NP SE Bugs/errors feedback
#1
Posted 20 August 2007 - 03:14 PM
#2
Posted 22 August 2007 - 08:41 PM
except.txt 26.16KB 210 downloads
#3
Posted 23 August 2007 - 03:08 PM
#4
Posted 23 August 2007 - 10:19 PM
Attached Files
#6
Posted 27 August 2007 - 05:38 PM
Version: NPatch SE - 1.05
#7
Posted 27 August 2007 - 08:02 PM
this isn't a bug.Error: UseNewMainMenu is default to 'yes'
Version: NPatch SE - 1.05
I designed it so
no.Is that advancepower= tag still in effect just checking cause I wanna see if this IE I'm getting is caused by it
#8
Posted 27 August 2007 - 09:37 PM
#9
Posted 27 August 2007 - 09:49 PM
#10
Posted 28 August 2007 - 06:53 PM
#11
Posted 28 August 2007 - 07:53 PM
For an add-on patch, it is illogical to have new features enabled by default. With non-modified rules, the game should function as if the patch was not installed
no. I consider NPatch not as small-facking-no-CD-crack, but as BIG extension for YR Engine.I agree, I thought it strange when I first ran the game with the new patch. Same thing goes with the menu for mission selection that is enabled by default when it isn't in the normal game.
NPatch (now) still have compatible mode with YR 1.001, but this don't mean that it must look like orginal YR 1.001. and it won't in future.
#12
Posted 28 August 2007 - 09:40 PM
If you want use this feature, put UseNewMainMenu=yes to UISettings section.
I don't want to use the feature, so why should I have to use it to not use it? It doesn't make sense to have the default set to "yes".
Edited by tmapm, 28 August 2007 - 09:41 PM.
#13
Posted 29 August 2007 - 02:24 PM
this just error in documentation.I don't want to use the feature, so why should I have to use it to not use it? It doesn't make sense to have the default set to "yes".
I usually update documentation later, after first final revision.
So it sometimes have errors. (like in the nearest thread)
#14
Posted 29 August 2007 - 03:38 PM
With non-modified rules, the patched game should be exactly the same as the unpatched game. That way, people can play regular YR or any mods without having to uninstall the patch.
I would think that NPatch should be treated as an exe patch that adds extra modding capability, not as a mod in itself.
#15
Posted 29 August 2007 - 04:27 PM
no NPatch should be treated a new engine, based on YR engine.I would think that NPatch should be treated as an exe patch that adds extra modding capability, not as a mod in itself.
(NPatch features extend YR engine for modding in times)
who say this?With non-modified rules, the patched game should be exactly the same as the unpatched game. That way, people can play regular YR or any mods without having to uninstall the patch.
forgot about it
probably the next NPatch version (NPAE) will be the last NPatch applied to GAMEMD.EXE; then it will use separate stuffs like GAMENP.EXE. It can be no longer compatible with original YR at all.
#16
Posted 29 August 2007 - 04:49 PM
#17
Posted 30 August 2007 - 05:55 PM
however this is good solution.I don't agree that it is a good idea to loose backward compatibility with the original rulesmd.ini, where ever possible I think you should strive to set default values for new tags such that they match the original behaviour. It also makes developing a mod a much easier prospect when you have a known base to work from that you know will work a certain way.
You will run GAMEMD.EXE for original YR mods and for RP/old NP mods.
And you will run GAMENP.EXE for new NPatch mods.
this is really good idea.
Yes some tools, like XCC Mod Launcher will become obsolete, but new multi-mod system will solve it
#18
Posted 30 August 2007 - 09:53 PM
#20
Posted 31 August 2007 - 11:33 PM
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