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OverGamer

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  1. Hi, Thanks again for the mod maker feature in UABE. I've used UABE 2.1c to create a mod installer for SPAZ 2 (I used the 32bits version for this, since it is said that only this version can create installers that will work on both 32 and 64bits systems). Ok so, when I use this installer, the mod is installed properly and works as intended ingame; but the installer creates a copy of AssetsTools.dll at its location (desktop for instance). This dll can then only be deleted after opening the task manager and terminating the installer's process, which was left running after the installation. If it matters, I made my modifications with the 64bits version first, got the 64/32bits compatibility warning, then exported an .emip file and imported it back in the 32bits version to create the .exe. Both my UABE versions are updated with the 2.1c hotfix. Running the installer as admin makes no difference. I'm using W10 pro 64bits. I currently have no other pc to test this unfortunately. Thanks in advance
  2. Hi, Thanks a million for the mod maker feature DerPopo; this is gold. I might just get back on that french translation I started 2 years ago eheh... Sadly A15's official translation was made with google translate for the most part, so I'm thinking about making a human version of it, and thanks to you sharing it will be easy. SPAZ 2's translation will also benefit from this. (edit: it looks like the localization file is now outside the assets, so ABE won't be needed here) Anyway I have one quick question, I've read here that there's a way to import audioclips into resource.assets, using Unity; since I'm probably not going to install Unity for so few, I was wondering if you plan to add an audioclips import feature to your plugin ? - if it is doable, that is. (edit2: deleting audioclips seems to work - goodbye a_night_oneshot2.wav you won't be missed - I'd still prefer replacing them though, along with a few other) Thanks again.
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