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Quickshot14_pff

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  1. Hello Everyone, FIRST, please exccuse and ignroe all typos and grammer and spell errors through out...this is not exaclty one of my biggest brightest spots and I do type to damn fast so my applogies. Even thou i'm still tehcnicaly early off in this new mod and i'm a bit bheind where I want to be due to some thins that I will explain cleary latter. I figured its time to go ahead and talk about and get information about my first real EAW/FOC mod out there for you all and to hear your feedback and question and ideas First this is an Expansion Mod, meaning the mod aims to be simlar to an acutally offical expansion as much as we moddinly can of course The goals of the mod is simple, add new gameplay compontes, a brand new playable faction, a new single player story campaign with his new playable faction and more balance, and addtions to multiplayer skirmish and galatic conquest. Seems straight foward enough so lets get to the details of it. First how the mod is going to be released I have decided the best way since it will take time is version phases heres how they will go and what you can expect of them: ALPHA RELEASE - As the name suggests this is the first and will probley be the most messy release...its primary porpuse is bug fixing and balance checking. This rlease will including new units, heros, and galatic maps for the Empire, Rebels, And Zarn Consturinutm. The new omega tek faction will not be added yet, also there will be no skirmsh cahnges and since the single player campaighn will be replaced latter thsi will also be removed. So what all can you expect in this release, a lot, this is after all a foundation relse, meaning eveyrhting else will be built on this, the new Galatic Campaigns will have a new more SW accurte map, this dosnt mean i'm changing eveyrthing to be cannon or anything, but expetc things to be mroe in there palce and a lot mroe plantes and them maps that accompy them of course. BETA RELEASE - This is where the fun acutally begisn i think The Beta relase will include the new omage tek faction and its major goal is of course balance and bug fixes. Also the skirmish will be updated for the mod not only to included the Omega Tek Faction but all th new ships and things of that nature. Expect bug fixes and probley even mroe additions as well as possibly a small start to the acutall new single player campaign as well. This for me is going to be the funnest not only to get it all working but acutaly scripting things as much as we can should be very intresting I'm hoping to have some suprises and other thigns that can continue a lot like FOC did in the story with the new faction So Expect his storyline to take place cant wait to see FINAL RELASE - As the name suggests thsi is the last release phase, this will include the fully working new single player campain (hopefully lol) and all the last baalnce changes at this point the mod should be nearly if not all but finshed baring bug fxies balance changes and any small or major additions/cahnges wih everthing working we can hope So theres a basic breakdown of how the mod wil be rlease and summary of things and goals with them, now lets get to mroe of the meat of the mod whats incldued and what will all be in it. Of course the major point is the new playable faction, that hte mod is named for, the Omega Tek (OT for short). The OT is a fully playable faction to go with the Empire, Rebels, and the Consurtum. The OT will have there own unquie way of geting there tech nleves witch if I can work it they way I want should be a collection of nealry all 3 methods already. (ie, researching/building/stealing) The OT will be expalin story wise and play wise with there own new single palyer camapign withc will somewhat replace the origanl FOC campaign. Besides the OT and the most obvious thisn in the mods, new units heros and the like some unquie new features is more plant unquire special and tatical advantages. For Example, the planet Genosis whenevr controled by any faction allows that faction to build Droid Control ships, witch in turn like the arc hammer allow Battle Droids and Super Battle Droids to be built. To keep the planet stratigic importance you have to hold Genisos to build the Droid Control Ships and the Droids themselevses...if you lsoe the planet you can no longer build them thou any you may posses are still yours untill there destoryed or sold. Also another aspect is 'upgraded heros' basicly this prety much space based but you can build a new space ship for some of them ajor heros n the game, for example the emepero can gain a soverign class super star destoryer, once you build the exector and the death star II. Once built the 'soverign' emperor automaticly replaces the land only emperor. Also all factions can build platform defesne, for the Rebels and Empires these are golan platforms, for the Constirum these are XQ platforms and for the Omega Tek there a comobination of the two. Some new additions/imrpovemtns have been made, for exmaple all starfigthers now have at least a fighter version of the conncusion missle. This missle is fairly low damage and does damges sheilds so it does not ignroe them. Also some new warheads have been added, mainly the Heavy Rockets..a bigger much mroe lower and powerfull version of the torpedo, and Space bombs, a huge immentsly slow torpdo that right now is only avlaible to missle boats that does tremndious damage. Another feature that I am currnelty working on and i want to