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Could u put my castle mod in the pre download thingamujig alot of people r starting to want it %) B) B)
PS: I just sent it 2 u!! B) B) :P
Only lethal on days that end with "Y"
Pedro has modified his Abbot's Wood mod (which is actually very nice for TS) to move the islands a little further away to avoid island hopping. I replaced the old terrain file with the new one in the Mod_Pack and put it in the recent mods folder. So go ahead and replace the old one with the newer one.
O.k. ReagentX I fixed up some stuff I got rid of the paintball mods and such the florida mods are gone and I left the ones that I liked... Anyway my new --X--ModzerPack--X-- Link is here.
The.mis files are for others to use the mod or edit it.
Last edited: Monday, August 15, 2005 at 11:09:25 AM
@ RX: thnx bud ;)
Bumpity bump bump bump.
More are coming!!!!! EEEEEEESH!!!
I'm finding it rather difficult to join games of TS or even when I can actually get in a server the game quickly dissipates because most others cannot get in either.
I have all the recent mods and yet for some reason I still run into trouble getting into the servers. Tonight I even couldn't get into the MM_Lush21 map. This is a map I've had forever and I'm curious as to why this happens. Do these.ter files get corrupted?
While I'm ranting I may as well mention this also. If I don't check recent mods, which seems like almost every other day now, I find that maps I don't have are no longer in the recent mods link. This isn't such a big deal but when I go to download these maps, as I tried with the MM maps tonight, I come up with a dead link.
At the risk of insulting all of the modders I have to be brutally honest. The sudden overkill of new maps has really turned me off. I simply don't like joining a server where I enter as the tenth player and find out that only 3 or 4 players have actually gotten in the server.
Would it be possible to come up with a couple of mod packs for those that host TS servers? For instance, both dash and RX select a couple of rotations that they like and put a link at the top of this thread containing the maps?
I'd love to see something like this:
RX Rotation 1: Modpack for these maps named; xxx, xxx, xxx
RX Rotation 2: Modpack for these maps named; xxx, xxx, xxx
DB Rotation 1: Modpack for these maps named; xxx, xxx, xxx
DB Rotation 2: Modpack for these maps named; xxx, xxx, xxx
Don't get me wrong, I think it's cool that lots of people mod. It's something that I know nothing about, but I do know what makes for a fun game of TS and this my friends is not it. That said, couldn't we pick the best of the best and just go with a couple rotations of those?
Like a midget at a urinal, I was going to have to be on my toes.
Invite a retard to a picnic and you'd better expect to get drool in the potato salad.
@ Rogue
I suppose Rx can add a link for.ter files of a certain rotation. But in the meantime you should redownload mm maps and replace the ones you have. I found that only happens when the modder makes changes to the.ter file and needs to repost a new one.
There are more and more players with the mod pac and expansion pack installed, it is taking long but its getting better.
CB
ROGUE
There could be numerous reasons you couldn't get into that server
IE -the mission file syntax is incorrect (even by a single character)
This just happened to CB 2 days ago. The server will appear but no one can get in
And yes files can get corrupted (althougth rarely)
I agree that we need to have a unified strategy for the mods.
Theres nothing worse than an improvement that underminds the fundamentals of the game
Part of the problem is that not everyone reads this website
Another is that not everyone is proficient enough with computers to install even something this ez
