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 Post subject: KMod2.x done forever, woo.
PostPosted: Sun Apr 11, 2004 1:06 pm 
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Ramborc I've just sent the KMod2.8 binary and wad file to your korax heritage account. My hour was a little longer than expected, the Heresiarch takes quite a while to kill with the mage when only using the 4th wand.

Anyway now this is done I'll get on with KMod3, could you make a design guide for KMod3 if you have the time, it'll save me looking back over old topics and picking out what we wanted.


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PostPosted: Mon Apr 12, 2004 7:12 am 
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Did you get it?


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PostPosted: Mon Apr 12, 2004 12:53 pm 
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Yep, I'm just under full pressure, preparations for the scout camp (starting Saturday) take a lot more time than I anticipated. I'll make the official KMOD 2.8 release before I go away, but can't say which day yet.


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PostPosted: Tue Apr 13, 2004 2:26 am 
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Ok, just as long as I know I haven't screwed anything up and that you've got the files. Which you have so I have no worries.

The Design Guide can wait untill you're back as I can continue with what I know is needed, i.e. attribute system, spell book.

I was playing about with vavoom progs yesterday and I managed to compile :shock: but I have one question, I've set up my mod how it says in one of the .txt files and it works with devmode on but how do I get it to work out of devmode?


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PostPosted: Tue Apr 13, 2004 12:19 pm 
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try it with the -progs option instead of -devgame. it doesn't require you to put the svprogs and clprogs into a wad file.

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PostPosted: Tue Apr 13, 2004 10:38 pm 
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-devgame is the best way to use them during development. In the end put them in wad file.

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PostPosted: Wed Apr 14, 2004 9:32 am 
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Oh so thats how you do it, I'll just stick them in a wad and see if it works, then I'm all ready for when KMod3 is done.


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PostPosted: Thu Apr 15, 2004 2:09 am 
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If we can get all the planned features into 3.0, there might not even be a further release (don't get your hopes too high though, knowing ourselves). ;)


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