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  #1  
Old December 1st, 2007, 04:35 AM

charliecooper charliecooper is offline
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Default Re: MOD - Weird Worlds: Rebooted [ATTACHED]

I like some of the changes to the weapons graphics that were made.
  #2  
Old December 1st, 2007, 08:53 AM

Phlagm Phlagm is offline
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Default Re: MOD - Weird Worlds: Rebooted [ATTACHED]

Watch out for the credits! I think Fingers was going to make it crash more elegantly, but the current credits are sufficiently near the limit. So if you're a long-winded guy like me, and decide to put your credits at the end of theirs, there's a likelihood you'll overrun and crash. Just keep your eye on that max number and you'll be okay
  #3  
Old December 1st, 2007, 11:27 AM

Phlagm Phlagm is offline
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Default Re: MOD - Weird Worlds: Rebooted [ATTACHED]

Hey, I played it and quite enjoyed it. On top of that, I'm kicking myself for not utilizing that very simple diagnostic trick of making the systems name themselves according to the quest. Good call!
  #4  
Old December 1st, 2007, 11:28 AM

Phlagm Phlagm is offline
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Default Re: MOD - Weird Worlds: Rebooted [ATTACHED]

Oh, and your threep device has that obnoxious bug that makes you uninstall something on your ship to get the game going again.
  #5  
Old December 1st, 2007, 12:50 PM

Alphasite Alphasite is offline
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Default Re: MOD - Weird Worlds: Rebooted [ATTACHED]

This is a fun mod. I'm looking forward to updates.
  #6  
Old December 1st, 2007, 02:13 PM

mantari mantari is offline
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Default Re: MOD - Weird Worlds: Rebooted [ATTACHED]

I think for the credits, since this is a collaborative mod, I'm going to name the other mods, one or two major contributors to that mod, and the major items taken from each of the mods. Just looking at the individual credits from the Babylon 5 Shadowfall tells me that fitting individual names and roles on there will be a huge undertaking. (That, and nobody would read all of it.) Does that sound appropriate?

The weapon graphics mostly came from other mods. I have been making a few little changes, but I haven't been concentrating on that aspect of it. My more original work was done in fixing up the Subspace Torpedo Launcher (from the Added Content mod). I replaced the yellow asterisk with some pre-existing game images (stars, no less), and I boosted its tail. I really liked how that one turned out. Aside from that, my only other work was to repackage the Extended Range Laser, which was originally billed as a Laser Support Battery from Weapon Effects mod. That weapon is seriously more useful than most people would first think.

In this version, I started to play around with weapon sizes (creating a size '3' for superweapons like is done in the Babylon mod). But I'm starting to question how good of an idea that is, since you can't easily identify superweapons, or superweapon capable slots. Or am I just not being creative enough?

I found out what was tripping the Threep bug (it came from Teeming With Life). You could also get past the lock-up by messing around with the [time fast forward] button, and advancing time a bit. The TIME 90 in combination with adding/removing the items was causing the problem. This is almost certainly a game engine bug. But I just removed the TIME statement altogether. Too bad, because it kind of removes some of the flavor from the device (exchanging time and an item to create a passenger).

I'm glad that some of you are enjoying the mod so far. Phlagm, I'd expect you to enjoy it. After all, it is like, at least, 25% your content!
  #7  
Old December 6th, 2007, 03:02 PM

clomaka clomaka is offline
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Default Re: MOD - Weird Worlds: Rebooted [ATTACHED]

i really like the new subspace torpedoes and how they flicker like flares. cool!
  #8  
Old December 9th, 2007, 08:42 PM

sgqwonkian sgqwonkian is offline
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Default Re: MOD - Weird Worlds: Rebooted [ATTACHED]

Phlagm (and anyone else interested in Threep bug issues)

It sounds like it's the Threep from my Teeming With Life (haven't played this collab mod yet, so can't say with 100% certainty).

That's a weird thing that pops up with TIME code sometimes. Still haven't figured out why it's inconsistent. However, you DON'T have to install things to unfreeze time. Just hit the space bar. All that's happening is the game is thinking it's paused. Giving it the unpause command (space bar is the shortcut) solves the issue.

Still don't know why it's having that trouble. Fingers had told me how to fix it, and I followed his solution (which fixed it for the next 2 or 3 times it came up), but it still sometimes pauses anyway.

Anyhow, solution in-game is just hit spacebar.
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  #9  
Old December 10th, 2007, 01:23 AM

Phlagm Phlagm is offline
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Default Re: MOD - Weird Worlds: Rebooted [ATTACHED]

Yeah, it is, actually. It's that same time device issue. I can't remember which device did it to me, but I ended up scrapping it.
  #10  
Old December 18th, 2007, 12:44 AM

mantari mantari is offline
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Default Re: MOD - Weird Worlds: Rebooted [ATTACHED]

I just wanted to give an update. I'm still interested in this, but I'm between surgeries and I got hit with a week without electricity due to the ice storm in the Central US. I hope to release new changes soon.

Yes, I'm incorporating the blue color theme that clomaka made. (You gotta love micro-mods!) I've just got to figure out how to fix that radar...
 

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