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August 10th, 2002, 08:46 PM
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Second Lieutenant
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by Phoenix-D:
"That's just the way Master computers are. Beats me why."
Because the *size* goes down. The first one is 40kt, 40 damage resistance, and it goes down to 20/20.
Phoenix-D
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Ah! So! Silly me! Of course! 
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August 14th, 2002, 05:17 PM
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General
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Join Date: Apr 2001
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
A little feature the utility could use... a selector to pick whether you want to use new sounds or classic sounds; also it doesn't play sounds that are in the mod directory...
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August 15th, 2002, 03:20 AM
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Lieutenant Colonel
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Location: Dundas, Ontario, Canada
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by Ed Kolis:
A little feature the utility could use... a selector to pick whether you want to use new sounds or classic sounds; also it doesn't play sounds that are in the mod directory...
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Huh? New and classic sounds?? The reason it does not read the sounds from the mod directory is because I though I'd read somewhere in this forum that the game did not read sounds from there?? If this is incorrect I will change it.
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August 15th, 2002, 03:59 AM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by Ed Kolis:
A little feature the utility could use... a selector to pick whether you want to use new sounds or classic sounds; also it doesn't play sounds that are in the mod directory...
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There's a toggle in the game options that controls whether classic or new sounds are used. No need to go editing the components every time you want to use one set or the other.
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August 15th, 2002, 04:27 AM
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Lieutenant Colonel
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Join Date: Jan 2002
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by Baron Munchausen:
There's a toggle in the game options that controls whether classic or new sounds are used. No need to go editing the components every time you want to use one set or the other.
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Ahh Cool. thus explaining the 'new' directory in the sounds directory.
OT - Does anyone remember the good old days when you could double click a .wav file and it would just play and whatever program played it would just go away or be invisible instead of bringing up a window demanding you register or poping an add in your face. (kind of like the play button in SE4 modder ) Any tips on helping me recapture these glory days would be appreciated.
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August 15th, 2002, 05:46 AM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Yeah, I've stayed away from the latest Versions of both Windows Media Player and RealPlayer. They're both adware now. For now I'm happy with the 'old' WMP 6.4 and RealPlayer 8, but when formats get ahead of these relatively useful players' abilities I'm going to start migrating to the 'Open Source' replacement. It used to be called "FreeAmp" but they had some sort of trademark conflict and changed it to Zinf. Go to www.zinf.org and check it out. Not only does it do .MP3 and .WAV files, it also does the 'open' OGG VORBIS standard, which is unencumbered by patents and other commercial chains. It's not just a Linux program, either. Windows binaries are available. This is the wave of the future! And, most important for your request, NO ADS!
[ August 15, 2002, 04:47: Message edited by: Baron Munchausen ]
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August 18th, 2002, 05:48 PM
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Second Lieutenant
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Join Date: Jun 2002
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Using new Modder - I found a glitch. If you look at modded components whose picture number is greater than 273, when you switch back to a component whose picture number is less - the pictures do not change.
Also - I thought you fixed the modder so as to be able to view your own ship pictures rather than the generics or default ones which are displayed now in VechicleSize.
Do I have to load a specific text file for that to occur? 
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