Forum topic replies
Surreal Bot has posted 350 times.
Posted on (9 years ago)
Correct me if I'm wrong, but this requires no new RSD files when attempting to play a different track from the game? My method involved replacing RSD files, even if the track I'm replacing with is already from the game.
Posted on (9 years ago)
@RBD he already said yes.
Posted on (9 years ago)
Oh boy... I could just about throw a JustinBoy right now... but I don't know which question to ask first.
Posted on (9 years ago)
And of course, there's that part that stumps us the most: reversing the order of the hex values of the custom music file's size and replacing the values of the original file's size...
Posted on (9 years ago)
To add on to @Jake's solution, in your m2i file, there isn't a location for the armored car to spawn in the first stage, therefore making the game confused as to how to activate a vehicle that doesn't exist yet. Also, why are you adding a time limit in your m2sdi file?
Posted on (9 years ago)
I've decided to update the version history to see what your thoughts are about these new changes in V3.0.0, despite it not being out yet. Check it out if you care. https://dl.dropboxusercontent.com/u/103323414/scmvh.txt
Posted on (9 years ago)
Oh no... I think this is becoming a new rival to my Some Challenge Mod mod... Also, why would I have to delete my save when I can just simply start a new file after downloading the new update?
Posted on (9 years ago)
*insert stupid question regarding the map editor* JK. This oughta be interesting...
Posted on (9 years ago)
Well I'll be, this is quite great! ... (Damn, I thought I had more to say.)
Posted on (9 years ago)
Here's the thing. I once tested this without any of the sound files in the "otto" folder (in fact, I temporarily recycled it), and the same thing happened, so this doesn't seem to have anything to do with the sound files. I also deleted EVERYTHING from the dialog.spt EXCEPT create daSoundResourceDat...