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

DavidG August 9th, 2002 12:13 AM

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

Originally posted by Pax:
What are the technical requirements ... ? I can't get this thing to run, at ALL, under Win95. Double-click and ... nothing. Not even an error message.

8P

<font size="2" face="Verdana, Helvetica, sans-serif">I tested the game to day on a Pentium 120 with Win95 and it seemed to work OK ( at least as far as it will work with no SE4 on the HD)
If you have succesfully run the setup.exe program and it is the se4Modder.exe that seem to do nothing there is one possiblity I can think of. That is if the game is installed in the default directory and some of the .txt files are missing it can get stuck in a loop. If you hit Ctr-Alt-Del does the program show as running? If so this could be the problem. Hope this helps.

Elowan August 10th, 2002 06:37 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
I like this tool very much! http://forum.shrapnelgames.com/images/icons/icon7.gif

However - there are 1 or 2 minor points:

1) - Master Computer. Damage resistance is shown to decrease from lvl1 - lvl3 (40-20). Shouldn't it be the other way 'round or as the others - the same for each lvl?

2)- Ion Engines. Movement bonus (none) is in red at the bottom of the list. The rest of the engine variants show the Movement bonus at the top of the list. For consistancy'e sake I think MB should be either at the top or bottom in all cases.

[ August 10, 2002, 17:39: Message edited by: Elowan ]

DavidG August 10th, 2002 08:17 PM

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

Originally posted by Elowan:
I like this tool very much! http://forum.shrapnelgames.com/images/icons/icon7.gif

However - there are 1 or 2 minor points:

1) - Master Computer. Damage resistance is shown to decrease from lvl1 - lvl3 (40-20). Shouldn't it be the other way 'round or as the others - the same for each lvl?

2)- Ion Engines. Movement bonus (none) is in red at the bottom of the list. The rest of the engine variants show the Movement bonus at the top of the list. For consistancy'e sake I think MB should be either at the top or bottom in all cases.

<font size="2" face="Verdana, Helvetica, sans-serif">Glad you like it. http://forum.shrapnelgames.com/images/icons/icon7.gif Both of those 2 points are really just based on the values in the components.txt file. That's just the way Master computers are. Beats me why. The same goes with the engines. The abilities are just listed in the order they are found in the file. The reason it is shown as red for the description is that the movment bonus for the Ion engine has no description in the components.txt file. The fact that it is shown red as opposed to just leaving it blank is really just some left over code from when the program was just a viewer and the desc was all you would see. I'll probably remove that from future Versions.

Phoenix-D August 10th, 2002 08:41 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
"That's just the way Master computers are. Beats me why."

Because the *size* goes down. The first one is 40kt, 40 damage resistance, and it goes down to 20/20.

Phoenix-D

Elowan August 10th, 2002 08:46 PM

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

Originally posted by Phoenix-D:
"That's just the way Master computers are. Beats me why."

Because the *size* goes down. The first one is 40kt, 40 damage resistance, and it goes down to 20/20.

Phoenix-D

<font size="2" face="Verdana, Helvetica, sans-serif">Ah! So! Silly me! Of course! http://forum.shrapnelgames.com/image...s/rolleyes.gif

Ed Kolis August 14th, 2002 05:17 PM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
A little feature the utility could use... a selector to pick whether you want to use new sounds or classic sounds; also it doesn't play sounds that are in the mod directory...

DavidG August 15th, 2002 03:20 AM

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

Originally posted by Ed Kolis:
A little feature the utility could use... a selector to pick whether you want to use new sounds or classic sounds; also it doesn't play sounds that are in the mod directory...
<font size="2" face="Verdana, Helvetica, sans-serif">Huh? New and classic sounds?? The reason it does not read the sounds from the mod directory is because I though I'd read somewhere in this forum that the game did not read sounds from there?? If this is incorrect I will change it.

Baron Munchausen August 15th, 2002 03:59 AM

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

Originally posted by Ed Kolis:
A little feature the utility could use... a selector to pick whether you want to use new sounds or classic sounds; also it doesn't play sounds that are in the mod directory...
<font size="2" face="Verdana, Helvetica, sans-serif">There's a toggle in the game options that controls whether classic or new sounds are used. No need to go editing the components every time you want to use one set or the other.

DavidG August 15th, 2002 04:27 AM

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

Originally posted by Baron Munchausen:
There's a toggle in the game options that controls whether classic or new sounds are used. No need to go editing the components every time you want to use one set or the other.
<font size="2" face="Verdana, Helvetica, sans-serif">Ahh Cool. thus explaining the 'new' directory in the sounds directory. http://forum.shrapnelgames.com/images/icons/icon7.gif

OT - Does anyone remember the good old days when you could double click a .wav file and it would just play and whatever program played it would just go away or be invisible instead of bringing up a window demanding you register or poping an add in your face. (kind of like the play button in SE4 modder http://forum.shrapnelgames.com/images/icons/icon7.gif ) Any tips on helping me recapture these glory days would be appreciated.

Baron Munchausen August 15th, 2002 05:46 AM

Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
 
Yeah, I've stayed away from the latest Versions of both Windows Media Player and RealPlayer. They're both adware now. For now I'm happy with the 'old' WMP 6.4 and RealPlayer 8, but when formats get ahead of these relatively useful players' abilities I'm going to start migrating to the 'Open Source' replacement. It used to be called "FreeAmp" but they had some sort of trademark conflict and changed it to Zinf. Go to www.zinf.org and check it out. Not only does it do .MP3 and .WAV files, it also does the 'open' OGG VORBIS standard, which is unencumbered by patents and other commercial chains. It's not just a Linux program, either. Windows binaries are available. This is the wave of the future! And, most important for your request, NO ADS! http://forum.shrapnelgames.com/images/icons/icon7.gif

[ August 15, 2002, 04:47: Message edited by: Baron Munchausen ]


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