1. Some ground rules for what makes a good map in general and a seasonal rotation of the most playable maps will help.
(Rx has been doing this already I believe)
2. Your idea of seperate links would help
3. Perhaps the use of league approved maps for these rotation only - PSL and TBML already have committees
4. Some ground rules for Modders - IE must use unique names - must test if downloading in game works - etc
(no offence to anyone here but) Recently I encountered a map named TT1_15.ter. This was not unique to me
because I use the original number scheme for inprocess projects
I dont know if this helps but I have modded a few and this is my strategy when creating a mod
1 Think scrum first - the map will always translate to TBM well
2 Make the maps a playable size say no bigger than 480 x 480
3 Keep the mod height fairly high for most of the map area, This controls scrum drop height
4 When placing Spawns set team division for the map with a couple "cross spawns" in the middle of the enemy locations
5. Also when placing spawns pay strict attention to where the ball will bounce - maps with many lost drops suck
************************TEST THE MISSION*****************************************
Let the bots play one first and watch everything. I usually test the jumps for out of bounds during this phase
Then play it with them. Look for stalled action, bad drops, stupid bots
Repair and release
@Rogue: Yes I hear you! It is actually even hard for me to keep up with putting all the ter files in the Mod_Pack. It seems to me we have plenty of mods to choose from.
One thing that is happening: Bolo, Nappy and I are going through all the mods and are ranking them for suitability for Team Scrum. The goal is twofold: (1) come up with a rotation of maps for PSL9 that will be served up regularly by dash/Rx/Nappy etc. And (2) generate a couple of 12 map rotations that are stable and can be run hosted regularly (that probably wont require the Expansion_Pack so that new players can join easier).
Dash has added the "/pre" command to his server (I have it too) which allows new players who are loading to get directed to the Mod_Pack. With this tool and some stable rotations, we should be able to solve the problem you identified.
Yes,
Dash has added the "/pre" command to his server
As well does mine.
Hey, the link to Napalm's mods is busted.
It says.../.Public/Napalms_Terrains.zip
Can you fix it? I tried taking the period out right before Public (/.Public/ to /Public/), but it didn't work. I was hoping to find some of his last ones to predownload.
Last edited: Thursday, August 25, 2005 at 3:27:43 PM
@ LGM
The. Should be in there! Something to do with.mac I guess?
http://homepage.mac.com/mdisabato/.Public/Napalm's_Terrains.zip
I also fixed the link above. Goes bad from time-to-time.
Thanks for letting me know LGM!
Last edited: Friday, August 26, 2005 at 8:54:42 AM
@ --XRob-ZombieX--
Please don't bog down this thread with Photo's of your Mods. Feel free to creat a seperate post specific to your mod! :~) thx!
Wheres flamin 14's castle mod?
WHAT?????????????
lol
I knew it!
You could add Nemesis Plains . I doubt it's on the pack yet.
You don't have to let go of one rope before grabbing the other. But you'll have to let go of one if you want to swing forward.
Last edited: Friday, September 02, 2005 at 4:11:30 AM
I may be crazy but im loosing track of which mod pack goes with which map. I have downloaded so many packs that when a new map comes out im not sure what to download. I just had this problem with a scrum map. I got rejected but now im not sure which pack I need. I will have to think about this. X/
BTW the new maps I have seen are really nice. Great job ladies and gentlemen.
Belikin: Here is the secret. All you have to do to stay up to date is download the TT_Mod_Pack® which is the first link in the top post. That will give you all the terrain files you need.
In addition, several of the newer maps need the TT Expansion Pack (which is the bottom link in the top post).
Bump
Bumper
So what does MOD stand for anyway? Modified levels? That may be the reason some of the multiplayer games won't load for me :S.
/¯/¯/ed
Sent ReagentX my latest 3 mod terains.
Terrains are located here.
2helinbak
Fantanlushtastic
Catacomb National Park
Sky files must be downloaded directly from me.
Fire Sky Files
Hell Sky Files
Gib Dawn Sky Files
Last edited: Monday, September 19, 2005 at 9:28:55 PM
They will have to wait for them to load. I'm keeping the new sky mods seperate from the other pre-existing stuff. I'll add them to the expansion pack at a later time. I'll have one server that does not require new skies. (omitting the new releases) I will have a latest releases that may require the new skies if I used them in that particular mod. I just tested the last mod and the skies and terrain downloaded in uder 5 minutes. Not bad, but a pre-install is always the better way.
Wiztriv06.ter has been changed, so, if you had downloaded/visited on it you have to download it again and replace the old.ter file with the new.ter file. If you get error saying "You do not have the correct version of the Torque Game Engine or the related art needed to connect to this server, please contact the server operator to obtain the latest version of this game." that means you have the old.ter file. Sorry for the problem.
You can download the correct wiztriv06.ter from >>HERE!!!
<<.
You can get it also from modpack and recent mods.
Wix & Vox Production Corporation
(We won't offer any help... For free.)
You don't have to let go of one rope before grabbing the other. But you'll have to let go of one if you want to swing forward.
Last edited: Saturday, October 01, 2005 at 11:44:29 AM
Does the expansion pack include all the games in the server ATL: BC's PSL8 MIX?
And if the expansion pack does give you that, will I automatically get in the server even if my torque game engine is wrong?
News update 5/7/06
IMPORTANT NEWS CONCERNING TT_MOD_PACK® UPDATES
I have had some very good suggestions from people concerning ways to organize the TT_Mod_Pack®. As of May 1st, 2006, I will now keep two files updated and available: the TT_Mod_Pack® and a file called "mods_since_5_1_06". I will add new mods only to the mods_since_5_1_06 folder, until it gets to be 5 MB or so and then I will start another folder.
This way the bulk of the classic mods will not have to be re-downloaded by you all the time. The TT_Mod_Pack® folder contains everything from the beginning up until May 1st, 2006 and will be static from now on. Any mods created after that date will go into subsequent update folders. So now would be a good time to mek sure you have the full TT_Mod_Pack® installed, and in the future you will only need to get the update folders.
If you are new to the game and want everything, you will need to put the contents of both folders into your game/data/missions/folders (as per the original directions).
I think this will make it easier for you to get just what you need, and will make it faster for me to upload updated files.
______________________________________
We have been having an absolute BLAST playing team scrum on some new Mods. Come join us. All you need is to pre-download the terrain files, and you won't have to wait at all to join the game!
I have consolidated many of the Mod terrain files into convenient downloads for you. I will continue to keep this updated until one day maybe -z- will have the opportunity to add this to his Resources section.
--
TT Mod Pack®!!
Download the 'Official' TT_Mod_Pack® Here!! UPDATED 4/18/06 (38 Mb)
This contains all the mods created up until 5/1/06 (MonkeeMods, CrapBlasterMods, dashMods, RacerMods, TrivoxMods, RoosterMods, NapalmMods, KillinBrainCellMods, ScytheManMods, PharmaceuticalsMods and much much more).
Latest addition: This folder is now static and will not be updated. If you downloaded this Mod_Pack as of 4/18/06 you do not need to get it again.
MOD UPDATES! Here are the more recent mods created after the main TT_Mod_Pack® was frozen. mods_since_5_1_06.zip (1 Mb). Updated: 12/10/06
Latest addition: Roo's newest set: Rstr44.ter - Rstr50.ter.
--
These are the same files as in my previous thread , but I wanted to give this thread a more recognizable name.
Instructions for Installing the Mod Packs
1. Download the above.zip file to your desktop and unzip. You will have a folder of terrain files (that end in.ter).
2. Locate the ThinkTanks® application on your computer.
3. Control click on the ThinkTanks® application icon.
4. Select "Show Package Contents" from the menu.
5. Navigate through the folders until you find the "Missions" folder.
Folder path is Contents/Resources/game/data/missions
6. Copy all the provided.ter files (e.g. MM_Lush01.ter, MM_Lush02.ter, etc) directly into the "Missions" folder. (In this folder you will also see files such as TT1_1.ter and TT1_2.ter. These are the original terrain files that came with the game. Do not delete or replace these files)
7. If ThinkTanks® is already open then quit and restart it.
ENJOY!!!
____________________________________
A special thanks to the Modders who have really created something special.
------>>> o <<<------
Get Napalm's Expansion Pack!!
Read more about it here .
Click HERE to get the Expansion Pack #4
Click HERE to download just the new stuff since Xpack v3!
If you have some mods that are good for Team Scrum and you would like to contribute, please post.
-Reagent X
_______________________________________
Last edited: Sunday, December 10, 2006 at 10:28:58 AM