It is currently Fri May 02, 2025 1:04 am

RUNNING WITH RIFLES Multiplayer

test

Game servers 44 List provided by EpocDotFr | Players online 80


All times are UTC




Post new topic Reply to topic  [ 131 posts ]  Go to page Previous  1 ... 5, 6, 7, 8, 9, 10, 11 ... 14  Next
Author Message
PostPosted: Tue Aug 19, 2014 7:25 pm 
Offline

Joined: Tue May 08, 2012 9:57 pm
Posts: 159
The Soldier wrote:
I've tested it, and yes it is. :)


A user on Reddit seems to have a crash problem. Perhaps you could be of assistance?
http://www.reddit.com/r/Runningwithrifl ... es/cjtu6wn

_________________
Moderator /u/Myrandall of the RWR subreddit.
http://www.reddit.com/r/RunningWithRifles


Top
 Profile  
 
PostPosted: Tue Aug 19, 2014 7:41 pm 
Offline

Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
Hm, he might be playing it with the maps installed. I'll have to tested it with that (without the maps, which just change vehicles out, it runs fine).

EDIT:
Well, I've installed the maps and it runs fine. Wonder if they guy is running an outdated version of the mod, or even an outdated version of the game.


Top
 Profile  
 
PostPosted: Mon Oct 13, 2014 5:12 am 
Offline

Joined: Mon Oct 13, 2014 4:54 am
Posts: 4
So! I'm a bit confused by this problem I'm having. I can't get any of this mod to load into a map. Everything seems to be in order, I activate it (am I supposed to see a faction list change after this?) and when the map loads it's vanilla RWR. The first time I tried it I think one guy actually had a bolt-action rifle but that's the extent to which your mod worked that time. So I re-downloaded the mod and the extra .xml file, replaced it, put the folder into overlays, replaced etc... not even one bolt-action rifle that time :( :cry:

Any thoughts at all? I'd really like to eventually get one mod to work because that will really extend the life of this game for me.


Top
 Profile  
 
PostPosted: Mon Oct 13, 2014 7:32 pm 
Offline

Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
In the actual mods folder, there are two parts to it - the maps, and then the actual mod. Move the actual mod form that folder to the Overlays folder. The maps folder is strictly optional, if you want to have the vehicles, add them in (although you'll have to overwrite the vanilla maps for that, which could cause some problems later on).


Top
 Profile  
 
PostPosted: Mon Oct 13, 2014 8:56 pm 
Offline
Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
The Soldier wrote:
In the actual mods folder, there are two parts to it - the maps, and then the actual mod. Move the actual mod form that folder to the Overlays folder. The maps folder is strictly optional, if you want to have the vehicles, add them in (although you'll have to overwrite the vanilla maps for that, which could cause some problems later on).

I haven't looked into how the maps mod has been done in this case, but I'd believe RWR should be able to handle most of that without having the player to overwrite vanilla maps or anything.

E.g. you can just have them in another package, it shouldn't matter that there are two map1's in the space, and you see the package name in the map config menu. With this approach, the player still needs to specifically activate the overlay in the menu for the particular package+map.

Or, since 0.98.4, you could have the package+map specific modifications in the overlay itself. E.g. single overlay can be made to have my_overlay/packages/vanilla/maps/map2/object.svg kind of structure to have that stuff overloaded for vanilla+map2 specifically when the overlay is enabled in the map config menu for map2. I haven't tested it extensively, so if you end up trying to arrange things that way, just let me know if you run into issues.


Top
 Profile  
 
PostPosted: Tue Oct 14, 2014 1:56 am 
Offline

Joined: Mon Oct 13, 2014 4:54 am
Posts: 4
pasik wrote:
The Soldier wrote:
In the actual mods folder, there are two parts to it - the maps, and then the actual mod. Move the actual mod form that folder to the Overlays folder. The maps folder is strictly optional, if you want to have the vehicles, add them in (although you'll have to overwrite the vanilla maps for that, which could cause some problems later on).

I haven't looked into how the maps mod has been done in this case, but I'd believe RWR should be able to handle most of that without having the player to overwrite vanilla maps or anything.

E.g. you can just have them in another package, it shouldn't matter that there are two map1's in the space, and you see the package name in the map config menu. With this approach, the player still needs to specifically activate the overlay in the menu for the particular package+map.

Or, since 0.98.4, you could have the package+map specific modifications in the overlay itself. E.g. single overlay can be made to have my_overlay/packages/vanilla/maps/map2/object.svg kind of structure to have that stuff overloaded for vanilla+map2 specifically when the overlay is enabled in the map config menu for map2. I haven't tested it extensively, so if you end up trying to arrange things that way, just let me know if you run into issues.



I believe you are correct, I placed the packages folder inside the overlays folder that came with the mod and everything seems to be in order, I saw the transport truck and I believe the map is working fine, though I don't know what to look out for to know if it changed. It was moorland trenches (vanilla1). Seemed snowy/winterized and I'm not sure if I should get a choice for that, because the mod has a folder for vanilla maps and vanilla maps winterized...

I think we all agree full steam integration will be glorious. :twisted:


Top
 Profile  
 
PostPosted: Sun Nov 09, 2014 8:15 am 
Offline

Joined: Sun Apr 21, 2013 12:49 am
Posts: 5
So will this mod be updated? and if so, do you have a possible release date?


Top
 Profile  
 
PostPosted: Mon Nov 10, 2014 12:36 am 
Offline

Joined: Tue Sep 17, 2013 12:23 am
Posts: 58
Z3R01900 wrote:
So will this mod be updated? and if so, do you have a possible release date?

With the fix below the main download it should work with version 0.98.7. If it doesn't, make another post and I'll try to work it out. There's not much more I'm planning to add right now except maybe a couple new weapons when version 0.99 comes out, along with some new HUD graphics, so I haven't updated the original post much.


Top
 Profile  
 
PostPosted: Sat Nov 29, 2014 8:43 pm 
Offline

Joined: Sat Nov 29, 2014 8:33 pm
Posts: 5
Respect.


Top
 Profile  
 
PostPosted: Sun Nov 30, 2014 3:49 pm 
Offline

Joined: Sun Nov 30, 2014 8:37 am
Posts: 23
Wow, Master Blaster, your mod is awesome, especially if consider a small amount of WWI shooters. I always liked atmosphere and... charm of WWI.
May I ask you, which software you're use to export 3D-models in the game?


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 131 posts ]  Go to page Previous  1 ... 5, 6, 7, 8, 9, 10, 11 ... 14  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 7 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group