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  #1  
Old February 19th, 2008, 12:24 AM

charliecooper charliecooper is offline
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Default Star Wars Mod - continued

Attached is an 1.20 update for the Star Wars mod.

This update has more items and a few small quests added.

I am trying to add two major quests, but I can't get them to work correctly right now.
  #2  
Old February 21st, 2008, 01:16 AM
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Default Re: Star Wars Mod - continued

I know this is a stupid question, but where do you put the .rar file? I have it in the general game folder and it isn't listing on the Mod list.
  #3  
Old February 21st, 2008, 09:59 AM

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Default Re: Star Wars Mod - continued

The .rar file is a compressed file. You will need a program to decompress it.

Afterwards, place the files in the general Weird Worlds directory.
  #4  
Old April 23rd, 2008, 09:40 AM

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Default Re: Star Wars Mod - continued

I have attached the v1.60 of the Star Wars mod.

I have added some music, an item or two, a major quest, and the Hutt race.

Once in a while, I would find a star system without a name, but I can't find why it is doing that.
Attached Files
File Type: rar 600039-Rebel Alliance 1.60.rar (10.80 MB, 977 views)
  #5  
Old June 18th, 2008, 04:36 PM

Khuratokh Khuratokh is offline
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Default Re: Star Wars Mod - continued

I applaud the effort you've made with this mod, though I do have one small point of criticism:
The battle music. The first two lines from the operatic opening to the phantom menace "the duel of the fates" gets on my nerves. so i've changed it.
but other than that, good work
  #6  
Old June 18th, 2008, 06:02 PM

charliecooper charliecooper is offline
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Default Re: Star Wars Mod - continued

Yeah, the music can do that. I couldn't find anything else.
Originally, I was only going to have that music playing when the Episode IV and Episode VI Death Stars were in battles, but I couldn't swing it.

I will be doing one more version of the mod, which I was planning on changing some of the sound work.
(It will be some time before I do the the next mod. Most of my time is now used for designing a board game.)

If you find anything else annoying or some mistakes, please let me know.
  #7  
Old September 5th, 2008, 01:07 AM

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Default Re: Star Wars Mod - continued

I stand corrected. Today it crashes every time I attempt to start a scenario, no matter what the ship. Still no errors though.
  #8  
Old September 5th, 2008, 01:46 AM

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Default Re: Star Wars Mod - continued

Aha! (I hope). I bumped up the numbers per the suggestion in a thread elsewhere, and I'm running again.

Thread: http://forum.shrapnelgames.com/showthread.php?t=38598

Incidentally, even running the program under IDA Pro didn't reveal anything that looked like a significant issue in the debugger.
  #9  
Old September 5th, 2008, 02:05 AM

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Default Re: Star Wars Mod - continued

Well that lasted exactly until I stopped and restarted WW. Now it's back to locking up again. Looking at the stdout file, it cuts off in the middle of fleet entries, so there may still be something to the numbers issue.
  #10  
Old September 5th, 2008, 01:11 PM

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Default Re: Star Wars Mod - continued

Quote:
Originally Posted by Fiacha View Post
Well that lasted exactly until I stopped and restarted WW. Now it's back to locking up again. Looking at the stdout file, it cuts off in the middle of fleet entries, so there may still be something to the numbers issue.
I hope you can get this solved... I'm with you my friend :-D
 

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