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Crobotech Beta 3.2
http://forums.datarealms.com/viewtopic.php?f=61&t=21530
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Author:  LeonXross [ Sun Apr 15, 2012 10:37 pm ]
Post subject:  Re: Crobotech Beta 3.2

I'm getting an RTE aborted from this.

Abortion in file .\System\ContentFile.cpp, line 472, because:
Failed to load datafile object with following path and name:
Coalition.rte/Devices/Weapons/SpinSound.wav
The last frame has been dumped to 'abortscreen.bmp'

Author:  Azukki [ Sun Apr 15, 2012 11:39 pm ]
Post subject:  Re: Crobotech Beta 3.2

The original post of the thread has the B23 icon because it was made for that build, and the B23 icon is grayed out because that's not the current build. CC builds aren't always backwards compatible with mods made for prior builds, although updating for compatibility is basically always feasible. Another indicator that a mod might be outdated is when its thread hasn't been replied to for over 22 months.

You can either install B23 and play this mod on that, figure out what's involved and convert the mod to be compatible with B26, or hope someone else converts it.

Actually, the compatibility update to get it working on B26 is very simple.
Open Crobotech.rte/Gatling Cannon/Gatling Cannon.ini
Go to line 204
Replace "Coalition.rte/Devices/Weapons/SpinSound.wav" With "Coalition.rte/Effects/Sounds/SpinSound.wav"

Author:  Harzipan [ Mon Apr 16, 2012 4:33 am ]
Post subject:  Re: Crobotech Beta 3.2

Here, have a working version.

Attachments:
Crobotech.rte.zip [7.23 MiB]
Downloaded 761 times

Author:  Chordata [ Mon Apr 16, 2012 2:55 pm ]
Post subject:  Re: Crobotech Beta 3.2

Thanks, Harzipan. I was about to go fix my copy when I saw your link.

I used Crobotech in the past, it was wonderful. Beautiful spriting, for one thing.

EDIT: And using it again, now, I looooooove it in general. Guns and effects are also beautiful, and feel "right." Not absurdly powerful, but good. Almost cleaner than vanilla.

Author:  LeonXross [ Tue Apr 17, 2012 1:40 am ]
Post subject:  Re: Crobotech Beta 3.2

My favorite thing to do is to use the Crumens dropship from DSTech and fill it with like 100 crobo grenades and do a bombing run. So satisfying....

Author:  HoneyFox [ Fri Apr 27, 2012 8:09 am ]
Post subject:  Re: Crobotech Beta 3.2

bug report about the tank:
1. it will be better to use Scene.SceneWrapX to judge whether the dots should be wrapped or just stop at the scene's boundary.
2. pos = pos + projvel / 3 should be changed to: pos = pos + projvel * TimerMan.DeltaTimeSecs * 20, here 20 is from the Base.rte/Settings.ini: PixelsPerMeter = 20. If this setting can be read in lua script by any mean, it should not be a hardcoded number either.
3. the function SceneMan:MovePointToGround() used in the script is buggy. when in some location of some map, there is actually no ground. example: Armor Assault in Dummy Expansion mod, there is a bridge there, when the predictor go through the bridge, it will try to find ground at that position, but there is actually no ground there.
and there is no pos.Y >= SceneMan.SceneHeight check, which may also invoke crash in some map.

Author:  The Fat Sand Rat [ Fri Apr 27, 2012 9:18 pm ]
Post subject:  Re: Crobotech Beta 3.2

Bless you for caring, but sadly the odds that Capnbubs will ever update this are slim to none.

Author:  Sallen [ Mon Jun 04, 2012 1:23 pm ]
Post subject:  Re: Crobotech Beta 3.2

I have added B27 compatibility. I hope the author doesn't mind.
Comes with loadouts defined.

EDIT: Sorry, I forgot to add the actors and weapons to the new groups. You may have to re-download.
EDIT 2: Damn I'm a mess. If you are bothered by the fact that the heavy preset comes down in a rocket... I'm afraid you'll have to re-download. Sorry!

Attachments:
Crobotech3.2-unofficialB27.zip [7.47 MiB]
Downloaded 735 times

Author:  MavericK [ Mon Jun 04, 2012 11:47 pm ]
Post subject:  Re: Crobotech Beta 3.2

Thanks! Looking forward to trying this one.

Author:  Blaze80 [ Thu Jun 07, 2012 3:05 pm ]
Post subject:  Re: Crobotech Beta 3.2

This is my favorite balanced actor pack Ive played, I remember these guys from way back before the beta, hopefully you pick them up again soon

Author:  Acehalo-2 [ Thu Jun 07, 2012 8:24 pm ]
Post subject:  Re: Crobotech Beta 3.2

Yes, Crobos in 27! Thanks for the unoffical patch, Sallen!


And this has always intrigued me, but are the light Crobos purposely supposed to cost more than the heavies at 220 oz and the heavy troops be cheaper at 200 oz? If those aren't on purpose, what are the correct prices? Just curious.

Attachments:
File comment: Crobo prices
crobos.PNG
crobos.PNG [ 40.39 KiB | Viewed 9712 times ]

Author:  Harzipan [ Thu Jun 07, 2012 10:35 pm ]
Post subject:  Re: Crobotech Beta 3.2

Current favorite campaign moment was when I was attacking an unfinished Chrobotech outpost on the mountains map. My brainbot was flying up the right side of the mountain when it flies straight into, and then bounces off one of the enemies' Crobo artillery pieces. Seconds later, I'm dead from an artillery shot.

Author:  MavericK [ Fri Jun 08, 2012 4:41 am ]
Post subject:  Re: Crobotech Beta 3.2

For whatever reason the unofficial B27 version of the mod was causing the massive slowdowns attributed to spamming lua errors for me.

Author:  Zuriki [ Thu Jul 05, 2012 12:19 pm ]
Post subject:  Re: Crobotech Beta 3.2

These guys make for a great challenge in the campaign, a little bit broken in regards to base building (units tend to re-purchase over and over), but other than that they've had me on the backheel in a 1v1 metagame.

Using this version: viewtopic.php?f=75&t=20030

Author:  Joseh123 [ Thu Jul 05, 2012 3:35 pm ]
Post subject:  Re: Crobotech Beta 3.2

Zuriki wrote:
These guys make for a great challenge in the campaign, a little bit broken in regards to base building (units tend to re-purchase over and over), but other than that they've had me on the backheel in a 1v1 metagame.

Using this version: viewtopic.php?f=75&t=20030

Crashes upon meta game use.

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