|
|
|
View Poll Results: Have you ever used the SE4 Companion?
|
Yes
|
|
13 |
68.42% |
No
|
|
6 |
31.58% |
|
August 23rd, 2004, 10:30 AM
|
|
Major General
|
|
Join Date: May 2002
Location: Linghem, Östergötland, Sweden
Posts: 2,255
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
SE4 Companion info
Next Version won't be beta, it will be official Version 0.84, no excuses.
-It will have most (I hope but don't expect all) bugs tracked down and killed.
-It will have mIRC compatibilty, meaning that Posts made by other Users incorporating text styles and colours are shown as intended, and a few extra IRC capabilities, but it won't be a IRC client competing with the big ones, just a way to quickly connect to the #SE4 channel.
-A few improvements to current functions and some ways to make it more accessible.
-A cleaner interface,
-It will have a few plug-in packs:
The Dogscoff plug_in pack (Default) will be sent with the main Version (Shipset copier for Mods, Shipset Cleaner and Ai fixer, PBW shipset checker, Designfile checker, shipset viewer)
The Entertainment pack (optional): Drushoka man and SE4 Shooter by Ed Marshal.
The Mod Pack, SE4 Modder by Davig G, perhaps some more programs, (CHTML, templatizer..anything else? haven't contacted these authors).
|
August 23rd, 2004, 10:36 AM
|
|
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: SE4 Companion info
Templatizer? Feel free to include it; I'm sure more people would use it if they didn't have to deal with the command-line interface directly
__________________
The Ed draws near! What dost thou deaux?
|
August 23rd, 2004, 11:44 AM
|
|
Major General
|
|
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
|
|
Re: SE4 Companion info
This is most probably the "best" tool for SE 4. Looking forward to the non-beta
|
August 23rd, 2004, 12:22 PM
|
General
|
|
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE4 Companion info
sj's neo ship builder ???
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
|
August 23rd, 2004, 04:22 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: SE4 Companion info
Will the plugin packs have the option to only choose specific parts of that pack, rather than having to have everything there?
|
August 23rd, 2004, 04:47 PM
|
|
Major General
|
|
Join Date: May 2002
Location: Linghem, Östergötland, Sweden
Posts: 2,255
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE4 Companion info
Everything (ie the Dogscoff plugin pack) is installed abd can be choosen from the plug-in drop down box.
But they can be disabled one by one.
|
August 24th, 2004, 01:20 AM
|
|
Major General
|
|
Join Date: May 2002
Location: Linghem, Östergötland, Sweden
Posts: 2,255
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE4 Companion info
5 Who haven't tried it, 4 of those have no opinion and one of them don't like it, I don't take that serious on that critisism
Nah, it actually seems that one who has tried it doesn't like it.
Hmm perhaps I should make it in pink, everyone loves that!
|
August 24th, 2004, 02:07 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: SE4 Companion info
Will this serve as the blue print for the SE V Comanion Program?
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|
August 24th, 2004, 02:40 AM
|
|
Major General
|
|
Join Date: May 2002
Location: Linghem, Östergötland, Sweden
Posts: 2,255
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE4 Companion info
Not codewise, and propbaly not in any other way either.
SE V will be an enirely different program with different needs.
For example: As I understand it, the modlaunching capability will be built into the game itself..
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|