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  #131  
Old December 18th, 2002, 12:36 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

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?
Ooops sory forgot to respond to your earlier message. Yea it is hardcoded and no there is no reason for it. ( I don't think SE4 has a limit here) Just seemed reasonable when I fist did it. Since it is obviously too low I've bumped it up to 50 for the next Version. I could probably make it unlimited but that's a lot more work.
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  #132  
Old December 18th, 2002, 12:42 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Is anybody else having serious problems with error Messages and crashes like Shang? If I get some details I may be able to fix them.

P.S. I know ver 1.6 introduced a bug were if you open a new mod the se4modder screen would go all black. Closing and reopening the program lets you view the mod)
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  #133  
Old December 20th, 2002, 02:45 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Bump.

So anybody else having major crashing problems?? I'd really like to fix this if it is common.
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  #134  
Old December 21st, 2002, 02:49 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Sorry for the critics, but it's very unclear how a certain (new) item is saved. I tried to make a component (weapon) and save it. I wanted it to be saved under the specific weapongroup (Pointdefense), but the program said I could either save it at the end of the file of after a certain weapon family. I didn't fully understand.
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  #135  
Old December 21st, 2002, 04:59 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Quote:
Originally posted by Timstone:
Sorry for the critics, but it's very unclear how a certain (new) item is saved. I tried to make a component (weapon) and save it. I wanted it to be saved under the specific weapongroup (Pointdefense), but the program said I could either save it at the end of the file of after a certain weapon family. I didn't fully understand.
Don't appologize. I love the opportunity to explain my program or fix bugs

The question you are being asked just refers to where in the ".txt" file you want the new item saved.

When you create a new component or facility etc. either by clicking the New button or editing the Name you will be asked were you want to save the new item. The options are to either save it after the Last item you were viewing or add it to the end of the file.

You may wish to save your new component after the Last item you were viewing if you are for example adding to a sequence of items ( IE if you edit Capital Missle V to add a Capatile Missle VI component)

If you are creating a brand new item then you may want to just save it at then end of the file.

P.S. If the above makes no sense please tell me and I will try to clarify. Due to my just having come back from my office x-mas party, with at least a bottle of wine carefully concealed in my stomach I suspect I may not be explaining things too clearly
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  #136  
Old December 22nd, 2002, 12:43 PM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Hahaha... LOL!!! Good work with the wine DavidG!
That's ought to teach the wine. Sitting all day long in that cozy bottle mocking everyone from behind it's safe glass barrier. No, he won't do that again.
It's somewhat clearer now. Thanks. I have a few questions more.
1) How can I change the input files (component.txt, facilities.txt, etc...)?
2) I want to start a brand new mod. I want to create EVERYTHING from scratch. So I don't want anything to be copied from the previous mod I used. How do I do that?

The program you wrote is very cool. The graphics are very nice and the incorporation of the soundfiles is even better. Although somewhat slow, that's not very annoying. Yes, it's a true gem. Be proud DavidG.

Edited for typos.

[ December 22, 2002, 10:45: Message edited by: Timstone ]
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  #137  
Old December 22nd, 2002, 03:26 PM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Haha... no not everything. I just want to add a few weapons and buildings to the B5Mod. But I don't want them incorporated in the mod yet. They have to be approved by Val. So, I want to makeonly those weapons, but nothing else.
Wow, Version .61, I'm waiting. Thanks for the swift answer.
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  #138  
Old December 22nd, 2002, 06:18 PM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Version 1.61 now posted.

This a a fairly minor update. Features/fixes as follows:

- Ability to make printouts (see Combat Squirrel suggestion below.
- Finally did the reorder components and facilities bit.
- Added some info to the Weapons damage page as per suggestin from Pablo. I'll let hime explains as I'm not really sure what you'd use this info for: " Add "value at range" boxes below each weapon's "damage at range" boxes (value = Damage/(reload*Weight)). And you can also add "Alpha Strike at range" (AS= Damage/Weight). This is A MUST for weapon balancing."
- Made some fixes so Treeview better reflects the families in the data files (ie Families like armour and multiplex traking and the unusual ones in Poportions will now be grouped together)
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  #139  
Old December 23rd, 2002, 02:10 AM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

Quote:
Originally posted by Timstone:
1) How can I change the input files (component.txt, facilities.txt, etc...)?
2) I want to start a brand new mod. I want to create EVERYTHING from scratch. So I don't want anything to be copied from the previous mod I used. How do I do that?

EVERYTHING??! Do you realy meant that? Even like SystemTypes? I'll Assume maybe you want to start with a bland. Components, Facilities, TechArea and Vehicle file. Do do this I'd suggest you use the "Ceate New Mod" option and then edit the files in a txt editor (ie pick them from the 'Source Files' menu And then delete everything in beteen the *BEGIN* and *END* ie It will look like this:

================
*BEGIN*
================

================
*END*
================

To refresh the Treeview click your mod name from the file menu. And now for the MOST IMPORTANT PART: Use Version 1.61 of the program which I plan on posting latter today. (1.60 craps out with a total empty file)
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  #140  
Old December 23rd, 2002, 05:05 PM
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Default Re: SE4 Modder Ver 1.76 (updated for ver 1.91)

I put it through it's paces, and it is beautifull! It works like a charm.
DavidG, thanks for the help on the other questions. I figured them out.
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