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November 26th, 2002, 04:20 AM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
So I wrote a little program that compared my modified AbilitiesNew.txt file to the components, facilities, vehicles and systemtypes files. The only ability missing was Launch Drones (which my program adds anyway). A couple errors in the file include: Cargo Storage and Component Repair should be Component and Facility items and Stop Open Warp Point and Close Open Warp Point were omited and should be for facilites.
I tested the new file with Stock, P&N and Proportions. Things seemed OK with stock and P&N files with the exeption that SJ uses the Star - Unstable ability to add notes. Proprotions did not fair so well. There seem to be a lot of abilites added to facilities that seem a bit strange to me. (ie like Boarding Attack for a Research Center. There may be a reason for these I dont know about. Anyway here is the updated file
AbilitiesNew.txt
Edit: here is the explaination for the unusual abilites in Proportions: Proportions question re: abilities
[ November 26, 2002, 11:53: Message edited by: DavidG ]
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November 26th, 2002, 05:32 AM
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Lieutenant Colonel
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Just checking...do you make allowances for abilities which have more than one use? I.e., the component repair for components and facilities? Or do you need to turn filtering off for that?
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The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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November 26th, 2002, 01:43 PM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by Krsqk:
Just checking...do you make allowances for abilities which have more than one use? I.e., the component repair for components and facilities? Or do you need to turn filtering off for that?
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Yea. I added lines to the txt file that say for example "Type := Component, Facility". Values can be Component, Facility, or System. For vehicles I assumed that if it works on a Component it works on a Vehcile.
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December 13th, 2002, 11:24 PM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
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?
I really like the program, I tend to make all the changes with vi, but the total cumulative cost and the leads to list really help when trying to get an overview or balance things.
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L++++ GdY $!+ Fr- C--- SdP T!- Sf A M++ Mp! RNSP Pw? Fq Nd Rp G++++ AuO
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December 14th, 2002, 12:35 AM
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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?
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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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December 14th, 2002, 06:01 AM
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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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The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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December 14th, 2002, 04:39 PM
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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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