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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Unofficial Mod updates
While you're at it update all of the Tartarus compatible mods pack that I assembled a while ago.
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Sun Sep 30, 2012 11:37 pm |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: Unofficial Mod updates
painbringer1998 wrote: Well I created this topic because some mods (and scenes) are outdated, sure, but does that mean we can't play them? no, I will be going through the forums and getting the mod updates from posts (with the mod updater's permission of course). I have went through and tested these so I know they work for the current version of CC. Good idea. I once tried to keep old mods working in newer builds a couple years ago. Oh, and I've got hundreds of mods as far back as B13, so if anyone has a specific mod they can't find, there's a good chance I have a copy in my archives. PM me and I'll look for it. PS: Here's a couple of utilities that are designed to convert old mods to newer code. They only have a b18->b19 conversion list right now, but I'm sure you or someone else could create a comprehensive conversion list up to 1.0. No readmes, I'm afraid. Just keep the .inis in the same directory as the program. EDIT: Found a b13->b19 file as well; updated the .rar.
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Mon Oct 01, 2012 12:30 am |
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ryanbob1
Joined: Fri Dec 30, 2011 2:03 am Posts: 295
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Re: Unofficial Mod updates
The flagship mod's dampf doesn't work fully, i was disappointed when i noticed that his claw doesnt work.
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Mon Oct 01, 2012 12:39 am |
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pikdummi
Joined: Mon Oct 01, 2012 12:57 am Posts: 4
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Re: Unofficial Mod updates
Say, Can someone update the cloning factory mod? Mod in question: viewtopic.php?f=61&t=17014&p=314651&hilit=cloning+pod#p314651
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Mon Oct 01, 2012 1:02 am |
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vanlock
Joined: Wed Oct 26, 2011 9:12 pm Posts: 5
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Re: Unofficial Mod updates
Thanks a lot for your updates. ZombieDefense Remastered doesn't work on 1.0 though
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Tue Oct 02, 2012 1:03 pm |
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Sallen
Joined: Tue Feb 09, 2010 4:16 pm Posts: 86
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Re: Unofficial Mod updates
I don't know if I'm supposed to post here, but I fixed Crobotech a while ago. It's compatible with 1.0. EDIT: viewtopic.php?p=474538#p474538
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Wed Oct 03, 2012 8:46 pm |
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painbringer1998
Joined: Fri Jun 10, 2011 4:37 am Posts: 201 Location: Oregon, USA
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Re: Unofficial Mod updates
Yeah you can post here Ill put the update up here.
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Wed Oct 03, 2012 10:27 pm |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Unofficial Mod updates
Hellevator wrote: Can you please Kraftwerk on the rock digger thingamabobber that zalo had a while ago? I should probably mention that the problem with that and the Hydra was the self:ReloadScripts(); function now causes the Create function to be run repeatedly. Remove that and it works like a charm. It's a way to rapidly prototype lua scripts, but sometimes we get careless and leave it in there. Also, you can get an updated version of the Diggerator (and some other neat stuff ) from here.
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Wed Oct 03, 2012 10:50 pm |
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tankmayvin
Joined: Mon Oct 01, 2012 7:14 am Posts: 95
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Re: Unofficial Mod updates
any chance for a bear federation update to 1.0?
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Thu Oct 04, 2012 12:20 am |
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Sallen
Joined: Tue Feb 09, 2010 4:16 pm Posts: 86
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Re: Unofficial Mod updates
Bear Federation is working for me.
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Thu Oct 04, 2012 12:12 pm |
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Swardy
Joined: Sat Sep 29, 2012 9:34 pm Posts: 9
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Re: Unofficial Mod updates
There was a zombie mod that had i think it was trench men with no jet packs anytime you bought them they were different people and they had a Medic and a light and heavy soldier. they had a deagle MK 2. anyone remember this mod and could it be updated?
and thank you for the Bear federation
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Thu Oct 04, 2012 1:19 pm |
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tankmayvin
Joined: Mon Oct 01, 2012 7:14 am Posts: 95
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Re: Unofficial Mod updates
Sallen wrote: Bear Federation is working for me. Yeah, i didn't realize until recently that you can just get the mod to work with CC 1.0 campaign by adding "Tech" to one line in the main index.ini There are still some issues though - the icons in the buy menu for the mechs and the tank don't look quite right and also Mishka costs 10, I think that was supposed to be 100. Evidently also needs a loadout file.
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Fri Oct 05, 2012 12:31 am |
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pikdummi
Joined: Mon Oct 01, 2012 12:57 am Posts: 4
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Re: Unofficial Mod updates
Not so keen on updating that one clone factory eh? Well, how about the nano assembler? viewtopic.php?f=61&t=19006It *works* in the present version, as in it can be bought and placed, but the effects of it being able to absorb a unit and create more is presently unavailable, I suspect this has something to do with the actors not colliding with each other I think.
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Fri Oct 05, 2012 3:22 am |
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painbringer1998
Joined: Fri Jun 10, 2011 4:37 am Posts: 201 Location: Oregon, USA
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Re: Unofficial Mod updates
Sorry about slow updating, unfortunately I'm ass deep in homework and it's killing me.
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Fri Oct 05, 2012 6:19 am |
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Sallen
Joined: Tue Feb 09, 2010 4:16 pm Posts: 86
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Re: Unofficial Mod updates
tankmayvin wrote: Sallen wrote: Bear Federation is working for me. Yeah, i didn't realize until recently that you can just get the mod to work with CC 1.0 campaign by adding "Tech" to one line in the main index.ini There are still some issues though - the icons in the buy menu for the mechs and the tank don't look quite right and also Mishka costs 10, I think that was supposed to be 100. Evidently also needs a loadout file. Haha. I didn't notice all that. I just noticed I could buy the guys and kill stuff. I am fixing the clone factory assembler as we speak EDIT: Another one bites the dust! http://forums.datarealms.com/viewtopic.php?p=493169#p493169The issue actually had nothing to do with collisions. It's just some functions have changed names since the faction system was introduced (namely the one that gets gold values for stuff), and some other functions have changed slightly as well. EDIT2: Here you go! http://forums.datarealms.com/viewtopic.php?p=493171#p493171I'm keeping this one installed. It's awesome.
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Fri Oct 05, 2012 8:31 am |
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