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  #121  
Old December 14th, 2002, 12:35 AM
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Default 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?
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.
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  #122  
Old December 14th, 2002, 06:01 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

The new sounds are much better. 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. Not worth a full reinstall.
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  #123  
Old December 14th, 2002, 04:39 PM
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Default 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 ]
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  #124  
Old December 16th, 2002, 11:54 AM
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Default 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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  #125  
Old December 16th, 2002, 07:01 PM

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Default 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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  #126  
Old December 16th, 2002, 09:24 PM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Yeah! then we could edit techlevels graphically.
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  #127  
Old December 17th, 2002, 01:48 PM
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Default 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.
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?
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  #128  
Old December 17th, 2002, 01:51 PM
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Default 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?
I guess anything is possible. Looks like a lot of work though. I'll have to give it some thought.
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  #129  
Old December 17th, 2002, 05:33 PM
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Default 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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  #130  
Old December 17th, 2002, 06:20 PM
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Default 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?
It's a hardcoded limit.
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