' Wrote:Ah sounds good. But one. One stupid question i have 'ere.. uh.. So, you want us to deactivate the mod and delete it, uninstall and reinstall freelancer, and then run the new mod installer?
That's one way of doing it. Alternatively you can simply delete Freelancer directory and Freelancer installer will prompt you to install it again. If you want to keep Discovery 4.85 for some reason (alternate servers, etc) you can simply rename your Freelancer directory, run Freelancer installer off the CD and make a separate clean installation for 4.86.
' Wrote:That's one way of doing it. Alternatively you can simply delete Freelancer directory and Freelancer installer will prompt you to install it again. If you want to keep Discovery 4.85 for some reason (alternate servers, etc) you can simply rename your Freelancer directory, run Freelancer installer off the CD and make a separate clean installation for 4.86.
Alright. Well, i'll probably end up just deleting everything and starting from scratch since my stuff is all screwed up anyways..
Posts: 2,122
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Joined: Oct 2007
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Pennsylvania, New London, and an assortment of other rumors just finished and added to the mod.
Unfortunately, that took all night and I won't get to make a few trade changes that I've thought of until update 1, but it's nothing major.
I never did get around to doing any write ups for Light Arms or jazzing up the capital ship infocards. That will have to wait as well.
And, it's not Dec 30 where I am, yet. 66 minutes to go.
Check out my Trade Development Blog
for all the latest news on Nerfs and Final Nails, or to request trade changes.
Still roughly 12 hours until the release. Cannon lives in NZ folks. Besides, we hit some last minute snafus that'll need fixing. Cramming a weeks work of devving into a day - typical human behaviour. Wait until the last second and then some...
Update: Fixed a few glitches over in Gallia. Junkers weren't Gallic Junkers over there, and they should be. Checked all Gallic systems and bases, replaced the standard with gallic junker faction where appropriate.
All Guard IDs except for BHG Core and Keepers were replaced with their standard versions. Guard IDs will no longer be needed. Core is the exception, it's a completely seperate faction.
Bugchecked the infocards file, fixed a major issue in the Ontario rumors - someone had assigned the same rumor numbers three times.
Did some minor odds and ends - don't even remember what anymore.
Still on the todo list: Update existing IDs with info supplied by the admins. I'll try and work on that today. No, don't ask me about the IDs until the release.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
' Wrote:Still roughly 12 hours until the release. Cannon lives in NZ folks. Besides, we hit some last minute snafus that'll need fixing. Cramming a weeks work of devving into a day - typical human behaviour. Wait until the last second and then some...
Update: Fixed a few glitches over in Gallia. Junkers weren't Gallic Junkers over there, and they should be. Checked all Gallic systems and bases, replaced the standard with gallic junker faction where appropriate.
All Guard IDs except for BHG Core and Keepers were replaced with their standard versions. Guard IDs will no longer be needed. Core is the exception, it's a completely seperate faction.
Bugchecked the infocards file, fixed a major issue in the Ontario rumors - someone had assigned the same rumor numbers three times.
Did some minor odds and ends - don't even remember what anymore.
Still on the todo list: Update existing IDs with info supplied by the admins. I'll try and work on that today. No, don't ask me about the IDs until the release.