Title: Time Mod Post by: JHGuitarFreak on October 05, 2005, 10:45:04 pm Well i have finished and uploaded the time mod to my website...
CLICK HERE (http://www.dickweed.0nyx.com/downloads.htm) there is the "release" time mod and the "debug" time mod, both archived into .rar files. Thanks to Novus for supplying the ship spin patch and fix. Title: Re: Time Mod Post by: GG the Mad on October 06, 2005, 05:54:48 am I'm getting a "The application has failed to start becasue MSVCR71.dll was not found" error. I'm pretty new to the game and well the idea of slowing time down to let me explore more sounded pretty cool. Probably something stupid that I'm doing, I just replaced the uqm.exe with the one from the download (after making a back-up) is all. Anything else I need to do?
Title: Re: Time Mod Post by: Novus on October 06, 2005, 08:25:01 am I'm getting a "The application has failed to start becasue MSVCR71.dll was not found" error. I'm pretty new to the game and well the idea of slowing time down to let me explore more sounded pretty cool. Probably something stupid that I'm doing, I just replaced the uqm.exe with the one from the download (after making a back-up) is all. Anything else I need to do? Actually, it's supposed to work the way you did it. Kohr-Ah Death forgot the MS Visual C++ runtime library again, and it's apparently a different version than the one in your copy of Windows (and the official UQM distribution). This copy of the MSVC runtime (http://www.dll-files.com/dllindex/dll-files.shtml?msvcr71) seems to be legit (it matches the one in my Windows system directory). Just put the DLL in the same directory as the UQM executable and it should work.Title: Re: Time Mod Post by: JHGuitarFreak on October 06, 2005, 05:10:44 pm i keep forgetting that they need that... :-\
i'll see if i can package the runtime in with the .rar files and re-upload 'em. Title: Re: Time Mod Post by: JHGuitarFreak on October 07, 2005, 05:03:16 pm i've updated the rar files and packaged the runtime in with the exe's
Title: Re: Time Mod Post by: JHGuitarFreak on October 07, 2005, 11:27:30 pm i have also uploaded 3 saved games and a saved game editor to my downloads page, in self extracting rar files.
Title: Re: Time Mod Post by: Newman on October 12, 2005, 02:51:07 pm Time mod..? Forgive my newbieness, but what the heck is a time mod?
EDIT: Thinking a bit longer, i came to a conclusion, that its a mod, that will longer the time, when the Kohr-ah start clownin' around, killin' everyone. Title: Re: Time Mod Post by: Novus on October 12, 2005, 02:58:26 pm From the Jargon File (http://catb.org/~esr/jargon/html/index.html):
Quote mod: vt.,n. [very common] 1. Short for ‘modify’ or ‘modification’. Very commonly used — in fact the full terms are considered markers that one is being formal. The plural ‘mods’ is used esp. with reference to bug fixes or minor design changes in hardware or software, most esp. with respect to patch sets or a diff. Thus, a time mod is a modification that affects time. Kohr-Ah Death's time mod for UQM specifically slows down the rate at which days pass in UQM, making the game easier. Title: Re: Time Mod Post by: Newman on October 12, 2005, 03:41:42 pm Mmm.. Does it work on 0.4? How to make it work? What about the save editor?
Title: Re: Time Mod Post by: Novus on October 12, 2005, 05:09:27 pm Mmm.. Does it work on 0.4? How to make it work? What about the save editor? Yes. Download and unpack the archive into the UQM main directory. Same thing with the save editor.Title: Re: Time Mod Post by: JHGuitarFreak on October 12, 2005, 11:19:38 pm but also make sure to back up your original UQM.exe in the process, just in case ;)
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