Mari0MS 1.6.2, aka Watch for Falling GLaDOS
- LightningFire
- Posts: 1828
- Joined: 10 Mar 2012, 17:24
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First, don't double post. Second, you're getting your grammar better! Congrats! And third, how did you do the wheatley thing? It looks cool.
- Flutter Skye
- Posts: 1690
- Joined: 08 Apr 2012, 17:54
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i have edited the gladoshead picture in the mods folder if you want i can give you the mod PS. i have maked some changes now wheatley looks really coolLightningFire wrote:First, don't double post. Second, you're getting your grammar better! Congrats! And third, how did you do the wheatley thing? It looks cool.
I did edit the picture "Gladoshead" In the mod's folder. If you want i can give you the edited "gladoshead" picture.
PS. I made some changes, so Wheatley look's now nice.
Last edited by Flutter Skye on 16 Feb 2013, 19:40, edited 2 times in total.
- Flutter Skye
- Posts: 1690
- Joined: 08 Apr 2012, 17:54
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yes but after school i have individuaal o cant say this word in english other word school in home just 3 lessons after this i give pics and download
Yes, but after my home lessons end (I have School in home).
Yes, but after my home lessons end (I have School in home).
Last edited by Flutter Skye on 16 Feb 2013, 19:45, edited 1 time in total.
- LightningFire
- Posts: 1828
- Joined: 10 Mar 2012, 17:24
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We know what he meant. It's just the extremely bad grammar/spelling/whatever.Camewel wrote:You guys suck at this. He said he has individual tutoring at home after school, and after three lessons, he'll upload some screenshots and give you a download.
He's not English, he can't help it.LightningFire wrote:We know what he meant. It's just the extremely bad grammar/spelling/whatever.Camewel wrote:You guys suck at this. He said he has individual tutoring at home after school, and after three lessons, he'll upload some screenshots and give you a download.
- LightningFire
- Posts: 1828
- Joined: 10 Mar 2012, 17:24
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I know, I know, I'm just saying.
This mod needs to be able to read mods without changing or adding anything.
This mod needs to be able to read mods without changing or adding anything.
- Flutter Skye
- Posts: 1690
- Joined: 08 Apr 2012, 17:54
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good news im working on the final battle of portal 2 it will be hard but it will be worth it
- Flutter Skye
- Posts: 1690
- Joined: 08 Apr 2012, 17:54
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heres a small previev
- Flutter Skye
- Posts: 1690
- Joined: 08 Apr 2012, 17:54
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good news (again) i completed the wheatley battle but i will release that tommorow because im tired
- Flutter Skye
- Posts: 1690
- Joined: 08 Apr 2012, 17:54
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here completed the wheatley battle is completed you can download it here viewtopic.php?f=12&t=1572
- reapergraff
- Posts: 13
- Joined: 29 Mar 2012, 13:44
hey whats wrong? huh i added the turrets to mods folder and when i open the level editor this appears (sorry for my lenguage im from argentina)
how can i solve this? huh? pleaseeee
- Flutter Skye
- Posts: 1690
- Joined: 08 Apr 2012, 17:54
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the bug you above is something which the turret by fakeuser id that wrong you must edit something but i dont know what so or so i noticed that camewel is something like mirrored maurice so imade you a avatar because you dont have any
This was posted by the creator of Mari0MS in fakeuser's turret thread. As seen by that last sentence, it's recommendedZenX2 wrote:After seeing a few comments about this not working with Mari0MS I decided to take a look at your code.
A few tips for v0.6:
You can just use loader.lua as modmain.lua.
All extra lua files in the mod folder's top level are automatically required before modmain.lua
All those intercepts are definitely going to mess some stuff up.
My recommendation to users: Just use the standard version for now. This needs a major restructuring to be fully compatible with Mari0MS.
to just not use turrets with this modloader, and instead use the standalone turret mod by itself.
Since I don't know much about mods myself, I thought it'd be better to hear a recommendation out of the man behind the mod himself.
