The module uses a fe.load_module command for conveyor.nut. Your original had the same issue. That is fine for the ARpiCADE as you populate the carrier.nut file in the module folder... but on the PC it can't find that module with a fresh installation. You have to change fe.load_module ( "carrier" ); to fe.do_nut ( "scripts/carrier.nut" ); then all is fine... it can then find the carrier.nut.
I should have realized error when I setup the different size BOX.NUT files...
>facepalm<
SDArcade V2.1
Moderator: dee2eR
- FrizzleFried
- Legendary Contributor
- Posts: 328
- Joined: Sat Nov 25, 2017 5:35 pm
- Location: Idaho
- Contact:
Re: SDArcade V2.1
Visit my arcade blog ... www.idahogaragecade.com (Updated: 10/28/21)
- cool_factor
- Legendary Contributor
- Posts: 332
- Joined: Tue Sep 26, 2017 10:55 am
- Location: Fort Worth TX
Re: SDArcade V2.1
Does 2.3 implement this fix? Or is V3 somewhere?
- FrizzleFried
- Legendary Contributor
- Posts: 328
- Joined: Sat Nov 25, 2017 5:35 pm
- Location: Idaho
- Contact:
Re: SDArcade V2.1
I had a 2.3?
Oh yeah, that was the "in-between"....
3.0 has been fixed and should be in the other thread there titled SDArcade v3.0...
HERE: viewtopic.php?f=7&t=804
Oh yeah, that was the "in-between"....
3.0 has been fixed and should be in the other thread there titled SDArcade v3.0...
HERE: viewtopic.php?f=7&t=804
Visit my arcade blog ... www.idahogaragecade.com (Updated: 10/28/21)