show you al lsome screenshots of here in a bit, is all new creaft and stations will be destrutible, ie they will have breakoff parts. From the soverign, to the Golan stations.. ALL will be break-off I'm doing this even thou its a lot of owkr because i think it makes it mroe like an expansion mod and fanrkly I think its really ool and easier to see just how damged a ship is when a good chuck breaks off dont you (ITS COOL!!! lol) This is the basic of thsi expansion mod so lets show you some of the progress and wherei 'm at at the moment. I acutaly ahve qutie a bit in...but most of it is being 'repalced' as a lot of themodels i have are static modles (no breakoff points) and i want to repalce them so there placehodler right now....some will rmain *liek the fighters* and of course all proper credits will be given * goign to be a loooooomng list lol) but lets go ahead and see what i've done so far. First once of the new features, the plantary netural advantges, whoever controsl the planet gets to do build or control soemhing as long as they contro lit. in this screen shot here, you can see that as long as you control wayland, you get cotnrol of a netual hero, in this case the Dark jedi Master C'baoth (if his name isnt speleld irght n the screenshto dont worry IT wll be fixed!) if I was to lsoethis palent to the rbeles or cosntruim C'baoth would be removed and they would gain control of him and so on. http://everythingeaw.com/attachment.php?attachmentid=144&stc=1&d=1189158493 Under my control.....for now..... Besdies the new heros for all factions for the ALPHA verision of the mod all Omega tek heros will temporlary be placed in one of the three existing factions. Currnlty one of the heros, Genreal Quickshot14 (yeah yeah i know ;P) is on the Empire side..they will distrubuted as evily as possible bwten the three so they can be balanced and bug-freed untill the OT faction is added then they will move to where they belong. http://everythingeaw.com/attachment.php?attachmentid=145&stc=1&d=1189158841 Genreal Quickshot14 As I mentioend before all new ships being added will be break-offable like we see in the orignal EAW and FOC...there are a few ships from EAW filefreont I was able to get that were already like htis and there proper credit will be givien but a lot that I had in there already i'm doing myself now... Now i wont pretend to be a modler I'm not...I cant even make these ships from scratch but I can break them apart and make them look like they been shot to hell...or at least try *grins* so thats what I have been doing...the soverign is a good example of this I got the orignal soverign model from the warlords model pack we all know and improteted it into max 6 and got work...the soverign is finshed yet but shes fully basic hardpointed..meaning all imporant systems and her breakoff hard poitns are in, including her superlaser witch not only works perfectly but will also be disabled will not fire if the frot hardpoint that is the spire is destoryeed! heres screenshots blow...please rmeebr this is still a wip and the soverign is not finshes yet but her breakofs and ablity is fully working. http://everythingeaw.com/attachment.php?attachmentid=146&stc=1&d=1189159237 About the soverign..... http://everythingeaw.com/attachment.php?attachmentid=147&stc=1&d=1189159352 The Soverigns Axial Superlaser In Action http://everythingeaw.com/attachment.php?attachmentid=148&stc=1&d=1189159470 The Soverign losses is superlaser! As you may note the butons for the supers laser dont get greyed out but you cant target anything, once the piece is destoryed the superlaser is totaly disbaled! this of course makes the hardpoint the msot important target and of curse will be heavily balance tested. Its also important to ntoe that the Soverigns super laser is JUST an axial superlaser, it is nto a superlaser like on the death star II or eclipse capable of destorying planets. This should provide some extra balance. Also as ntoed the soverign is a one time build ship and is the emeperos upgraded version..the version show here is just the ship for tesing reasons as I finsh it up. The upgraded emperor soverign can not be built untill you build the exectour and the death start two only then can you build/upgrade him to his soverign form 9witch is space and land isntead of just land) You may also hve ntoiced vader is there and sois the buildable exectour...like the empero vader is upgradable...starting in his orignal eaw hero form then upgraded to his FOC exectour form once built. I also decided to make the arc hammer to be purchased/built first as i figrued that make mroe sesne. Also its important to note when you reach tech 5 as Empire you can build Super Star Destoryers but they can not be built until AFTER the execotur is built....these are some of things i'm doing ot gameplay and balance and i'm hoping this works out well... Theres obviouslya lot more thensome neat things i'm leaning to do and elments beyond the upgrading heros and the unquie units like for instance a way to be able to bring the noghir assians permlty to the rebel side and the meepire losses the ablity to create anymroe and even have any regardless if they have honogor or not..and more....I hope to reveal mroe as the mod comes a long...right now the thing thats taking the msot time is coverting these basic warlord modles to eaw destructibls as you can imagne its quite a long processes esppcaily for big ships like the soberign... I will glady anwer any questions you have and ides or concersn you may liek to know as wlel as i know I couldnt cover eevrything here so please by all means fire away I hope you all like wha you see and I hope you will have fun playing it wheneevr I mange to stat realesing it as I will May the force be with you
