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Lemur's Mod - 11/21/2004 8:19:28 AM   
jubail1999


Posts: 32
Joined: 8/7/2004
From: Arizona
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On Spooky's site there is a notice that says Lemur's Mod (Scen 26) is not 100% compatable with the 1.3 patch. What exactly does that mean? What is not compatable? Does anyone out there know?

Thanks
Post #: 1
RE: Lemur's Mod - 11/21/2004 8:31:03 AM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
quote:

ORIGINAL: jubail1999

On Spooky's site there is a notice that says Lemur's Mod (Scen 26) is not 100% compatable with the 1.3 patch. What exactly does that mean? What is not compatable? Does anyone out there know?

Thanks


new OOB features from 1.3 do not convert.

< Message edited by Tanaka -- 11/21/2004 1:31:18 AM >


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RE: Lemur's Mod - 11/21/2004 9:06:26 AM   
jubail1999


Posts: 32
Joined: 8/7/2004
From: Arizona
Status: offline
Forgive me for seeming dense, but what OOB changes don't convert? I was under the impression that Lemurs mod WAS an OOB change. If 1.3 was loaded, and a new game started, then the changed OOB in scenario 26 takes takes precidence over the original OOB, since pretty much the standard data base is replaced by Lemurs. Is that incorrect?

Thanks

< Message edited by jubail1999 -- 11/21/2004 7:07:05 AM >

(in reply to Tanaka)
Post #: 3
RE: Lemur's Mod - 11/21/2004 9:27:40 AM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
quote:

ORIGINAL: jubail1999

Forgive me for seeming dense, but what OOB changes don't convert? I was under the impression that Lemurs mod WAS an OOB change. If 1.3 was loaded, and a new game started, then the changed OOB in scenario 26 takes takes precidence over the original OOB, since pretty much the standard data base is replaced by Lemurs. Is that incorrect?

Thanks


see this thread:

http://www.matrixgames.com/forums/fb.asp?m=743604&key=lemurs

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RE: Lemur's Mod - 11/21/2004 5:12:33 PM   
2ndACR


Posts: 5665
Joined: 8/31/2003
From: Irving,Tx
Status: offline
Only the OFFICIAL scenarios will use any changes to the OOB in the patch. Lemurs mod will be exactly like it was before the patch.

Only the new rules, interface etc will be used by Lemurs mod. But the patch does reset the plane art back to original. You will have to re-install that one.

I do not see any problems starting a Lemurs 4.0 game using the 1.3 patch. Go for it.

(in reply to Tanaka)
Post #: 5
RE: Lemur's Mod - 11/21/2004 7:18:19 PM   
jubail1999


Posts: 32
Joined: 8/7/2004
From: Arizona
Status: offline
2nd ACR

Thanks! I kind of thought that was the case, just wanted to confirm.

(in reply to 2ndACR)
Post #: 6
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