nebulae13, updated the OP with B25 MacOS compatible version.
MacOS gets to pressing "fire" to determine CPU faction and then nothing happens. The faction display box can be selected as an actor and orders can be placed but the level does not start. Suggestions?
Sun Sep 11, 2011 5:26 pm
salt_1219
Joined: Tue Jan 12, 2010 8:25 pm Posts: 400 Location: mukilteo, wa
Re: Mission: [Coalition] Tartarus
I'm having a similar problem on pc i get as far as choosing the faction and then nothing.
I know weegee's missions are awesome, i've played them in the past. so i must be doing something wrong.
Mon Sep 12, 2011 1:26 am
weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
Re: Mission: Tartarus
Recently some Weegee customers complained about bugs in missions with multiple factions available to play. Today I issued patches to all these missions which should fix things up. You can continue reading if you're curious about what was wrong or just download and test fresh versions. I have to admit that I was an idiot and all these multiple faction missions worked only by a miracle. As usual It turned out that these missions are not isolated. Every mission used some library code which contained functions with the same names. Lua namespace seems to be flat so every mission that loads it's library code via special emitter overwrites previous library. I thought that they do that every time any mission starts, but I was wrong. Attached Lua scripts are parsed just a single time when CC loads. Blockwars and Tartarus used almost identical functions and that's why everything worked. But here comes more complex Unmapped Lands MP, which used libraries from Unmapped Lands. Since it loads last it overwrites Tartarus and Blockwars functions and everything breaks apart. In this patches emitters are gone and all library code is loaded manually every time mission starts. Moral? Don't give same names to your shared Lua functions
Mon Sep 12, 2011 7:13 pm
weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
Re: Mission: Tartarus
Windows and MacOS compatible all in one!
Fri Sep 30, 2011 8:04 pm
superstepa
Joined: Wed Dec 15, 2010 9:03 pm Posts: 45
Re: Mission: Tartarus
I love this mission, spectating bots can be extremely satisfactory My only question is, why won't you include UniTec in it? I'm sorry if that was already answered in one of your threads
Tue Oct 25, 2011 12:40 am
Asatruer
Joined: Thu May 28, 2009 3:59 pm Posts: 209
Re: Mission: Tartarus
The great thing about weegee's missions like this is that he gives you the power to add them yourself. Go back to the OP and read up on how to do it, using the existing as example templates to help you sort it out, and you will be good to go.
Tue Oct 25, 2011 4:16 pm
weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
Re: Mission: Tartarus
All faction updates for Tartarus, Block Wars or Extended Activities are in Extended Activities thread, you can download the faction pack "Factions_51.zip" where number indicates current number of supported factions. I've added UniTec a while ago, but it may be outdated.
Tue Oct 25, 2011 5:24 pm
MehMuffin
Joined: Thu Apr 21, 2011 12:39 am Posts: 1
Re: Mission: Tartarus
Sorry if someone else had this problem, but using b26 vanilla besides this mod (And the 7z pack), I have the error:
Abortion in file .\System\ContentFile.cpp, line 472, because: Failed to load datafile object with following path and name: Coalition.rte/Devices/Weapons/SMGFire.wav The last frame has been dumped to 'abortscreen.bmp'
I'm assuming that something is referencing a weapon that no longer exists, and if that's the case where is the reference, so I can delete it?
Does anyone know if there is a complete list of out of date mods in the 7z pack?
Tue Dec 13, 2011 3:13 am
DreadSniper
Joined: Wed Jan 12, 2011 5:29 am Posts: 8
Re: Mission: Tartarus
Can you add SAW in the choices as well?
Mon Jan 16, 2012 6:36 am
weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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