Data Realms Fan Forums http://forums.datarealms.com/ |
|
=Alteisen Arsenal Labs 3rd= ))AAL Product http://forums.datarealms.com/viewtopic.php?f=61&t=13779 |
Page 7 of 27 |
Author: | mbbird [ Sun Feb 22, 2009 5:58 am ] |
Post subject: | Re: =Alteisen Arsenal Labs 3rd= ))AAL Product |
Whenever I add this mod it gives me the "send error report" popup and closes CC. It's not even an error with the index.ini, which was what it used to be. Now it's just plain crashing. |
Author: | Geti [ Sun Feb 22, 2009 6:13 am ] |
Post subject: | Re: =Alteisen Arsenal Labs 3rd= ))AAL Product |
i lol'd, because i thought the same thing. the moving legs on the tank is a little strange. but after playing for a long time, heres some critique before i go play momentum mountain: all your smaller units are really, really well done in almost all regards. here's the positives
momentum mountain and dinner! go! |
Author: | MkfShard [ Sun Feb 22, 2009 6:31 am ] |
Post subject: | Re: =Alteisen Arsenal Labs 3rd= ))AAL Product |
Very, very good mod. The only problem I have is that when any Marine is within line of sight of my brain, they fire on it until it is dead. Has anyone else encountered this? |
Author: | zalo [ Sun Feb 22, 2009 7:01 am ] |
Post subject: | Re: =Alteisen Arsenal Labs 3rd= ))AAL Product |
Don't even get me started on Numgun and gibbing. Either the crafts don't have detailed gibs, or this mod advances to 15 megabytes. He has 250 freaking lines in the Items.ini in the Missions.rte alone dedicated to what the zombie generator gibs. Talk about overkill. (unless bubs did that part...) |
Author: | CandleJack [ Sun Feb 22, 2009 7:12 am ] |
Post subject: | Re: =Alteisen Arsenal Labs 3rd= ))AAL Product |
Capnubs and numgun both go overkill with the modding. I really want those smaller file formats and mod caching so it isn't such a big deal. |
Author: | Geti [ Sun Feb 22, 2009 7:20 am ] |
Post subject: | Re: =Alteisen Arsenal Labs 3rd= ))AAL Product |
*cough* loading times get better after the first load of the day because mods are cached to ram already *cough* i agree fully about the smaller filesizes, but ohwell. indexed .bmp isnt that big a dead. 250 gib lines is a lot, but the generator does gib beautifully. i assume you arent counting all the MOSR declarations in that either, because that would be a lot more. i still dont see why modders dont realise the power of the more ambigous gibs. you can miss whole chunks of a large gib sprite out by filling in the gap with a mix of MOSP and small MOSR gibs, and then an explosion emitter or 2, simulating an explosion inside the hull blowing out a large section of it. try it, it looks good. you can do areas as big as Code: +--+ \__/ [/rant] can you tell i want proper gibbing? |
Author: | CandleJack [ Sun Feb 22, 2009 7:31 am ] |
Post subject: | Re: =Alteisen Arsenal Labs 3rd= ))AAL Product |
By caching, meant writing the memory to the hard disk so it loads that fast even after turning off the computer. |
Author: | Azukki [ Sun Feb 22, 2009 7:36 am ] |
Post subject: | Re: =Alteisen Arsenal Labs 3rd= ))AAL Product |
Duhya wrote: I ordered a slayer and killed 58 enemies (normal activities) and i could of went even longer but i got bored and stabbed a pineapple grenade. I dont know anything about modding but with the regenerative abilities, is it just a wound with -X damage every time it emits a blood particle? Damned good for a guess. Exactly. This entire thing is awesome. Except the tank's stumbly walking, that's pretty lame. But there's already been like seven pages with every fifth response or something saying that, so mentioning it again is pretty redundant. But it is a big problem. |
Author: | Thatthing [ Sun Feb 22, 2009 9:13 am ] |
Post subject: | Re: =Alteisen Arsenal Labs 3rd= ))AAL Product |
Orglar wrote: HOLY CRAP. Downloaded and testing now. I fixed the slayer problems btw. He's rather silent now because all of his sounds refused to load for some reason. SDFGSGFSHG This is amazing. Numgun, you rock! : DDDDDDDD [/gasm] I'm having the same problem with the Slayer sounds. May I please ask what you did to fix the glitch? |
Author: | Foa [ Sun Feb 22, 2009 9:18 am ] |
Post subject: | Re: =Alteisen Arsenal Labs 3rd= ))AAL Product |
Anyways, the Infiltrator is great! The TER it held was able to Wing Clip both of the Default DS's engines, and they collided! The TES was able to shred the worst of the AAL's troops, and did Instagib every DS that dared to spawned in Magnoit. Oh yeah, 12th DL, and 18th View. |
Author: | mail2345 [ Sun Feb 22, 2009 9:24 am ] | ||
Post subject: | Re: =Alteisen Arsenal Labs 3rd= ))AAL Product | ||
Thatthing wrote: I'm having the same problem with the Slayer sounds. May I please ask what you did to fix the glitch? I has a fix, unless it's the loading of the object. EDIT: Forgot to mention that the fix disables sounds.
