| Author | Message | 
        
			| Roast Veg Data Realms Elite 
					Joined: Tue May 25, 2010 8:27 pm
 Posts: 4522
 Location: Constant motion
   |   Re: Unofficial Mod updatesWhile 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
   |   Re: Unofficial Mod updatespainbringer1998 wrote: Well I created this topic because some mods (and scenes) are outdated, sure, but does that mean we can't play them?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
   |   Re: Unofficial Mod updatesThe 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
   |   Re: Unofficial Mod updatesSay, 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
   |   Re: Unofficial Mod updatesThanks 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
   |   Re: Unofficial Mod updatesI 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
   |   Re: Unofficial Mod updatesYeah 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
   |   Re: Unofficial Mod updatesHellevator 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
   |   Re: Unofficial Mod updatesany 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
   |   Re: Unofficial Mod updatesBear 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
   |   Re: Unofficial Mod updatesThere 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
   |   Re: Unofficial Mod updatesSallen 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
   |   Re: Unofficial Mod updatesNot so keen on updating that one clone factory eh? Well, how about the nano assembler?viewtopic.php?f=61&t=19006 It *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
   |   Re: Unofficial Mod updatesSorry 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
   |   Re: Unofficial Mod updatestankmayvin 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#p493169 The 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#p493171 I'm keeping this one installed. It's awesome.
 
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			| Fri Oct 05, 2012 8:31 am | 
					
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