more mods of those lines, if I could sprite I'd make mods like that.
But Trappers is easily one of my favorite factions that is inside of any of those categories.
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Mon Aug 13, 2012 12:33 am |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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Re: Trappers: New scene + tunnel system
Asklar wrote: Oh man I love playing in this scenes with SHIELD, General Industries, Trappers, Ronin, Zombies 09' and Untitled Tech, among other mods which go along the line of urban/modern warfare, not-so-futuristic armies, post-apocalyptic survivors and cyber-punk-ish soldiers. We need more mods of those lines, if I could sprite I'd make mods like that.
But Trappers is easily one of my favorite factions that is inside of any of those categories. Wow thanks My summer holidays have just ended though so I properly won't make any more mods or updates to this in about 9 weeks Maybe I can squeze a bit of work in here and there but don't expect it.
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Mon Aug 13, 2012 4:58 pm |
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Legatus
Joined: Tue Jul 10, 2012 5:17 pm Posts: 27 Location: Somewhere near Hoover dam in alternate future
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Re: Trappers: New scene + tunnel system
Okie-dokie-lokie, another update. Dl'edPlayedHey, akblabla, your mod still somehow giving me that warm and fuzzy feeling inside. That's cool. BAWK BAWK BAWK ME WANTS AXON!!! BAWK BAWK BAGAWK! I no need it anymore. Want something done well - do it by yourself.
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Tue Aug 14, 2012 12:32 pm |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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Re: Trappers: New scene + tunnel system
Legatus wrote: I no need it anymore. Want something done well - do it by yourself. Uhmmm or just don't expect random people over the internet to produce content that you order
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Tue Aug 14, 2012 6:41 pm |
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adwuga
Joined: Fri Mar 19, 2010 4:14 am Posts: 20
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Re: Trappers: New scene + tunnel system
This mod is wonderful, by far my favorite faction. I love the gliders the most, but the other units are pretty good too. Only problem is, when playing the campaign, when loading a save I get this:
--------------------------- RTE Aborted! (x_x) --------------------------- Reading of a preset instance "MP7 (Assault)" of class HDFirearm failed in file Metagames.rte/Trappers.ini, shortly before line #159
The last frame has been dumped to 'abortscreen.bmp'
You can copy this message with Ctrl+C --------------------------- OK ---------------------------
Then it crashes. If I don't use trappers, loading works fine.
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Wed Aug 15, 2012 12:43 am |
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akblabla
Joined: Wed May 20, 2009 3:10 pm Posts: 366 Location: Århus, Denmark
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Re: Trappers: Canyon Town
Bacon:
I just added tile roofs and a new scene
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Sun Aug 19, 2012 1:33 pm |
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Saven
Joined: Fri Jul 06, 2012 12:44 pm Posts: 56 Location: Missing In Action
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Re: Trappers: Canyon Town
Hell yeah ! Another update ! Tiles roof add a bit funky touch of decoration but empty ones aren't easily accessible, maybe should you make damages/bombed ones which would easier to hide in
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Sun Aug 19, 2012 4:14 pm |
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Zeroxys
Joined: Mon Dec 26, 2011 8:39 pm Posts: 30 Location: Here There Everywhere.....EVERYWHERE!!!
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Re: Trappers: Canyon Town
I'm getting an Error on startup. It crashes when it reads the files for Aerborg city.
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Sun Aug 19, 2012 8:28 pm |
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