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December 31st, 2002, 02:17 AM
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Re: K-Editor v1.12
Cool.  Always great to have more choices in ship sets, modding tools, and ideas.
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January 1st, 2003, 07:01 AM
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Re: K-Editor v1.12
I mentioned this in another reply, but if you're having difficulty figuring this out, PM or email me. I have an (unposted) improved Version, which may help you out. I don't have time right now to write a tutorial, but I can provide some basic assistance until that tedious task can be done.
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"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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January 1st, 2003, 07:20 AM
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Re: K-Editor v1.12
Yeah, I rememebr this one. It's a pretty cool tility. Has a lot of potential. It's not really needed for general modding, but it can do some things that nobody else has really been able to pull off quite right.
Geoschmo
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January 1st, 2003, 07:39 AM
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Corporal
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Re: K-Editor v1.12
I agree with Geo, Krsqk's modding program has some nifty abilities to it. I hope he keeps working on it 
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January 1st, 2003, 08:53 AM
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Re: K-Editor v1.12
I seem to remeber this having a manual or read-me file explaining how it works once upon a time. My current Version doesn't have one. Did it, or am I just loosing it (again)?
Phoenix-D
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January 3rd, 2003, 04:24 AM
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Re: K-Editor v1.12
Thanks for the kind words. They are a big incentive to continue working on this.
As for the Readme.txt, there was one with the old Python-created Version 0.75; I didn't update it for inclusion with the VB6 Versions (v1.0 and up). That was my project Last night/this morning, and here's the new file. I think it's pretty understandable, but it is in a technical manual sort of writing style. If you still have questions, do the email/PM thing. Here's the link:
Readme.txt for K-Editor v1.12.
I'll get on uploading v1.12 after I fix a couple of minor bugs I found Last night.
[ January 03, 2003, 02:25: Message edited by: Krsqk ]
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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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January 3rd, 2003, 05:31 AM
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Re: K-Editor v1.12
Ok, Version 1.12 is officially posted. See my sig for the links. Especially, please let me know what you think of the Readme.txt file--if it can be made any clearer, I would like to do so. Maybe I'll just have to learn about making .HLP files.
I'm considering some changes to the interface, based on Geo's comments. I'd like to make it more intuitive and user-friendly, while still keeping the same features. I'm considering going with a wizard-type interface--step by step through component creation. This would inevitably mean I'd have to add some features--importing TechAreas.txt, creating facilities, maybe vehicle types, etc.--but this would also mean increasing the size of the executable by quite a bit. The question to you is whether it's worth it. I don't plan on getting into importing Components.txt, or anything like that, but it seems a simple interface and some more editing (as opposed to creating) abilities are preferred by at least a few people. Feedback?
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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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