Major Mod Update

This is the place for all questions related to modding Starshatter.
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wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

Major Mod Update

Post by wdboyd »

Salutations,

I am pleased to announce a major update to my Cartel Mod.

The Cartel.zip is now available for download from the Starshatter grouper site.

If anyone desires a different download route for my Cartel mod please feel free to email me. I can then set up a download for you from "yousendit.com". Their servers have proven very fast and reliable. It's free too. That's always good.

My mod has grown from 16mb to almost 30mb. Those graphic and sound files add up.

There are several new ships to fly and contend with. Many tweeks were made to the old ships. There are new missions added to my static campaign. Check out flying the Ranger and Pacifier from the F2 position. There are new weapons. There are new and copious sounds included during the missions to bring things to life.

Also, for those of you with a dark side, there are several missions in which you can fly as part of the dispicable, disgusting, dingy, dumb, dirty and dung covered Brotherhood of Iron. [:D]

I'm not biased though. [:'(]

All changes and additions have been included in the Commanders Checklist document which I have now made available in both Word .doc format and .pdf format for your convienence.

Come one come all... a dangerous Galaxy awaits. Check it out. [:D]

With this current version of the Cartel Mod, the Brotherhood has been stung pretty hard by an effecient and well equipped Cartel Task Force over and on Haiche.

Haiche was pinpointed as a place of interest concerning the past kidnapping of a neice and nephew of a Senior congomerate personage.

At the conclusion of the campaigns "Reprisal" mission, the probable holding position of the two kidnappees has been determined. Even now Special Agent forces are being farried down, in Pulsars, to the Eastern side of Haiche to recover the two.

The Brotherhood ringleader that caused all of this, is still unknown. Regardless, the Brotherhood of Iron is painfully learning three things...

1. Don't spit into the wind.
2. Never tug on Supermans cape.
3. And never, ever piss off the Cartel.

Finally, please report any obvious errors discovered. Also, please report if the missions are too easy. I don't want any of you pilots to get bored now do I?
"Time is a great teacher, but unfortunately it kills all its pupils!"
Papi
Posts: 54
Joined: Sat Mar 05, 2005 6:33 pm

RE: Major Mod Update

Post by Papi »

Hi, I dl'd your latest version from Grouper last night. There's one little problem, I can't find any missions to test inside the package :-(
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wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: Major Mod Update

Post by wdboyd »

Hi,

I just disabled my cartel.dat from within the game, just to check things out. I then deleted it from my mods folder. Just to check things out. I then extracted the NEW cartel.dat from the new .zip file into my mods folder.

I entered the game and enabled the cartel.dat mod. I exited and then reentered the game and everything was there. The missions are under custom missions. [;)]

You may be right though. I also had a missions folder with the campaign missions inside of it in my mods folder for testing purposes.

I placed a Raider.dat file on grouper for download. It contains all of the mission files. Treat it as all .dat files. Place it in your mod folder and enable from within the game. In the future, all additional mission will be within the Raider.dat file.

I apologize for this inconvience. I had brain vapor lock. [:D]

If you still can't find them, pleae email me.
"Time is a great teacher, but unfortunately it kills all its pupils!"
Papi
Posts: 54
Joined: Sat Mar 05, 2005 6:33 pm

RE: Major Mod Update

Post by Papi »

Hi, I just tried again and no go. I even moved all my other missions from SS folder so they won't show in the custom missions, checked that I don't have any older version of cartel.dat in the SS folders. Started the game -> removed the Cartel.dat and exited -> started SS -> enabled the Cartel.dat -> exited SS -> started SS -> no custom missions :-( Your models are viewable in the tac reference though (nice models!)
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wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: Major Mod Update

Post by wdboyd »

Sorry for any confusion. As of NOW,

There is a seperate Raiders.dat file available for download on grouper. It just has the campaign missions in it.

I have updated my cartel.zip file on grouper to include this.

Turgotz may not have accessed it for his file yet but it is in my folder. [:)]

If anyone prefers me to personally forward a copy of the missions to them, please email me directly. [:)]
"Time is a great teacher, but unfortunately it kills all its pupils!"
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wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: Major Mod Update

Post by wdboyd »

Salutations,

I believe TurtotZ has updated to the cartel.zip that includes the campaign missions in it. [:'(]
"Time is a great teacher, but unfortunately it kills all its pupils!"
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wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: Major Mod Update

Post by wdboyd »

Salutations,

Thanks to Cory Phillips... a missing Gamma Laser has been activated on the Cruiser Hornet.

The dunderhead modder failed to list the weapons muzzle coordinates. Duh. [X(]

He(I) apologizes for this oversight. My Cartel.dat has been corrected and is available for download on the grouper site.

Please report any and all such problems. Thanks. [:'(]
"Time is a great teacher, but unfortunately it kills all its pupils!"
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