Fixed Text v0.1 (Coming Soon)

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Ticklethis275
Posts: 10
Joined: Sat Jan 21, 2012 5:02 am
Location: Indianapolis

Mon Jan 23, 2012 3:15 am

I am in the process of going though all of the items and fixing the names. Such as "Medic coat" to "Medic Coat" and "Plated boots rusty" to "Rusty Plated Boots". I also am making two versions one for American English (Gray, Armor, etc) and European English (Grey, Armour, etc.) While this is nothing major it will make the game look more polished.
Before day break there was none
And as it broke there was one
The Moon, the Sun, it goes on and on.

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txfirefighter
Posts: 552
Joined: Tue Dec 20, 2011 4:33 pm
Location: Texas

Tue Jan 24, 2012 6:01 pm

wouldnt it be better to suggest it to Chris for him to fix it and then include it in a patch?
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Ticklethis275
Posts: 10
Joined: Sat Jan 21, 2012 5:02 am
Location: Indianapolis

Tue Jan 24, 2012 9:04 pm

txfirefighter wrote:wouldnt it be better to suggest it to Chris for him to fix it and then include it in a patch?
If he wants to take my mod and make it official I'd be more than happy to help!
Before day break there was none
And as it broke there was one
The Moon, the Sun, it goes on and on.

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txfirefighter
Posts: 552
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Location: Texas

Sat Jan 28, 2012 3:09 am

good luck with that.
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Masochist
Posts: 13
Joined: Sat Dec 17, 2011 7:32 pm

Mon May 14, 2012 5:31 am

Suggesting it to him is all great and dandy but he has more important stuff to work on...nothing wrong with a mod that fixes something minor to add polish. I also think it would be great if he integrated the mod into the release...something indie devs should do more often to lighten workload. I see tons of indie games where the community creates all manner of polish/fix mods and the developers ignore them. Granted a mod is not always something that can just be integrated into the game but when it can I see nothing wrong with using mods (with permission and all) to help development.

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SilentHill
Posts: 122
Joined: Sat Dec 11, 2010 11:54 pm

Sat May 26, 2012 5:09 pm

I don't recall downloading a new gamedata.base in any patches ever, so Just editing the gamedata.base instead of creating a .mod file would make it integrated already.

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ArcaneSaint
Posts: 255
Joined: Thu Sep 08, 2011 4:02 pm
Location: Belgium

Wed May 30, 2012 8:48 pm

That's because for the moment, most of the factions and such are placeholders of a sort. Once Chris begins working on fleshing out the world with more factions and groups that'll change and the gamedata.base will change.

Also: it's generally a bad idea to modify gamedata.base directly, since you don't have anything to fall back to if you screw something up. You can still do it if you really want to, but if you want to share your mod with others please do so with a *.mod file, instead of telling people to overwrite gamedata.base, thank you.
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