  2. Hey All, Teaser Shot I have an update for you all, above on the mod manager download page i have added a teaser shot of what will be added in the next verson of the mod manager. Since a lot of you have been asking for something like this i'm adding it A .MOD File Editor, as you can see in the teaser shot, its a notepad-like editor intergrated into the mod manager. There will also be a step-by-step wizard that will allow you to easly edit or create .MOD files or of course you can edit them directly via the notepad-like editor show in the teaser shot. In short, basicly everything you had to orignaly do outside the mod manager or manuely you will now be able to do in the mod manager using the .MOD Editor. I am hoping in a future version update to also add a check/correct method for .MOD files to find errors/problems in them and fix/notify the user about them. That feature of the .MOD Editor will not be in the next version but hopefully a future one. Hopefully this new .MOD Editor should make adding new mods easier and much more simpler for the modders out there as with the wizard there should be less room for error. So what do you all think? I'd really like to hear anything else you might like to see/included in the .MOD Editor as i'm doing this for you all So please post lets hear what you have to say about this. Also one last addition to the next version will be an autoupdater, i know i know finnaly right ;P *heh* I'm not sure when i'll have this next version ready for you all but of course when I do i will update this post. Thanks and may the force be with you!
  3. *bump* EAWHQ.DE mirror link updated with proper file now, this means all mirrors are working and have latest version for you all so you can download. If theres any more mirrors please post the link via reply or pm me and i will add to the list. Any questions/bugs/feedback please just reply here thanks as always.
  4. hmm the only thing i can think of the reason why it would completly ignore the .mod file you have in there is if the name is the same to any other .mod file, make sure your .mod file name is not the same to any of the other .mod files because if it is the mod manager will completly ignoring it like it is doing. Thats the only thing i can think of so double check on that, if that isn't it then try sending me the .mod file and i'll will try and see if i can find out for sure why it's being ignored. EDIT:Quick note Heya i just got an email from someone with a smillar problem rouge and it appeared his problem was the SUBCATDEPENDT code, Basicly on his end bracket you had it had [/sUBCATDEPENDT] instead of [/sUBCATDEPENDT} so you should of used a } instead of a ] to correct that, thats why it was being ignored by the mod manager! Double check yours to make sure thats done correctly if it dosn't have that } to the end of it then add it and try again. Hope that helps.
  5. When you load up the mod manager what does the log window say (it should say the name of your mod file and weather it was loaded or not, if it was not it will say why for example: testmod.mod file loaded sucessfully! (or) testmod.mod file ignored! Mod file is out of date! If it shows the latter for your .mod file then the [VERSION] number is old or not vaild. If it thats the case i suggest posting the contents of your .mod file to me ethier here in post or via pm so i can go over it with you. Now if you .mod file dosn't show up in the log window at all like the examples above let me know because that could be a bug. And also if it was loaded sucesfully and it still not showing up in the treeview again let me know as that may be a bug too. And lastly make sure the extension of the file is .mod not .txt.mod! that could cause the file to be ignored by the mod manager too, thats a long shot but i'd thought i mention it. I hope that helps May the force be with you!
  6. Playing around with my own atm to get into the swing of everything, pretty cool so far just added missle abblitys to all fighters *hehe* Just playing around with it seeing what I can do with it atm. Heya rouge thats cool but in case you missed it (keep getting buried in here go figure) i updated my mod manager a while ago and it now supports the full game and the demo now just thought i'd let you and others know
  7. *bump* I have updated the post with the links to all current mirrors, please note that eaqhq.de still seems to have the old version of the mod manager, hopefully don will have it up sometime soon. As always if you have any bug reports/comments/feedback please post here thanks.
  8. Thanks for the the mirror lion and the support, times like this i really do miss my old website I'll be updating the top post at the end of the week with the mirror links as they appear, thanks again and may the force be with you.
  9. dante the registry setting for the full version exe path and the like is praticly identical to the demo version registy setting the only diffrence being the key name being just empire at war instead of empire at war demo, hope that helps/gives you direction
  10. Again if you receive a 404 error connecting to the site i have the app hosted on make sure your using internet explorer as your browser. Other browsers seem to have a problem with the host i use so again my applogies. Don of EAQHQ has been notifed of the new version, he'll have it up hopefully sometime soon thats upto him to do. Hope that helps.
