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August 1st, 2003, 09:07 PM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
So I uploaded a fix for that vehicle sizes bug. Geuss maybe I should have told someone. hehe
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August 3rd, 2003, 05:24 AM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
david g check yoru pm
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old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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August 3rd, 2003, 06:34 AM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Great work, looking forward to the implementation of the other AI editors, though.
Oh, and I have a req: is possible to have draggable records in the tables for research and constructionfacilities (and maybe for the other tables once they're done)?
Even a CTRL or ALT + cursors should be nice to move rows along instead of clicking 100 time the move up/move down buttons.
[ August 03, 2003, 05:35: Message edited by: Z.e.r.o ]
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August 3rd, 2003, 03:28 PM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
dg you will have to increase the picture number field by one as it is only able to show 3 numbers
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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August 4th, 2003, 02:28 PM
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Lieutenant Colonel
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Quote:
Originally posted by Z.e.r.o:
Great work, looking forward to the implementation of the other AI editors, though.
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Thanks. Don't hold your breath waiting for the other AI editors. Since Version 1.70 I haven't really worked on the program much. Lake of motivation I guess. I didn't realize anyone actualy used the AI editing bits. I know they are a bit crude right now.
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August 4th, 2003, 03:00 PM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
David... I think that the AI bits would be fantastic.
Your modding tool is so close to being finished... I would love to see the it completed.
Also I think that you should contact Aaron about creating a modding tool for his next se release and the one after that.
Good work deservers rewards david. And the modding tool is IMHO the second most important thing to have ... ( sorry the game itself is more important )
So back to work 
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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August 7th, 2003, 04:45 PM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Hey David check your PM
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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August 7th, 2003, 08:51 PM
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Lieutenant Colonel
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Per request: thousands of lines of undocumented spaghetti code written in VB6.
http://www3.sympatico.ca/dgunsten/SE...rSource170.zip
I'll upload Version 1.73 source when I get home.
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September 15th, 2003, 11:12 PM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
Here is a horrible bug for ya...
When editing SystemTypes.txt, if I delete an object in the middle of the list, the program creates a new entry at the end that is identical to the Last entry, rather than just lowering the number of objects by 1.
Ex:
Pre-altered:
star
asteroid
asteroid
asteroid
planet
After deleting an asteroid:
star
asteroid
asteroid
planet
planet
It should not be creating a new planet there... :'S
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September 15th, 2003, 11:14 PM
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Re: SE4 Modder Ver 1.76 (updated for ver 1.91)
In addition to that, it seems to enjoy deleting multiple entries at a time. :'S
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