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Author Topic: [Mod] DarkArts  (Read 24875 times)
Kamil077
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« Reply #15 on: August 04, 2006, 12:24:49 PM »

 It is Amazing!!

Maps: 10/10
Idea: 10/10
Weapons: 10.5/10 Grin
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Valcor
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« Reply #16 on: August 04, 2006, 12:50:13 PM »

A question.

How do I run this mod?

I am absolutely hopeless.

I read the FAQ on installing new mods and I tried my darnedest with several mods but to no avail.

I get the file in .rar form in the main folder as per the FAQs instructions.

Then... nothing. I try using the consol command     game x         (x being the name of the mod), but it can never find the mod.

Am I always typing in the wrong name? Am I missing something? File in the wrong place? Please help!  Cry
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VoNaR
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« Reply #17 on: August 05, 2006, 01:15:01 AM »

x should be the mods map name,
i think that with dark arts it i "dark"
it should be adjusted in the FAQ

if you are operating in linux,, maybe your caps lock is on?
« Last Edit: August 05, 2006, 01:20:03 AM by VoNaR » Logged

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Podex
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« Reply #18 on: August 05, 2006, 06:13:49 AM »

You can also use TAB for name completion. So type 'game d' and then TAB.
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D11 F2
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« Reply #19 on: August 05, 2006, 06:47:13 AM »

First, thank you for your kind replies.

Unfortunately I am still unable to make use of any mods.  Undecided

After opening the console I have tried typing, game Dark, game dark, game DARK, game d[TAB], game D[TAB], game [TAB] with nothing to show except numerous "game not found's".  Sad

Pressing Tab did nothing, unfortunately... Could it be an OS issue? I am running XP.

Some more information on where the .rar is located... I double click on gusanos-0.9c and save it directly under that folder. That leaves the .rar on the same level as 'default' 'screenshots' 'gusanos.exe' 'fmod.dll' 'readme' etc.
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Podex
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« Reply #20 on: August 05, 2006, 08:57:51 AM »

Well you should check in the folder to see if there is not another 'dark' folder. It should contain:

files:
autoexec-ded.cfg
mod.cfg
user.cfg
config.cfg
config-ded.cfg

folders:
fonts
maps
scripts
gui
sounds
weapons
mapeffects
objects
sprites


Edit:
Wait... you're saying you havn't actually unarchived the rar? You should use Winrar or some other program to unrar it.
« Last Edit: August 05, 2006, 09:01:03 AM by Podex » Logged

D11 F2
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« Reply #21 on: August 05, 2006, 09:06:53 AM »

[Edit]

Fantastic!

Thank you so much Podex!

Seems I just needed a prod in the right direction.

I did not know that .rar was a compression file type.

I got winrar and took care of it thank you so much.

Also thank you VoVaR for your help. =^-^=
« Last Edit: August 05, 2006, 09:15:22 AM by Valcor » Logged
Qualitiam
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« Reply #22 on: August 06, 2006, 06:40:31 PM »

:000ish mod
i dunno if you've taken the ideas from elsewhere, but even if that's the case, originality is what places this mod above the rest imo
..and eyecandy. but eyecandy isn't optional in gus ;>

i have only tested it single-playerly as of now, but i think some of the weapons/tools need some balancing. like teleporting. even with the piercer, it's pretty cheap. i for myself would make use and abuse of it, since it doesn't take away too much energy. it doesn't just give you the advantage of hit'n'run, but it also lets you travel long distances...

laser is l33tness.
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SilverPL
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« Reply #23 on: August 07, 2006, 02:09:19 AM »

Mod is very good i like weapon CrawlClaw and flamer is good too
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Anarchid
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« Reply #24 on: August 07, 2006, 10:33:24 AM »

Quote from: Qualitiam
laser is l33tness.
Now, i've played splitscreen against a player with the laser, and i beg to differ about its l33tness)

Teleportation, gravity, etc...version 0.32 here.

Among other stuff there is now a skin-specific sound system, an alpha version of last man standing mode, and another map.
« Last Edit: August 08, 2006, 05:13:31 AM by Anarchid » Logged
VoNaR
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« Reply #25 on: August 07, 2006, 12:17:00 PM »

it almost looks like you are building a class system Tongue
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Anarchid
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« Reply #26 on: August 08, 2006, 05:16:35 AM »

I just might be Wink However, having picked up a "make own race and rule galaxy" virus from MOO, i just don't feel like doing it any way but optional, as in triggered from the console or possibly later, gui: And judging from the amount of trouble there is attempting to prevent client-side access to the activation clause of Survival, and with preventing users from joining, i am not yet convinced that this is feasible. Undecided
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deguix
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« Reply #27 on: August 09, 2006, 05:02:34 AM »

Quote
And judging from the amount of trouble there is attempting to prevent client-side access to the activation clause of Survival, and with preventing users from joining, i am not yet convinced that this is feasible.

You could prevent that by making some code server-based -> that tries to consult the server whenever  the server is needed. The code could also be available from the client, but it wouldn't be used when joining a server.

Quote
And judging from the amount of trouble there is [...] with preventing users from joining

You could "prevent" users from joining by kicking them right after they enter the server and become valid players (check if player:data() exists in bindings.afterUpdate, for example, and kick them from there), or you could just ban them using the console command "ban" and later kick them.
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Mauganra99
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« Reply #28 on: August 10, 2006, 01:27:31 AM »

Neat!

Bug: selecting skins doesn't work properly when cycling backwards (to the left) through them. WHMarine is unselectable that way.

But for the rest, it's good Smiley

Though I doubt many people will use crawlclaw when they can use levitation, it still is very funky and one of my favourites. And the piercer... cool!
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Anarchid
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« Reply #29 on: August 10, 2006, 06:38:28 AM »

Deguix
Sounds reasonable. Thx for advice)
...but i didn't know there was a possibility to kick players by lua??
« Last Edit: August 10, 2006, 06:39:26 AM by Anarchid » Logged
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