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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) 
 
	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.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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				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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				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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				December 16th, 2002, 11:54 AM
			
			
			
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				 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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				December 16th, 2002, 07:01 PM
			
			
			
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				 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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				December 16th, 2002, 09:24 PM
			
			
			
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				 Re: SE4 Modder Ver 1.76 (updated for ver 1.91) 
 Yeah! then we could edit techlevels graphically. |  
	
		
	
	
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				December 17th, 2002, 01:48 PM
			
			
			
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				 Re: SE4 Modder Ver 1.76 (updated for ver 1.91) 
 
	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?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.
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				December 17th, 2002, 01:51 PM
			
			
			
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				 Re: SE4 Modder Ver 1.76 (updated for ver 1.91) 
 
	I guess anything is possible.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?
 |   Looks like a lot of work though.  I'll have to give it some thought. |  
	
		
	
	
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				December 17th, 2002, 05:33 PM
			
			
			
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				 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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				December 17th, 2002, 06:20 PM
			
			
			
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				 Re: SE4 Modder Ver 1.76 (updated for ver 1.91) 
 
	It's a hardcoded limit.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?
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