Dinksmallwood on 3/4/2006 at 11:13
OMG, a few others and I fed the troll and now he's back. :wot:
If only they wouldn't look so cute at first glance... :tsktsk:
Ok, you live and you learn...
No more chow for this pesky trolls from me... :p Let's starve them... :devil:
redrain85 on 21/4/2006 at 08:13
I finally finished the updated Ponterbee Station and now wanted to try out Shocking Ruins, but the game always crashes during the first level load. I get the intro cutscene, the loading screen shows the progress and then . . . bam. :(
I've checked the obvious things. Zip archive isn't corrupt. Using Zombe's Mod Manager to install and activate. Disabled all other mods. Tried turning off hardware sound (something I've had trouble with in the past). Always the same result. Earth.mis has been backed up and replaced with a new one. Ruins.gam is also there.
Anything I might have overlooked, or could try?
EDIT: Forgot to mention . . . yes the game is patched, and I'm using the texture manager fix. And I don't have dual cores/hyperthreading.
Christine on 21/4/2006 at 09:04
I don't know if the mission works with Zombe's Mod Manager.
Make a backup from your shock.cfg and override it with the one that is in the zip file.
redrain85 on 21/4/2006 at 09:46
Yes, that was the problem! The Mod Manager didn't replace the original Shock.cfg with the new one. I managed to overlook that. (I'm not familiar enough with the ins-and-outs of the Dark Engine yet.) Would GarretLoader be any different/better in this regard? The Mod Manager usually works well for me.
Thank you! :cheeky:
Enchantermon on 21/4/2006 at 14:21
GarretLoader is better for FMs than the Mod Manager.
redrain85 on 22/4/2006 at 03:46
Right, that's what I was wondering. I guess I'll give GarrettLoader a spin, when I try out any future FMs. It's just that the Mod Manager always worked well, until now.
Kolya on 22/4/2006 at 13:50
Yeah, the Modmanager has issues with some rare file types. I only had noted ".bin" files before which don't get copied either (concerns (
http://www.strangebedfellows.schwarzsilber.de/index.php/topic,67.0.html) Zygo's Randomizer only). Maybe I should ask Zombe for the source code, this shouldn't be too hard to fix.
edit: For a programmer I mean. Anyway, PM sent to Zombe.
Zygoptera on 23/4/2006 at 03:49
THe motiondb.bin included with the randomiser isn't essential though.
Since some new animations are used by one AI the one in Arena is. I believe the mod manager will not cope with custom script (.osm) files either.
Kolya on 23/4/2006 at 17:31
I just received Zombe's answer and I will just assume it's okay to post it here:
Quote Posted by Zombe
Quote Posted by Kolya
say did you ever consider releasing the Modmanager's source code?
That was the plan from the start - but, i lost some of the source. That is why i could't update/relase anything.
Odd... Made a quick search over my hdd's and found 4 sources (1 of em is clearly a started but not finished remake) ... the other 3 (!?) seem to be some older backups (and should be broken - damn, don't remember. All of them? Doesn't make sense :/ ).
I will look them over and see if i can get something working together. Won't have time for it until some day after monday.
:D
William Dojinn on 27/4/2006 at 01:24
As always Christine, absolutly top notch work. Way to make a guy go back to habits learned in tomb raider. By the way, if you need voice actors I'm avalible. My equipment's not that great, but I SHOULD be avalible whenever you need an added throwaway voice.