|
Author: | numgun [ Sun Feb 22, 2009 9:35 am ] |
Post subject: | Re: =Alteisen Arsenal Labs 3rd= ))AAL Product |
Brainwashed wrote: I'm currently replacing all the "Buyable=0"s by "Buyable=1"s. I'm also making unarmed versions of every actor. I noticed that I forgot to change the Unarmed Slayer's instance name, which has caused it to overwrite the other Slayer. I'm not reuploading though. Go fix the line of code yourself, lazy.) Hahah. You didnt notice that the mod already had unarmed versions of every actor? Check the "items list.txt". Jakalak wrote: Sorry, I don't know much about this. I recently installed this mod, but now whenever I boot up Cortex Command, it automatically shuts down after it gets to AAl. I could find out where, if someone could tell me how. Do you run it on a Mac? Does it give any errors? What do they say? I've gotten reports on the sounds of the slayer unit. Theres something wierd about them since they work perfectly on windows. Maybe some wierd apecrap encoding or maybe its just f'd because I ripped those sounds directly from oni and combined them with other sounds through audacity or something. mail2345 wrote: Looking though the folders of this mod, I found two very interesting things: 1. AAL.rte\Unit\Tank\CrabDragon.rte - Hmm. Obvious. 2. AAL.rte\Scenes\B23AAL Base 1.ini - Also with base 2 and 3 versions. The difference is that all the object names have *.rte/ infront. * = The .rte where the object is from. Yeah, when B23 comes in, this mod will be ready for it. Just replace the files with the ones that have the "B23" pre/postfix. Lambda wrote: The bunker modules really need stairs. Use the ones from bunker bits, they fit perfectly. Why make something you already have? zalo wrote: He has 250 freaking lines in the Items.ini in the Missions.rte alone dedicated to what the zombie generator gibs. Talk about overkill. (unless bubs did that part...) Data did that part. And really making detailed gibs is just ASDASDAD. So I took an example from Darlos. In any case, they do explode in a pretty way so gibs arent so necesary. And I saved alot of file size too! |
Author: | numgun [ Sun Feb 22, 2009 9:36 am ] |
Post subject: | Re: =Alteisen Arsenal Labs 3rd= ))AAL Product |
mail2345 wrote: Thatthing wrote: I'm having the same problem with the Slayer sounds. May I please ask what you did to fix the glitch? I has a fix, unless it's the loading of the object. EDIT: *DL* *Open file* : | Dammit. EDIT2: Mac users! I need your help! I want you to check if you can normally play the Slayer's sound file in your media player or whatever you guys have on the Mac. The sounds can be found at the following location: AAL.rte/Common/Sfx/Unit -> Slayer related sounds If they work then or not, if you can, please try to recompile them with an audio editor and then replace the files with the original ones and see if the slayer will load properly! |
Author: | Thatthing [ Sun Feb 22, 2009 10:07 am ] |
Post subject: | Re: =Alteisen Arsenal Labs 3rd= ))AAL Product |
numgun wrote: mail2345 wrote: Thatthing wrote: I'm having the same problem with the Slayer sounds. May I please ask what you did to fix the glitch? I has a fix, unless it's the loading of the object. EDIT: *DL* *Open file* : | Dammit. EDIT2: Mac users! I need your help! I want you to check if you can normally play the Slayer's sound file in your media player or whatever you guys have on the Mac. The sounds can be found at the following location: AAL.rte/Common/Sfx/Unit -> Slayer related sounds If they work then or not, if you can, please try to recompile them with an audio editor and then replace the files with the original ones and see if the slayer will load properly! The thing is that I'm on a PC |
Author: | Inuyashe [ Sun Feb 22, 2009 11:33 am ] |
Post subject: | Re: =Alteisen Arsenal Labs 3rd= ))AAL Product |
I will download as soon as I retrieve my jaw from the floor. |
Page 7 of 27 | All times are UTC [ DST ] |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |