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Old 08-07-2014, 04:58 AM   #1   Add To Ignore List  
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Default mentalguy

I want to make me a custom SS1 enemy, but this ms paint art is all I can do so far.




Alright, after 3 years in development, I'm done with the map. This time, for real!

http://i.imgur.com/bAVPwme.png

YouTube Video: You can fight Mental at last!


Workshop Link: http://steamcommunity.com/sharedfile.../?id=454378796

Destroy computer terminals to lift Mental's forcefield!

Last edited by PikaCommando; 02-01-2017 at 11:07 PM.
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Old 08-07-2014, 09:05 AM   #2   Add To Ignore List  
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Default Re: mentalguy

Since when has Mental a Mushroom as Head?
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Old 08-07-2014, 11:43 AM   #3   Add To Ignore List  
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Default Re: mentalguy

http://www.2flashgames.com/2fgkjn134kjlh1cfn81vc34/flash/f-Epic-Facepalm--89733.jpg
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Old 08-07-2014, 12:31 PM   #4   Add To Ignore List  
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Default Re: mentalguy

Its Mental and Toad combined!
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Old 08-08-2014, 09:22 AM   #5   Add To Ignore List  
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Default Re: mentalguy

Is it Mental after Mario's toads eating?
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Old 08-08-2014, 09:40 AM   #6   Add To Ignore List  
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Default Re: mentalguy

I really hope this isnt just me but the homing plasma draft reminds me of testicles.
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Old 10-11-2014, 01:17 AM   #7   Add To Ignore List  
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Default Re: mentalguy

Alright, I think I made something new by jamming the Bighead.es file from SDK with stuff from other .es but since I don't know what to do with it, I'm just gonna post it here for whatever's sake.

Code:
340
%{
#include "StdH.h"
#include "ModelsMP/Enemies/Mental/Mental.h"
%}

uses "EntitiesMP/EnemyBase";
uses "EntitiesMP/BasicEffects";

enum BigHeadType {
  0 BHT_BOSS  "Boss",
};

%{
// info structure
static EntityInfo eiMental = {
  EIBT_FLESH, 200.0f,
  0.0f, 1.5f, 0.0f,     // source (eyes)
  0.0f, 1.0f, 0.0f,     // target (body)
};

class CMental: CEnemyBase {
name      "Mental";
thumbnail "Thumbnails\\Mentalboss.tbn";

properties:
  // class internal
  1 CTFileName m_fnmHeadTex "Head texture" 'H' = CTString(""),
  2 CTFileName m_fnmNameSnd "Name sound" 'S' = CTString(""),
  3 FLOAT m_tmLastGreetTime = -100.0f,
  4 enum BigHeadType m_bhtType  "Type" 'Y'= BHT_BOSS,
  
  {
    CAutoPrecacheSound m_aps;
    CAutoPrecacheTexture m_apt;
  }

components:
  1 class   CLASS_BASE            "Classes\\EnemyBase.ecl",
  2 class   CLASS_BLOOD_SPRAY     "Classes\\BloodSpray.ecl",
  3 class   CLASS_BASIC_EFFECT    "Classes\\BasicEffect.ecl",

// ************** DATA **************
 10 model   MODEL_MENTAL          "ModelsMP\\Enemies\\Mental\\Mental.mdl",
 11 texture TEXTURE_MENTAL        "ModelsMP\\Enemies\\Mental\\Mentalboss.tex",
 12 model   MODEL_HEAD            "ModelsMP\\Enemies\\Mental\\Head.mdl",

 
 50 sound   SOUND_IDLE            "Models\\Enemies\\Mental\\Sounds\\Idle.wav",
 51 sound   SOUND_SIGHT           "Models\\Enemies\\Mental\\Sounds\\Sight.wav",
 52 sound   SOUND_WOUND           "Models\\Enemies\\Mental\\Sounds\\Wound.wav",
 53 sound   SOUND_DEATH           "Models\\Enemies\\Mental\\Sounds\\Death.wav",

functions:
  BOOL HandleEvent(const CEntityEvent &ee)
  {
    if (m_bIgnorePlayer) {
      if (ee.ee_slEvent==EVENTCODE_ETouch) {
        ETouch &et = (ETouch &)ee;
        if (IsOfClass(et.penOther, "Player")) {
          return TRUE;
        }
      }
    }
    return CEnemyBase::HandleEvent(ee);
  }

  /* Entity info */
  void *GetEntityInfo(void)
  {
    return &eiMental;
  };

  void Precache(void)
  {
    CEnemyBase::Precache();
    PrecacheSound(SOUND_SIGHT);
    PrecacheSound(SOUND_IDLE);
    PrecacheSound(SOUND_WOUND);
    PrecacheSound(SOUND_DEATH);
    PrecacheSound(SOUND_WALKZOMBIE);
    PrecacheSound(SOUND_WALKSAINT);
    m_aps.Precache(m_fnmNameSnd);
    m_apt.Precache(m_fnmHeadTex);
  };

  INDEX GetWalkAnim(void)
  {
    if (m_bhtType==BHT_ZOMBIE) {
      return MENTAL_ANIM_WALKZOMBIE;
    } else if (m_bhtType==BHT_SAINT) {
      return MENTAL_ANIM_WALKANGEL;
    } else {
      return MENTAL_ANIM_RUN;
    }
  }

/* Receive damage */
  void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
    FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection) 
  {
    
    // take less damage from heavy bullets (e.g. sniper)
    if(dmtType==DMT_BULLET && fDamageAmmount>100.0f)
    {
      fDamageAmmount*= 0.5f;
    }

    // cannonballs inflict less damage then the default
    if(m_bcType==BHT_BOSS && dmtType==DMT_CANNONBALL)
    {
      fDamageAmmount *= 0.3333f;
    }

    // can't harm own class
    if (!IsOfClass(penInflictor, "Mental")) {
      CEnemyBase::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
    }
  };

  // damage anim
  INDEX AnimForDamage(FLOAT fDamage) {
    INDEX iAnim;
    iAnim = MENTAL_ANIM_WOUND01;
    StartModelAnim(iAnim, 0);
    return iAnim;
  };

  // death
  INDEX AnimForDeath(void) {
    INDEX iAnim;
    iAnim = MENTAL_ANIM_BOWLJUMP;
    StartModelAnim(iAnim, 0);
    return iAnim;
  };

  void DeathNotify(void) {
//    ChangeCollisionBoxIndexWhenPossible(HEADMAN_COLLISION_BOX_DEATH);
    en_fDensity = 500.0f;
  };

  // virtual anim functions
  void StandingAnim(void) {
    StartModelAnim(MENTAL_ANIM_BOWLREST, AOF_LOOPING|AOF_NORESTART);
  };

  // virtual sound functions
  void IdleSound(void) {
    if (m_bIgnorePlayer) {
      return;
    }
    PlaySound(m_soSound, SOUND_IDLE, SOF_3D);
    m_bPlayingWalkSound = FALSE;
  };

  void SightSound(void) {
    PlaySound(m_soSound, SOUND_SIGHT, SOF_3D);
    m_bPlayingWalkSound = FALSE;
  };
  void WoundSound(void) {
    PlaySound(m_soSound, SOUND_WOUND, SOF_3D);
    m_bPlayingWalkSound = FALSE;
  };
  void DeathSound(void) {
    PlaySound(m_soSound, SOUND_DEATH, SOF_3D);
    m_bPlayingWalkSound = FALSE;
  };

procedures:
  Fire(EVoid) : CEnemyBase::Fire {
    // hit
    if (CalcDist(m_penEnemy) <= m_fStopDistance*1.1f) {
      if (m_fnmNameSnd!="") {
        PlaySound(m_soSound, m_fnmNameSnd, SOF_3D);
        m_bPlayingWalkSound = FALSE;
      }
      m_bBlind = TRUE;
      m_bDeaf = TRUE;
      m_fSenseRange = 0.0f;
      m_tmLastGreetTime = _pTimer->CurrentTick();
      SetTargetNone();
      StartModelAnim(MENTAL_ANIM_BOWLREST, 0);
      autowait(GetModelObject()->GetCurrentAnimLength());
      StandingAnim();
      return EReconsiderBehavior();
    }
    return EReturn();
  }

  /************************************************************
 *                       M  A  I  N                         *
 ************************************************************/
  Main(EVoid) {

    // declare yourself as a model
    InitAsModel();
    SetPhysicsFlags(EPF_MODEL_WALKING|EPF_HASLUNGS);
    SetCollisionFlags(ECF_MODEL);
    SetFlags(GetFlags()|ENF_ALIVE);
    SetHealth(10000.0f);
    m_fMaxHealth = 10000.0f;
    en_tmMaxHoldBreath = 15.0f;
    en_fDensity = 2000.0f;
    m_fBlowUpSize = 2.0f;

    // set your appearance
    SetModel(MODEL_MENTAL);
    SetModelMainTexture(TEXTURE_MENTALBOSS);
    AddAttachment(0, MODEL_HEAD, TEXTURE_HEADBOSS);
    if (m_fnmHeadTex!="") {
      // try to
      try {
        CAttachmentModelObject *pamoHead = GetModelObject()->GetAttachmentModel(0);
        if (pamoHead!=NULL) {
          pamoHead->amo_moModelObject.mo_toTexture.SetData_t(m_fnmHeadTex);
        }
      // if anything failed
      } catch (char *strError) {
        // report error
        CPrintF("%s\n", strError);
        AddAttachment(0, MODEL_HEAD, TEXTURE_HEADBOSS);
      }
    }
    if (m_bhtType==BHT_ZOMBIE) {
      AddAttachment(MENTAL_ATTACHMENT_HORNS, MODEL_HORNS, TEXTURE_HORNS);
    } else if (m_bhtType==BHT_SAINT) {
      AddAttachment(MENTAL_ATTACHMENT_AURA, MODEL_AURA, TEXTURE_AURA);
    }

    // setup moving speed
    m_fWalkSpeed = 0.0f;
    m_aWalkRotateSpeed = AngleDeg(FRnd()*10.0f + 500.0f);
    m_fAttackRunSpeed = FRnd()*2.0f + 6.0f;
    m_aAttackRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
    m_fCloseRunSpeed = FRnd()*2.0f + 6.0f;
    m_aCloseRotateSpeed = AngleDeg(FRnd()*50 + 245.0f);
    // setup attack distances
    m_fAttackDistance = 50.0f;
    m_fCloseDistance = 0.0f;
    m_fStopDistance = 5.0f; // greeting distance
    m_fAttackFireTime = 0.1f;
    m_fCloseFireTime = 0.1f;
    m_fIgnoreRange = 200.0f;
    // damage/explode properties
    m_fBlowUpAmount = 65.0f;
    m_fBodyParts = 4;
    m_fDamageWounded = 1.0f;
    m_iScore = 50000;
    }

    // set stretch factors for height and width
    const FLOAT fSize = 0.6f;
    GetModelObject()->StretchModel(FLOAT3D(fSize, fSize, fSize));
    ModelChangeNotify();
    StandingAnim();

    // continue behavior in base class
    jump CEnemyBase::MainLoop();
  };
};

Last edited by PikaCommando; 10-11-2014 at 01:21 AM.
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Old 10-11-2014, 03:49 AM   #8   Add To Ignore List  
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Default Re: mentalguy

10000hp?

You gave your enemy the same amount of health Ugh-Zan IV has
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Old 10-11-2014, 04:03 AM   #9   Add To Ignore List  
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Default Re: mentalguy

I'm making new boss too (JtH3), also woth 10000 hp
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Old 10-11-2014, 07:36 AM   #10   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by Dankzaii View Post
10000hp?

You gave your enemy the same amount of health Ugh-Zan IV has
Actually I got that from the Lava Golem boss in TFE. Changed it back to normal bighead health (20) though.

It also has some small resistance against Sniper and Cannon, copied straight from Highlander.


I wanted to make it float in a glass cylinder of water, and the only way to defeat him is to use computer terminals to close oxygen supply to drown him. He's also supposed to summon enemies to attack you each time you use a computer terminal while he's suffocating. It will take a while for the system to restore oxygen back and then he'll go back to his normal attack routine (meteors from Grand Cathedral and thunders from Hatshepsut). Ultimately he would have to be suffocated to a point where he can't take it anymore so he'll jump out of the brain jar and die. Unfortunately, these kinds of things are too complex for me (how the hell do i even begin) so I was aiming for something like Icon of Sin or Shub Niggurath instead (i.e; do enough damage to destroy brush and expose him to a well-placed rocket).

Last edited by PikaCommando; 02-12-2015 at 01:46 PM.
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Old 10-11-2014, 09:28 PM   #11   Add To Ignore List  
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Default Re: mentalguy

That doesn't actually sound that hard to do in SE1, from what I remember!
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Old 10-12-2014, 03:59 AM   #12   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by Jetroid View Post
That doesn't actually sound that hard to do in SE1, from what I remember!
You code for SE1? Also, what happened to your showcase?

Last edited by PikaCommando; 10-12-2014 at 04:05 AM.
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Old 10-12-2014, 05:27 AM   #13   Add To Ignore List  
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Default Re: mentalguy

No, I only ever used the editor. I'm just saying the computer terminals choking him doesn't sound too hard. Make them into activateable buttons, cause them to trigger SFX for Mental choking... Also trigger enemy spawns... Etc...

I mean I couldn't make the actual enemy, I was just talking about how you don't have to just break the jar if you wanted something else.
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Old 10-14-2014, 04:29 AM   #14   Add To Ignore List  
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Default Re: mentalguy

Anyone know how to compile/enter the code into the game? I can't use C++ 6.0 or whatever it's called because of the same problem with SED 1, the MFC thing not working in Win 7 64 I suppose.
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Old 10-14-2014, 05:32 AM   #15   Add To Ignore List  
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Default Re: mentalguy

Use newest version, like 2005.
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Old 10-14-2014, 06:00 AM   #16   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by Mkbewe View Post
Use newest version, like 2005.
Can 2010 and 2013 do the job too?
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Old 10-14-2014, 07:30 AM   #17   Add To Ignore List  
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Default Re: mentalguy

Rather not, try 2008 yet.
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Old 10-14-2014, 07:43 AM   #18   Add To Ignore List  
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Default Re: mentalguy

No, I've tried before, it does not work with anything newer than 6.0. The compiler just throws a heapload of errors and shows you the finger. BTW, I'm pretty sure 6.0 works just fine on win 7 x64, I remember I tried it before. Though right now I've installed it in the same place as my working SS dir - in VMWare.
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Old 10-14-2014, 07:47 AM   #19   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by GodOfGaming View Post
No, I've tried before, it does not work with anything newer than 6.0. The compiler just throws a heapload of errors and shows you the finger. BTW, I'm pretty sure 6.0 works just fine on win 7 x64, I remember I tried it before. Though right now I've installed it in the same place as my working SS dir - in VMWare.
It crashes the moment I clicked Open.


EDIT: Oh wait, I find out I can just drag the .es file into the screen. But how do I add it into the game?

Last edited by PikaCommando; 10-14-2014 at 07:52 AM.
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Old 10-14-2014, 07:57 AM   #20   Add To Ignore List  
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Default Re: mentalguy

it crashes? That's weird, I remember that I managed to build the 1.07 SDK in visual studio 6.0 enterprice edition on windows 7 x64 on my old PC...

Quote:
Originally Posted by PikaCommando View Post
But how do I add it into the game?
Looks like you have no idea what you're doing, check this for some basics:
http://files.seriouszone.com/download.php?fileid=411
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Last edited by God Of Gaming; 10-14-2014 at 08:00 AM.
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Old 10-14-2014, 08:27 AM   #21   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by GodOfGaming View Post
it crashes? That's weird, I remember that I managed to build the 1.07 SDK in visual studio 6.0 enterprice edition on windows 7 x64 on my old PC...



Looks like you have no idea what you're doing, check this for some basics:
http://files.seriouszone.com/download.php?fileid=411


I read that, and I have no idea what I'm reading. There's no section for adding an enemy into the game. Plus, I need the enemy to be usable in the Editor too, like Solais's Enemy Resource Pack for SS3. Rev doesn't use a Mod folder too.

EDIT: It also doesn't let me build GAMEGUIMP because it cannot execute cmd32 for some reason and it doesn't let me compile my .es file.

Last edited by PikaCommando; 10-14-2014 at 09:46 AM.
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Old 10-15-2014, 02:09 AM   #22   Add To Ignore List  
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Default Re: mentalguy

The spririt of Kazuya and Bryan is strong in this one.
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Old 10-15-2014, 02:28 AM   #23   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by PikaCommando View Post
I read that, and I have no idea what I'm reading. There's no section for adding an enemy into the game. Plus, I need the enemy to be usable in the Editor too, like Solais's Enemy Resource Pack for SS3. Rev doesn't use a Mod folder too.

EDIT: It also doesn't let me build GAMEGUIMP because it cannot execute cmd32 for some reason and it doesn't let me compile my .es file.
Interesting.. It should be able to compile. You might have some little parameters that are incorrect.
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Old 10-15-2014, 03:37 AM   #24   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by Squadala View Post
The spririt of Kazuya and Bryan is strong in this one.
How exactly?


Anyway here's the problem in question:

https://i.imgur.com/E7d1lUb.png

Last edited by PikaCommando; 10-15-2014 at 03:47 AM.
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Old 10-15-2014, 04:26 AM   #25   Add To Ignore List  
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Default Re: mentalguy

Easy. I had that. Copy ecc.exe into Windows or System32 and it should work.
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Old 10-15-2014, 05:12 AM   #26   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by Buzzy View Post
Easy. I had that. Copy ecc.exe into Windows or System32 and it should work.
But where is ecc.exe?
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Old 10-15-2014, 05:31 AM   #27   Add To Ignore List  
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Default Re: mentalguy

Serious Sam / Bin. Did you also have /Bin/Debug set up in your custom mods folder?

This is how it shall be layed out:

Mods
...Bin
......Debug
...Sources
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Old 10-15-2014, 05:56 AM   #28   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by Buzzy View Post
Serious Sam / Bin. Did you also have /Bin/Debug set up in your custom mods folder?

This is how it shall be layed out:

Mods
...Bin
......Debug
...Sources
Weird, ecc.exe is not in Revolution. ANGELOOOOOOOOOOOOOOOOOOOOOOOO

I had to use TSE's bin folder instead.

And yeah, that's how it's laid.


EDIT: Now this shit happens instead.

https://i.imgur.com/p2JqSHq.png

Last edited by PikaCommando; 10-15-2014 at 05:58 AM.
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Old 10-15-2014, 06:36 AM   #29   Add To Ignore List  
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Default Re: mentalguy

Copying ecc.exe into system folder isn't a correct decision, you should have just added the folder that contains ecc.exe to the lookup directories. The error you're currently having is because you're missing these files: http://files.seriouszone.com/download.php?fileid=759
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Old 10-15-2014, 06:59 AM   #30   Add To Ignore List  
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Default Re: mentalguy

Quote:
Originally Posted by SLAwww View Post
Copying ecc.exe into system folder isn't a correct decision, you should have just added the folder that contains ecc.exe to the lookup directories. The error you're currently having is because you're missing these files: http://files.seriouszone.com/download.php?fileid=759
Alright, that file installed those files in my TSE, and then I moved them to the workspace, but the problem still happens.
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