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-   -   SE4 Modder Ver 1.76 (updated for ver 1.91) (http://forum.shrapnelgames.com/showthread.php?t=6740)

DavidG December 14th, 2002 12:35 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Quote:

Originally posted by Dan C.:
DavidG,
What does the "Use new sounds" actually do? Weapons components spedify a sound file, so by selecting "Use new sounds" is it going to a different directory?

<font size="2" face="Verdana, Helvetica, sans-serif">Yup that is it exactly. If you look in the SE4 sounds directory you'll see another folder called 'New' with a similarly named set of wave files. Somewhere in the game there is a setting that lets you use the new sounds. No matter which you use the components.txt file will be the same.

Krsqk December 14th, 2002 06:01 AM

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.

DavidG December 14th, 2002 04:39 PM

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 ]

President_Elect_Shang December 16th, 2002 11:54 AM

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.

Lemmy December 16th, 2002 07:01 PM

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?

Urendi Maleldil December 16th, 2002 09:24 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Yeah! then we could edit techlevels graphically.

DavidG December 17th, 2002 01:48 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Quote:

Originally posted by President Elect Shang:
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.
<font size="2" face="Verdana, Helvetica, sans-serif">Yes it should work with Gold. Actaully I only test it with Gold. I do have a minor upgrade that is almost ready. But I don't think it will solve you problem as I havn't heard anything about a serious problem with crashes and errors. Can you give me some details?

DavidG December 17th, 2002 01:51 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Quote:

Originally posted by Lemmy:
David, would it be possible for you to include a view like in my techviewer (see screenshot/source code below) in your program?
<font size="2" face="Verdana, Helvetica, sans-serif">I guess anything is possible. http://forum.shrapnelgames.com/images/icons/icon7.gif Looks like a lot of work though. I'll have to give it some thought.

Dan C. December 17th, 2002 05:33 PM

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?

Captain Kwok December 17th, 2002 06:20 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Quote:

Originally posted by Dan C.:
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?
<font size="2" face="Verdana, Helvetica, sans-serif">It's a hardcoded limit.


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