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Prison Escape: Episode 1
http://forums.datarealms.com/viewtopic.php?f=24&t=12807
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Author:  TheLastBanana [ Sun Nov 13, 2011 12:57 am ]
Post subject:  Re: Prison Escape: Episode 1

Make sure that the files from the zip file are in your Cortex Command directory, inside of a folder called "Prison Escape.rte". Then, go to Scenario Battle and scroll down to find Prison Escape Ep. 1.

Author:  H3FC [ Sat May 05, 2012 3:57 am ]
Post subject:  Re: Prison Escape: Episode 1

Woo a three-in-a-row playathon of all the prison escapes! :grin: So much fun. No real issues in any of the three. Well done man!

Author:  Quote [ Tue Aug 21, 2012 9:01 am ]
Post subject:  Re: Prison Escape: Episode 1

Got a crash here!





---------------------------
RTE Aborted! (x_x)
---------------------------
Abortion in file .\System\ContentFile.cpp, line 557, because:

Failed to load datafile object with following path and name:

Base.rte/Scenes/Objects/BunkerModules/DoorAFG

The last frame has been dumped to 'abortscreen.bmp'
---------------------------
OK
---------------------------

Author:  Roast Veg [ Tue Aug 21, 2012 4:13 pm ]
Post subject:  Re: Prison Escape: Episode 1

This mod is not yet B27 compatible.

Author:  AutoGibbon [ Wed Aug 22, 2012 2:00 pm ]
Post subject:  Re: Prison Escape: Episode 1

Quote wrote:
Got a crash here!

---------------------------
RTE Aborted! (x_x)
---------------------------
Abortion in file .\System\ContentFile.cpp, line 557, because:

Failed to load datafile object with following path and name:

Base.rte/Scenes/Objects/BunkerModules/DoorAFG

The last frame has been dumped to 'abortscreen.bmp'
---------------------------
OK
---------------------------


I tinkered with it a little to make it load properly, but I haven't had time to play test it yet.

In the file PrisonItms.ini near the bottom you'll find these dead references to 'Base.rte/Scenes/Objects/BunkerModules/[the thing]'
Change these to Base.rte/Scenes/Objects/Bunkers/BunkerSystems/[the thing]'.
There are 9 of these to change.

Once you do that it should load properly and start CC. Let us know if the game still fails even after fixing references, cause I really like the sound of this mission and want to be able to play it.

Author:  AutoGibbon [ Thu Aug 23, 2012 12:30 am ]
Post subject:  Re: Prison Escape: Episode 1

Okay so that does work. The next thing to do is to update the weapon preset names.

Tried it out having fixed the door references, and found that only three of the coalies had a gun and that none of the weapons I could grab on the map worked with the healing pod (the game took them away from me). I can only guess that's because the healing pod actually respawns the actor with his inventory intact. I've fixed the preset names now.

Since I'm very new to CC and lua etc. I don't know how much the lua syntax and/or method calls in CC have changed since this scene was last updated. I see in the lua script:

Quote:
--Set everyone to sentry mode so they don't wander.
for actor in MovableMan.Actors do
-- Set all actors to sentry AI mode
actor:SetControllerMode(Controller.CIM_AI, -1);
actor.AIMode = Actor.AIMODE_SENTRY;
actor:ClearAIWaypoints();
end


But this has changed? Because these guys jet pack all over the place and rape the map with their feet. If I can fix this little thing we'll be on track for a b27 compatible version. =D

Author:  TheLastBanana [ Fri Aug 24, 2012 5:57 am ]
Post subject:  Re: Prison Escape: Episode 1

Haha, it's great to see you guys taking the initiative to update this. I've been busy with other stuff, or I would give you a hand.
I suspect the AI issue you're having is that all the actors have new, Lua-based AI now. It could be that their AI mode is being reset to patrol/brainhunt after the level sets it to sentry. You may have to play around with the timing of that chunk of the mission script. The other option is to make copies of the Coalition soldiers without Lua AI specifically for this mission, which shouldn't be too hard.
Either way, sorry in advance for the state of the code — as you can see in the OP, I released this in 2008, so there are certainly some visible issues with the code. It might be good modding practice trying to get it working, at least. :)

Author:  AutoGibbon [ Fri Aug 24, 2012 1:34 pm ]
Post subject:  Re: Prison Escape: Episode 1

Making copies would be my direction, cutting down on inefficiencies caused by unnecessary updates performed by the new lua AI. First need to check out the new stuff and make sure that cutting it out won't cause problems.
I'll give it a go when I get off work and post the results.

TLB - are there any other things I should look out for upgrading this to b27? Just off the top of your head, as any issues I uncover I'm sure I'll be able to fix (done okay so far).

Author:  TheLastBanana [ Sun Aug 26, 2012 6:59 pm ]
Post subject:  Re: Prison Escape: Episode 1

That's all I can think off the top of my head, aside from the aforementioned issue of certain weapons being removed or renamed. Otherwise, B26 and B27 are fairly similar.

Author:  AutoGibbon [ Mon Aug 27, 2012 1:41 am ]
Post subject:  Re: Prison Escape: Episode 1

Cool, I'll see if I can't post an updated rte soon. Need to get my head round the lua AI and we're golden.

Author:  qpKillerqp [ Sun Oct 07, 2012 7:58 pm ]
Post subject:  Re: Prison Escape: Episode 1

Please make this compatible with v1.0 x)

Author:  weegee [ Fri Oct 12, 2012 11:20 pm ]
Post subject:  Re: Prison Escape: Episode 1

Updated to V1.0. Still have some nasty glitch when picking up troops, but I guess it was the end of mission, and I was victorious anyway :)

https://dl.dropbox.com/u/1741337/Unoffi ... C1.rte.zip

Author:  uberhen [ Sat Oct 13, 2012 2:42 am ]
Post subject:  Re: Prison Escape: Episode 1

Thanks weegee. You're on point as usual. :)

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