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January 20th, 2001, 03:47 AM
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Brigadier General
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Join Date: Dec 1999
Location: Lancaster, OH 43130
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New Beta out to the testers...
Just wanted to let you guys know that Version 1.20 went out tonight and I think you'll like what it includes  .
--- Range Check Errors ---
There were a number of range check errors with really huge combat
situations. We've fixed a few of them up. We're still working on
improving the speed of massive combat executions.
--- Mod Directories ---
Due to popular demand, we've changed the path.txt file to point
to a directory instead. You can now recreate all of the directories
from SE4 under a single mod directory. See the history.txt file for
more details. Let us know if you have any problems.
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Sarge is coming...
Richard Arnesen
Director of Covert Ops
Shrapnel Games
http://www.shrapnelgames.com
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Change is inevitable, how you handle change is controllable - J. Strong
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January 20th, 2001, 04:15 AM
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Second Lieutenant
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Join Date: Oct 2000
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Re: New Beta out to the testers...
Great news Richard! Thanks for sharing.
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January 20th, 2001, 04:17 AM
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Sergeant
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Re: New Beta out to the testers...
I thought the path.txt file already pointed to a directory, ....data. I have been adding directories for different mod experiments and adjusting the path.txt file as necessary. Did I misunderstand?
Any word if starting tech levels was added in to this patch? Aaron said it is coming, so I am just curious.
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Technological advancement is like an axe in the hands of a pathological criminal. --A. Einstein
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January 20th, 2001, 04:22 AM
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Sergeant
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Re: New Beta out to the testers...
I hope the AI turns on cloaked ships with this patch!
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January 20th, 2001, 05:08 AM
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Sergeant
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Re: New Beta out to the testers...
Kimball,
The Path.txt file in Version 1.19 only points to the Data directory. I sent Aaron an email Last week requesting that MM implement a mod structure similar to the one that id uses in all of their Quake games.
Each installed mod would reside in its own subdirectory under the SE4 directory. Each mod directory would contain a mod data file containing information about the mod and which SE4 data files it replaces. Under each mod directory would then reside all of the modified SE4 subdirectories and data files. In the new game configuration screens you could look for the installed mod data files and select which one you wanted to play. This approach means that the original default directories never get touched by the mods and multiple mods can be installed at the same time. It makes it very easy to package and install mods. It also eliminates the current problems with overwriting modified files every time a new patch is installed and just makes things generally easier for everyone concerned.
Aaron sent me an email back saying he thought it was a good idea and would work on getting it into a subsequent patch. This was a much quicker response than I'd ever anticipated, though. I'm really impressed with him.
BTW, There's another older thread on the forum from Last week where I spell all this out in a little more detail if you're interested and wanted to hunt it down.
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January 20th, 2001, 05:49 AM
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Sergeant
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Re: New Beta out to the testers...
I think I understand now. Are you saying that I can make multiple mods and select whichever one I want at game startup instead of editing path.txt? Sweet.
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Technological advancement is like an axe in the hands of a pathological criminal. --A. Einstein
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January 20th, 2001, 06:18 AM
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Major General
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Re: New Beta out to the testers...
Now that is too cool fer school...a mod manager! whoohoo!
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January 20th, 2001, 06:32 AM
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Sergeant
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Re: New Beta out to the testers...
Essentially, yes. And "mod manager" is a good description of the functionality involved.
The older Versions of Quake did this through command line parameters but Q3Arena has the mod selection build right into the menu. I don't think it would be too tough to implement something like that given that they aleady do something similar in the "Create New Strategy" screen.
Bottom line is that we'll just have to see what Aaron comes up with. Even if it's not all there at first, it can always be refined and tuned in subsequent patches. I'm just thrilled that MM is willing to add this in any form right now.
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The difference between genius and stupidity is that genius has its limits.
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January 20th, 2001, 08:51 AM
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Shrapnel Fanatic
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Re: New Beta out to the testers...
Can I sign up to be a beta tester? 
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 20th, 2001, 09:36 AM
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Corporal
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Join Date: Jan 2001
Location: Amsterdam, NH, Holland
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Re: New Beta out to the testers...
Like Atrocities I'm also interested in becoming a betatester. If places are vacant please let me know at [email protected]
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PERHAPS THIS IS A GOOD DAY TO DIE <Worf facing another critical fight>
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PERHAPS THIS IS A GOOD DAY TO DIE <Worf facing another critical fight>
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