Joined: Wed Aug 25, 2004 3:54 pm Posts: 539 Location: In a van down by the river.
doom wrote:
The mod won't work for me
this is why its called alpha testing..
some may experience isues that haven't been worked out yet.
some may experience something as simple as a case sensative
file that needs to be fixed but was overlooked.
please take a screenshot of any parse error messages
so we can fix these types of overlooked things wich depending
on your OS some can deal with it and some are extremely picky.
but the mod seems to work fine for me & thrax so you may want to
make sure you dont have 2 copys of the same mod in seperate
directorys
C:/Documents and Settings/username/.scorched3d/mods/scorhwars
will always be used/loaded by the game first before it loads from
other then that all I suggest you do is delete all the current scorchwars folders *all of them* and re download a new copy from thrax's public server seeing as he keeps his files current and up to date and free
of old cluttered files.
let us know what exactly is happening ... is it a crash?
is it a parse error?
*shrug* we cant help you until you be more specific
Joined: Sun Jan 29, 2006 11:51 pm Posts: 412 Location: in the void of darkness
I can't when I try to run scorched if the scorchwars folder is in there it says something about missing c:/program files/scorched3d/windows/nuke
or something like that
Join me in my quest to revive the mods! support the mods, and join more servers!
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
jdog wrote:
doom wrote:
It works now.
p.s you need to put in more weapons
If you read some of the posts, this is an alpha version and still in the works. Stop putting up stupid posts.
all he care's about is getting them to run so he can edit them...
couldn't be bothered reading..
i've passed it back to the hand-off location.
Members (those who matter) that want to look, can rejoin my server
and grab the update..
Few updates in the weapon code.. and some thing's tidied up.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
cbx550f wrote:
Couple of case problems: - in tanks/r2d2/r2d2.txt: Chrome.bmp and Reflect.bmp -> chrome.bmp and reflect.bmp That's it! Took a quick look - pretty slick. Nice work. cbx
Great, thanx Cbx. i'll go correct that right away.
i know it only matters for linux users, but i guess they're slightly
important too... {pats-on-head}
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
Moved to where it belongs...
jdog wrote:
Yup, grab and run while getting ready for work one day. Right now I can't think of what could be added but mainly looking for bugs and checking out the "feel" of the mod. Over all it looks and sounds good.
I like the random crashes of boids on the deathstar map. It is x-wings and tie fighters crashing? Theres one weapon that is stragne and cool at the same time, it moves slow and looks like it has a "echo" of itself as it moves.
Echo of itself..? He mean's the first version of the Force-Blast.
my gawd.. do you really have an old version!!:D
Yes. the deathstar map has xwing and tie's fighting overhead. The falling
things are Tie's..
i'm not asking you to suggest any toys at the moment. just pop in
sometime, play it.. Tell us what you think can be poked, and what's
perfect..
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