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July 24th, 2002, 05:36 AM
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Shrapnel Fanatic
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
d/l the EXE worked fine.
The program doesn't seem to do the tech req correctly. It doesn't parse the mod's techarea.txt, but instead looks at the default one (or so it seems).
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July 24th, 2002, 12:31 PM
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Lieutenant Colonel
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by Imperator Fyron:
The program doesn't seem to do the tech req correctly. It doesn't parse the mod's techarea.txt, but instead looks at the default one (or so it seems).
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Do you mean the Total research points cost? I've done some testing with the P&N mod and proportions and can't seem to find a problem. It does look at the mods techarea.txt file so I don't think that's the problem. Can you give me some details?
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July 25th, 2002, 02:00 AM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Great program DavidG! Very refined. One feature I'd like to see, though, before I start using your program instead of just editing the text files, is the ability to add, delete, copy, and paste items in the various files.
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July 25th, 2002, 02:14 AM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
No, not the tech costs. The actual tech req fields. I tried loading my current work on the Magic Mod into the program, and it didn't read the techarea.txt for the req from that mod folder.
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July 25th, 2002, 04:02 AM
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Lieutenant Colonel
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by Imperator Fyron:
No, not the tech costs. The actual tech req fields. I tried loading my current work on the Magic Mod into the program, and it didn't read the techarea.txt for the req from that mod folder.
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Ah I think I see what you mean. When you click Open to select your mod it does not reload the tech cmbo boxes in the Tech Req area. A work around would be to close the program and restart it, then select your mod from the File list it works OK. (I did notice while testing this on your Magic mod files that the program can get stuck in a loop if if it does not find certain file like racialtraits.txt in the mod directory) Will have to fix it so that it looks for all files in the base directory too.
[ July 28, 2002, 22:37: Message edited by: DavidG ]
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July 25th, 2002, 04:10 AM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by Ed Kolis:
Great program DavidG! Very refined. One feature I'd like to see, though, before I start using your program instead of just editing the text files, is the ability to add, delete, copy, and paste items in the various files.
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Add and Delete are in there?? Use the new button to clear the screen to default values. Or alternately if you edit the name of a component/facilitiy etc you will be asked if want to save it as a new item or you want to edit the old ones name.
Copy and paste: You mean like copying a component from one mod to another?
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July 28th, 2002, 05:30 PM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
If you look at mines then switch say to satelites, some of the entries under mine abilities are still showing.
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July 28th, 2002, 10:37 PM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
<many curse words censored> Thanks! Problem occured when swithing to an item with 0 abilities. Got it fixed now. I'll post a new Version soon.
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July 31st, 2002, 02:07 AM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Uploaded a minor update (ver 1.42) that fixes the bugs mentioned in this thread. Also a couple things I was working since Last update which is - editable mounts, expanded help file, and a status bar that provides help the current field or text box
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August 6th, 2002, 09:14 PM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Dave a defect for when i am creating abilities for facilities.
What I am doing is this
With Facilities with greater than 3 abilities ( i.e. the scroll bar appears on the right )...
I am going to another facility to copy the description of the ability. But if I have scrolled down on the scroll bar I am unable to view the ability of the other facility. Could you keep the scroll bar visible ?
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