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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
The new sounds are much better. http://forum.shrapnelgames.com/images/icons/icon7.gif Each weapon has a distinct sound (including small weapons), and I think they are at a higher sample rate, too. The only bad sound is the plasma torp in my install--I saved something else over it, and now it's the old standard CSM sound. http://forum.shrapnelgames.com/images/icons/icon9.gif Not worth a full reinstall.
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Dan C. I think I realises now why you wondered what the 'Use New Sounds' option does. Because in Version 1.60 it does nothing. DOH! I think I must have somehow broke this feature in ver 1.60
< Edit > Correction it does nothing if you are viewing the stock files. It works when viewing a mod [ December 14, 2002, 14:43: Message edited by: DavidG ] |
Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
I just posted something on another thread about the SEModder too. My question is are you going to develop an updated Version, 1.60 has been out for some time and was it ever designed to work with gold? I had to stop using it becouse of the number of crashes and errors it kept having when I was working on my Personal Mod.
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
David, would it be possible for you to include a view like in my techviewer (see screenshot/source code below) in your program?
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Yeah! then we could edit techlevels graphically.
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
DavidG, I noticed that the leads-to seems to have a built in limit of 20 items/techs/facilites for each level of a tech. Is there a reason for this restriction?
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
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