And on another unrelated note:
This is completely unreadable. I can understand if english is not your first language (if that is the case), but seriously, make sure your posts can be at least read and understood before you actually post it.supermarioportal2 wrote:the bug you above is something which the turret by fakeuser id that wrong you must edit something but i dont know what so or so i noticed that camewel is something like mirrored maurice so imade you a avatar because you dont have any
(EDIT: okay, maybe only I couldn't really read that, but my point still stands)
Last edited by idiot9.0 on 10 May 2012, 05:38, edited 1 time in total.
- LightningFire
- Posts: 1828
- Joined: 10 Mar 2012, 17:24
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I can understand him, and yeah Camewel, use that avatar! Also, I wonder when is canI going to make the hat loader compatible with Mari0MS :P
- Flutter Skye
- Posts: 1690
- Joined: 08 Apr 2012, 17:54
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i always tink that the avatr of someone looks like the person i real so i dont liked trosh at the startxXxrenhoekxXx wrote:I like to see people using avatars because it's like a face we can identify.
but I don't think people should be making camewel avatars :S
Actually this may happen only with may mod but is not caused by it. The game crashes while parsing (loading) the map from a text file. I do not modify these so I assume the game will crash if Maurice decides to add some new entities without using MMS... I tried to make a conversation with your mod author but he seems not quite interesting in pointing what should be redone in his opinion so sorrry guys, no updates. I still wonder why bug reports for my mod are to be found everywhere but in my topicreapergraff wrote:
hey whats wrong? huh i added the turrets to mods folder and when i open the level editor this appears (sorry for my lenguage im from argentina)
how can i solve this? huh? pleaseeee
Right now, I just add entities after the regular ones. I'm also relatively confidant that additional regular entities will get adjusted by my index adjuster. The only time problems occur is when the functions I changed in the core files are changed, like with the turret. If game_draw doesn't have the parts I added for drawing entities, they won't draw. If right-side mario collisions are missing parts, nothing will register as colliding with his right side.
Yup, but the problem occurs in your version of loadmap function. And what my modifications do are pretty much the same everywhere - I store the original function, do something that I want and invoke the original. In this case I copy the map contents, invoke the original function (which is your modified version) and then load the turrets as well. I guess this error may point an issue with entities that are not present in the base game and are not added via your functions but I have not reviewed your code.
- Cowsaysmoo
- Posts: 10
- Joined: 29 May 2012, 03:02
PLZ help!! i tried the mods, and i accidentally started the original Mari0 and now it keeps giving me this error even after completely deleting all of the mod and the reinstalling mari0 entirely
- LightningFire
- Posts: 1828
- Joined: 10 Mar 2012, 17:24
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Be patient. Don't double post just because no one responded to you in under 6 minutes. This has happened to me, but I don't remember how did I fix it...
you have a custom entity that is only useable by the Modding System. the original Mari0 doesn't have the extra entities, so it can't load them, and crashes.
SOLUTION: re-download the Modding System, and delete any custom entities to play on normal Mari0.
SOLUTION: re-download the Modding System, and delete any custom entities to play on normal Mari0.
That too, it deletes the maps with the modded entities.Maurice wrote:Delete %appdata%\LOVE\mari0\
Is there any way to assign the mod to read from a seperate folder than mappacks? I just want to reassign the reading name, so that creating in that editor dosen't interfere with my other versions of Mari0. (In otherwords, so I can enjoy, say, Mari0 XT's meteor shower cheat, and then start creating in MS with poison mushrooms and turrets.)
- Sunset_Moth
- Posts: 781
- Joined: 02 Sep 2012, 23:22
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Fun is not a verb.try(function [, errorfunction]) - Runs a function safely, if supplied it will fun errorfunction and pass it the error message
- BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
Dude, don't correct peoples grammar from March.bubba_nate wrote:Fun is not a verb.try(function [, errorfunction]) - Runs a function safely, if supplied it will fun errorfunction and pass it the error message
- TripleXero
- Posts: 892
- Joined: 08 Aug 2012, 00:23
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All I've been seeing lately is dumb posts bumping crap for no reason
I'm going to make my GLaDOS boss run on this, can you add support for custom ogg sound files? The files aren't music. They are "voice clips"/"sound effects"