|
|
|
|
 |

August 29th, 2003, 07:47 PM
|
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
BUMP.
Hey no comments?
|

August 30th, 2003, 05:34 AM
|
 |
First Lieutenant
|
|
Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Sorry, been to busy in the lab to play. I'm looking forward to playing this one once the fall term starts up. Thanks for introducing the Jawa by the way! That's gonna be hip.
[ August 30, 2003, 18:23: Message edited by: jimbob ]
__________________
Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
|

August 31st, 2003, 03:28 PM
|
|
Corporal
|
|
Join Date: Apr 2003
Posts: 156
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
playing a test game-- as Galactic Empire. about turn 5 or so i noticed that the first race i came in contact with was---The Galactic Empire--hahahhaha--i looked at players and noticed 2 gal empire and 3 Sith players. I am playing on a large quadrant map with max amount of players selected. I only added the Empire no other races were added. never really noticed this happenning in any other SE 4 ????. Ill post any more bugs or weirdess as i play more.
[ August 31, 2003, 14:30: Message edited by: Imperial ]
|

August 31st, 2003, 03:53 PM
|
 |
Lieutenant Colonel
|
|
Join Date: Nov 2001
Location: Virginia
Posts: 1,311
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
There has to be a minimum of 20 major races (i.e. races with pics and data files in the Races folder) - the game will run duplicates if this is not done. How many Races are there in this mod?
|

September 1st, 2003, 11:23 PM
|
|
Corporal
|
|
Join Date: Apr 2003
Posts: 156
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
yes indeed there are 10 main races--ill prob add more if i can find some star wars copmpatible looking ones. another thing i recently noticed is that during combat--the mp-3 files arent working--the guns(dup cannon) at the time made dinging noises and no explosion sounds were heard.--Do i have to load the cd up to enable sounds? More to come as i explore the mod more--
|

September 1st, 2003, 11:29 PM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Quote:
Originally posted by Imperial:
yes indeed there are 10 main races--ill prob add more if i can find some star wars copmpatible looking ones. another thing i recently noticed is that during combat--the mp-3 files arent working--the guns(dup cannon) at the time made dinging noises and no explosion sounds were heard.--Do i have to load the cd up to enable sounds? More to come as i explore the mod more--
|
It depends on where Andres put the sound files. If he put them in his mod directory>sounds, then you'll hear them only when 'classic' sound effects are chosen. Most people use the 'new' sound effects, so they would need to be in the sounds>new directory instead.
|

September 2nd, 2003, 01:18 AM
|
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Right, sounds are from in sounds\new dir, copy the files from the default one to the one in the mod (answer 'no' if it asks you to overwrite files).
It wasn't worth to increase the size of the file in about 10 Mb (compressed) only to include wav sounds you already have. I should have included a warning and instructions about this.
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|