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Old 01-18-2011, 01:24 AM   #11
[R-DEV]Amok@ndy
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Default Re: [0957] Init System

Its not on the list so NO


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Old 07-17-2011, 12:42 PM   #12
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Default Re: [0957] Init System

Does this apply to 966?

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Old 07-17-2011, 02:48 PM   #13
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Default Re: [0957] Init System

yes it is still the same system, this thread will only get renamed if the system changes


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Old 01-01-2013, 04:13 PM   #14
[R-DEV]Rabbit
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Default Re: [0957] Init System

Feel like I should add this. If you create a tmp file for your level and add your factions into that along with
Code:
terrainCuller.setUseStitchedLods 0
You will not have to constantly re-apply it to your terrain.con and init after you make changes in the editor.


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Old 01-01-2013, 04:18 PM   #15
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Default Re: [0957] Init System

Or make those files read-only .


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Old 01-01-2013, 04:23 PM   #16
[R-DEV]Rabbit
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Default Re: [0957] Init System

Quote:
Originally Posted by [R-DEV]AfterDune View Post
Or make those files read-only .
If you do that with your terrain.con you can not save new work, you have to make it writable, which then removes the code you added.


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Old 01-01-2013, 04:41 PM   #17
[R-DEV]Amok@ndy
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Default Re: [0957] Init System

Quote:
Originally Posted by [R-DEV]AfterDune View Post
Or make those files read-only .
im using this all the time AD and its really much better to have a tmp.con (it gets loaded anyway if its there or not lol)

anyway this does not belong to the Init system


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Old 01-01-2013, 04:44 PM   #18
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Default Re: [0957] Init System

Quote:
Originally Posted by [R-DEV]Amok@ndy View Post
im using this all the time AD and its really much better to have a tmp.con (it gets loaded anyway if its there or not lol)

anyway this does not belong to the Init system
Yeah, I agree, though I didn't feel it needs it's own thread and would be fine if someone threw it in a tips and tricks thread.


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