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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Ultimate Bunker Module Pack
AI blueprints are defined in the scene .inis.
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Sat Oct 06, 2012 1:27 pm |
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Austupaio
Joined: Sun Oct 07, 2012 8:05 am Posts: 27
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Re: Ultimate Bunker Module Pack
Thank you very much for this, I'm glad to see many of the oldies I played with the last time I booted up CC.
The buildings look a bit.. strong, let's say I enhanced the graphics for them a bit (texture, basic shading), would you want to include that?
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Sun Oct 07, 2012 8:24 am |
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scrdest
Joined: Sun Aug 28, 2011 1:47 pm Posts: 105
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Re: Ultimate Bunker Module Pack
Austupaio wrote: The buildings look a bit.. strong (...) You mean, they look like they were done in Paint, right?
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Sun Oct 07, 2012 7:29 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: Ultimate Bunker Module Pack
scrdest wrote: Austupaio wrote: The buildings look a bit.. strong (...) You mean, they look like they were done in Paint, right? Heh, those aren't my sprites. I got them off a halo spritesheet, but it's been so long I can't remember the original artist anymore. I think that even though they don't fit with the CC style, they're fun to have on the battlefield. Quote: would you want to include that? Sure, if they look good I'll include them. Thanks for the help.
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Sun Oct 07, 2012 7:40 pm |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Ultimate Bunker Module Pack
Anyone kind enough to mirror it from mediafire or something? GameFront is frontin' with my connection, and won't DL. Thanks.
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Mon Oct 08, 2012 2:20 pm |
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Joseh123
Joined: Wed Feb 08, 2012 10:12 pm Posts: 611 Location: Brazil
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Re: Ultimate Bunker Module Pack
I'm impressed how this actually takes nothing from my loading time :D EDIT: carriontrooper wrote: Anyone kind enough to mirror it from mediafire or something? GameFront is frontin' with my connection, and won't DL. Thanks. There ya go!You are welcome.
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Tue Oct 09, 2012 12:06 am |
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eagleFMJ
Joined: Tue Oct 09, 2012 12:10 am Posts: 2
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Re: Ultimate Bunker Module Pack
Looks like some great stuff here, thanks!
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Tue Oct 09, 2012 2:37 am |
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painbringer1998
Joined: Fri Jun 10, 2011 4:37 am Posts: 201 Location: Oregon, USA
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Re: Ultimate Bunker Module Pack
So.so.so many bunker modules, pants jizzed, even... if... somethings not functional, oh god i love you
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Tue Oct 09, 2012 4:39 am |
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makute
Joined: Sat Oct 06, 2012 3:01 pm Posts: 7
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Re: Ultimate Bunker Module Pack
I'm trying to use the weapon stands, but don't seem to work. I know how to man, unman, deploy and change weapons, but when an actor takes over a deployed weapon, he just stands there doing nothing. Am I doing something wrong?
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Tue Oct 09, 2012 9:22 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Ultimate Bunker Module Pack
Joseh123 wrote: I'm impressed how this actually takes nothing from my loading time EDIT: carriontrooper wrote: Anyone kind enough to mirror it from mediafire or something? GameFront is frontin' with my connection, and won't DL. Thanks. There ya go!You are welcome. Thanks very much! Works well now!
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Wed Oct 10, 2012 2:54 pm |
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mechwarrior
Joined: Fri Feb 17, 2012 3:46 am Posts: 82
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Re: Ultimate Bunker Module Pack
im impressed on how well these are converted! i was expecting things like the clock to have mega slow-downs, i love the clocks and its fun to put the clocks in the brain room to make it look like the brain is some kind of evil genius that impending world domination!
i hope im not asking to much but can you organize the pieces kind of like in the format of MP3? so there is a decorations section and a traps section and modules section (stuff that can be use to make a bunker like the dirt modules) and so on. because currently there is just to many folders causing clutter in my Cortex Command folder and the amount of extra building tabs there is, is just insanity that it makes playing split screen a huge difficulty and whenever me and my friends are playing and we do a no mods match its impossible to tell them what ones are mods cause there is to many! also the main reason why you need organization is that most of the build tabs have only like 4-8 pieces in them and some times i find duplicated pieces in other build tabs.
other than organization this is amazing!
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Thu Oct 11, 2012 5:45 pm |
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Ninthbox
Joined: Fri Oct 12, 2012 5:25 am Posts: 6
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Re: Ultimate Bunker Module Pack
Trouble here :
"RTE Aborted (x_x) Stream failed for some reason Error happened in Extra Bunkermodules.rte/Materials.ini at line 6! The last frame has been dumped to 'abortscreen.bmp'"
Here is the ini file in question :
AddMaterial = Material Index = 15 InstanceName = Mega Spike Bounce = 0 Friction = 1.7 StructuralIntegrity = 750000000000000000000000000000000000000000000000000000000000000 DensityKGPerVolumeL = 10 GibImpulseLimitPerVolumeL = -90000000000000000000000000000000000000000000 GibWoundLimitPerVolumeL = -900000000000000000000000000000000000000000000 Priority = 6 Color = Color R = 70 G = 140 B = 130
Whats wrong with it? It spamming me with millions of console errors.
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Fri Oct 12, 2012 2:39 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: Ultimate Bunker Module Pack
Ninthbox wrote: Trouble here *code* Whats wrong with it? It spamming me with millions of console errors. Try deleting zeroes until it works? That's a lot of zeroes...
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Fri Oct 12, 2012 8:44 pm |
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Ninthbox
Joined: Fri Oct 12, 2012 5:25 am Posts: 6
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Re: Ultimate Bunker Module Pack
Meh... There is so much stuff into this pack that I just skipped and removed the 3 files that shown errors. Even without those, it's still more than plenty to play with
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Sat Oct 13, 2012 5:35 am |
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Chrisw
Joined: Sat Oct 13, 2012 8:32 pm Posts: 1
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Re: Ultimate Bunker Module Pack
Hi guys, I tried using this pack with 1.0 and using the mod manager. But the only one that comes up is Deep caves. No modules come up or in editor.
Not sure if I am doing something wrong. But I really would like to start using different modules to give the game some variety.
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Sat Oct 13, 2012 8:35 pm |
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