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Old 2011-01-18, 06:24   #11
Amok@ndy
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Default Re: [0957] Init System

Its not on the list so NO


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Old 2011-07-17, 16:42   #12
Shovel
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Default Re: [0957] Init System

Does this apply to 966?

Shovel009
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Old 2011-07-17, 18:48   #13
Amok@ndy
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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 2013-01-01, 21:13   #14
Rabbit
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 2013-01-01, 21:18   #15
AfterDune
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Default Re: [0957] Init System

Or make those files read-only .

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Old 2013-01-01, 21:23   #16
Rabbit
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 2013-01-01, 21:41   #17
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 2013-01-01, 21:44   #18
Rabbit
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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