  11. whew cain is busy of course so am I lol seriously man can't wait to see what you guys come up with I know any mods i do mange to do will probley be small. i think my mod manager will probley be the biggest thing i do for eaw but you never can tell. Still cain looking forward to seeing what you all do
  12. *bump* New release! Retail version support!!!! Mod manager now functions for both demo and retail versions!!! Heya all, well sorry it took so long got caught up playing EAW of course *hehe* but here it is all ready for everyone! Let me know if you spot any bugs/problems, also finnaly have a full manuel for you all hope it helps! Any feedback/suggestions please let me know, enjoy it and may the force be with you all!
  13. check your my documents folder a lot of games have started using it to place screenshots and save games and the like. it's just a guess but i wouldnt be suprised if you found it there.
  14. Heya all, I wanted to share my theroy and why some xml files seem to be changed properly and some arn't. Now i cant exactly test this (don't have the full game yet, grrrrrr come on money) but when i was poking around the demo xml files a while back i noticed an xml file that seemed to tell the eaw to look for certian xml files. ie weather to look in megs only or the path then the meg file. The reason I mention this file is because i noticed it said or had a comment that not needed for demo since not all meg content is present or something to that effect. I'm entirely parphrasing from what i rember i'll look into the demo meg files again and see if i can find it again and let you all know. In the mean time take a look and see if you can find one, sooner or latter one of us should come up with something, i'll check more on it again and report back.
  15. *bump* New release for download. Post updated with the information. Also want to let you all know i'll be re-doing my system for a hard drive upgrade for a couple days so if you ask any questions/problems it may take me a day or two to respond, just wanted to give a heads up to you all Thanks and may the force be with you!
  16. Heya, Nicely done this will defintly give thoese the basics of not only how to mod eaw war but a genreal idea of how eaw handles things, keep up the great work
  17. Yeah sorry the help/manuel isn't all that helpfull i was rushing to try to get it out to everyone. I would of had a better/updated version but some personal things came up so i've decied to put that off untill the next release witch i have started programing now witch will hopefully fix some know bugs. I will do my best to help you guys First in order to make a mod compataible with the mod manager you need to make a .mod file overlooking the modstemplate.mod file should give you enough information about how the .mod file should be structured and works. Once you have the .mod file place it in the mods\ folder. Then you need to create the directoy/path you specifed in the .mod file for example based off my test mod i included: QS14 Mod is the name of the folder. Then you place in your mods files like this: Data\XML\whatever.xml or Data\Art\Maps\_map.tre or Data\shipnames.txt and so on. ITS IMPORTANT YOU HAVE A DATA DIRECTORY IN YOUR THE MOD'S DIRECTORY OR THE MOD MANAGER WILL IGNORE IT. I'm hopeing to fix that and also i'll be adding a log window in the next release that will help give more feedback with what it's doing when activing/deactiving mods. I don't know why I forgot that log window *hehe* If you have option directories is pretty much the same. mods\\ so again for example on my test mod its like mods\QS14 Mod\rebel_5\Data\XML\factions.xml just like that it's the same as before just your putting it in the option directory, Again you have to have a data directoy in the options folder or that option will be ignored. I hope that helps/gives you a start on how to convert them. I promiss that in the next release I wll have a much more detialed step by step on how to make mods compataible. If you have any other questions or problems please ask/post what your problem is and I'll do my best to help you. Also if you think you've found a bug/problem please be detailed in what happend so I can look into. I already know of at least one or two bugs, there really technincaly minor but i know theres a few there. Thanks and keep the feedback coming. To Megajames: *hehe* I just had to make the ISD MK II, it is fairly powerfull but the ISD II's always were, there still pretty vunrable to bombers thou and thats pretty much it lol. Like I said it was just a test mod i threw together to see somethings so it's not horrible ballanced. I probley will have a more balanced ISD II in a future full version campaign thou Plus the ISD II is just fun to play with lol To Dante: *nods* this is true it can be, i've learned a bit on how to work through that thou, live and learn right I havnt looked into the one click publishing too much, i've kind of been away from .net programing for untill recently (nearly a year) so i'm not exactly up to speed. I'll probley look into it latter or if you could provide me a link to info about it, i'd appricate it To Andy: These are not MODELS these are MODS (as in modfications like Bryants Mod and Cain's Warlords Mod etc.) this a manager to make running and orignaizing them better without messing/bulking up your empire at war folder. I just wanted to make that clear for you and others who may of mis-convceved. Hope that all helps and such, and like i said keep it coming i'm listing open ears this is as much for me as it is you guys. I will hopefully have that next release out soon, not sure when but it should be before the retail game is out. And a reminder that this will support the demo AND retail after the full game is released. Course more on that once the game is out and I start work on that next release. All for now may the force be with you!
  18. Heya ll wanted to post a mirror dl. The guys at eawhq.de have been kind enough to provide a mirror for the mod manager you can find it here. Also I've been directed a bug in the options selection, apperantly when using special chars like that from diffrent lanaguages it can cause the options section parsing to report incorrectly. Because of this I will be update/reprograming that section for the next release. So far from what i've heard this is the only real bug found, and it's only minor witch is a good thing. Please rember to post bug reports/questions/feedback here. Thank you.
  19. *bump* Thanks for the info/ideas dante but i'm pretty experinced with installshield so there should be no problems I may check it out brinkester latter as a mirror for the setup file. As to anwser your question i'm doing copying into game directories. I kinda based it off of the way the freelancer mod manager activates/deactives mod files it works pretty darn well and dosn't harm much if anything. DL is up and linked, if anyone would like to be a mirror by all means please do so and post the link to the file. If anyone has problems getting to the site link for the dl, make sure your using internet explorer, other browsers seem to have a problem with the site. Thanks.
  20. Quick update all: I'm a little behind schedule (overslept doh) and have some errands to run so it's going to be latter this afternoon/evening before I have the first release for you all. But I promiss it's really close *grins* Once the mod manager is out please post feedback/bug reports/questions in this thread please no need to start another one. The manager will come with at least some kind of help file for you all how detailed it is depends on how quickly i am to get it out the door to everyone. Installing will be easy and painless I promiss (installshield) umm if you have any questions before the release please feel free to ask them. Thanks for the intrest/encourgment/feedback Edit: Also make sure you have the latest .net framework (2.0 minum) you'll need it to run this program
  21. *bump* Just wanted to give everyone a little update on how things are going. I'm about 55-60% done with a first release of the mod manger. I'm just finshing up the orgnizational part of the manager and will then be working on the main meat of the program witch is the actviation/de-activiation of the mods them self. All in all i'm making great progress and it's my hope to have a first release out to you all by the end of monday at the earliest or mid tuesday at the latest. Of course if anything major comes up that pushes this to a latter release i'll let you all know. In the mean time if any of you modders out there are intrested I could release the a .mod template file for you all, this is the information file that tells the mod manager what your mod is and the like. If anyone is intrested in seeing this to get a heads start on updating there mod for use with the mod manager please just post here. If enough people are intrested then I will post it. Anywayz back to work, laters all
  22. Heya, First let me say welcome to the world of modding, belive me one you start your understand and learn theres no going back, people don't relize or are just starting too how much mods have become the lifeblood of the Interactive Entertainment industry witch is why modders and mods are starting to be taken very seriously by publishers. The wonderfull thing about modding is it can be somethng very small and minute as changing some text to something huge and amazing like a big total conversion. It's important to understand that mods are for first and foremost ussaly done for the modders enjoyment/fun in making. So remeber to have fun with it, and try not to take your self or your work a little to seriously as some can. On to your questions: 1- As the demo is only a slice of the whole pie if you will, were really not sure on most these aspects but let me try to anwser you with my assumptions and what petro has told us. Mix and matching mods or mods on top of mods or mods of mods has been around in many games since well modding really started. Mods on mods is always possible as long as modding is possible of course doing so sometimes can be tricky. As the modding golden rule if you use or release any type of mod in your mod or as part of your mod you always want to give credit. Its a must not to do so is very frowned on. Some ask/require that you ask them to use it as well first. Ussaly they state it and it's my opinion if they don't state in there mods that you need to ask before you can use/edit/release there mod then giving them credit will be enough and you should regardless. It has been said that the main game will be much more moddable and have many more options, also petro is hoping to release as many tools for us after the game as LA allows. What tools and what they can do is still anyones guess. As for stabillty that can be always an issue and it really depends on what kind of mod your doing, if your testing it pretty throughly and are looking to balance it properly. In most cases mods for the game get along but you never can tell for sure, testing is always the best and sure way to see how it will run esspically on other systems besides yours. Next question: 2- Honestly none of use knows, first and foremost were not sure how the multiplayer is setup since no one has really seen it. We also don't know if mutiplayer uses the same files we have been modding or a specific one. What we do know from petro is that any multiplayer game connecting to someone with diffrent files then them *ie ones running modding files one is running retail* will automaticly end up in a out of sync dissconnect. Petro has stated they will keep track of out of sync to look for possible cheaters in standard multiplayer games. it is my opinon from experince in other games, that if your modded files/ie have the same files is the same then it will run fine in multiplayer otherwise it will not. At this point it's still not clear exactly how multiplayer modding will go and we really won't know till the game is out. Next question: 3- This is praticly the same or part of the same question above. If you mean with standard out of the box retial EAW then yes, you will not be able to play online with anyone who does not have thoese same modded files. Otherwise you should be able to just fine, again as I stated above were not exactly clear on online play modding yet and we won't know for sure untill the game is out. Last question: 4- There are really 3 types of modders out there, casual, standard, hardcore. The casuals ussaly make small mods, or even add-ons to mods and the like every now and then, but ussaly there just mod players. Standard is more of your ussaly modder, doing projects helping with projects things like that, takes modding in stride when he/she can. The hardcores are thoese who go all out on big huge mod projects, dig to find out whats going on and pretty much help push the modding community as a whole. The wonderfull thing about mods is no matter how big or small they are they can be tweaked or moved around more to a players likely. This is why I genreal find it helps thoese who play mods to at least have a small understanding of how to mod. Now obviously not everyone does or can and this is where things like documentation, user freindlyness and some type of mod manager really help out. It lets thoses users go through diffrent mods and find the one they like the most and use it. Of course the beatifull things about mods is there praticly endless and theres always some intresting or cool new mod just around the corner. And to the last part of your question a simple yes is your anwser. With the help of a mod manager or some understanding of a mods install/file structure, installing and uninstalling mods is a breeze and of course always as a last resort you can always do a uninstall re-install of the game to clear out any mods. I hope this anwsered your questions and helped give you a little more insight about modding in genreal. As for modding EAW were still really at it's infancy but if I can tell you one thing about the SW modding community or any major modding community in genreal, you will be blown away by what can and will be released, petro has made are job in this game 10x easier but if there are any limts or roadblocks or missing things you can be sure the modding community will fill it in one way or another. May the modding force be will you and a powerfull ally it is ;D
  23. I noticed that it does add it to the gui it just kind goes off what you can see, i may be wrong but it seems to me all is missing is some sort of scroll bar or the sort it's possible in the demo build they removed/didn't add or disabled a scroll bar or something like it. for instance say this is an item on the bar: 0 and this is the bar visible border | |000000000|0 how do i know this? add items to a row the ground row with the sheild generator is a great way to see this. fill it up. Then build the sheild genreator when you do that it's item disapears you will notice that it gets replaced with the ones that were following it. any items that were off the visible border like in my example above can now be seen and selected. This is why i belive all is missing is a scroll bar of some sort. Anwyayz just thought i'd share my thoughts about it.
  24. A fair questions, mainly for two reasons, 1 the structure of how EAW reads files should be praticly the same, I expect some diffrences from some of the files I invistegated but they shouldn't be that much if at all. And 2 this will give me a big heads start on doing the mod manger for the retail version IE it won't be that much more programing to update the manger for retail. And also as a big plus the mod manger will be demo and retail version compataible. A good question I hope that anwsers it
  25. Greets all I have the next release for you all now. Simple download it and install it, if you already have Alpha 2.0 or 2.5 Mod manager install simply select Repair when prompted or if you rather you can do a complete uninstall, re-install. The Manuel/Help file is now finnaly finshed. A lot of bugs that were found have been fixed in this new release and also a few additions, depedents now function properly with mod files and also a log window has been added witch should help give more feedback to the user. And of course the big one, RETAIL VERSION SUPPORT! Hope you all enjoy it, thanks for the coninued enthuisam for this. If you have any questions/feedback/bug reports please post them in this thread so we don't bog down the forums with various posts. I've tried to make this as freindly to use as possible but there are some limtiations not many but a few the verhist.txt as some info on that. Anywayz i'm tired *heh* and i got to get up early tommorow so heres the download link, i hope you all find this usefull it's fun working on it May the force be with you! SW: Empire At War - Mod Manager BETA 2.0 Release SW: Empire At War - Mod Manager BETA 1.0 Release (petroden mirror) SW: Empire At War - Mod Manager BETA 1.0 Release (eawhq.de mirror) SW: Empire At War - Mod Manager BETA 2.0 (EAW heaven mirror) PREVIOUS RELEASE: ORIGNAL POST:

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