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Author Topic: WxTech Effects v1.5 BOLT-ON for 4.13  (Read 3863 times)

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Geschirr

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Re: WxTech Effects v1.5 BOLT-ON for 4.13
« Reply #12 on: May 18, 2024, 11:39:24 PM »

Thanks WxTech!  Hope you had a nice respite from the world.  Can't wait for your next pack.  Thank you for all these improvements they take this 20+ year game to another level.
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"If we don't know what we're doing, neither will the enemy."

Whiskey_Sierra_972

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Re: WxTech Effects v1.5 BOLT-ON for 4.13
« Reply #13 on: May 19, 2024, 09:23:45 AM »

My next effects release will be a major one, v2.0, initially for B.A.T. 4.0 to 4.1.1 (I'm still using Red Core, with the WAW module only.) I will be supplying all my annotated Java files, which any halfway competent coder could adapt to the game version he can test on.

There are quite a few crucial base classes touched here, as I've created LOTS of brand new effects. And this involves numerous instances of class interdependencies which must be observed.

If I had multiple game versions installed I could conduct the required testing and thence release packs compatible with them with confidence. Otherwise I am shooting a bit blind, which was less potentially problematic for earlier effect packs involving less voluminous and less 'invasive' class coding.  ;)



If you like to test something in a vanilla BTA422HF4 I can give you an help....
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Piotrek1

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Re: WxTech Effects v1.5 BOLT-ON for 4.13
« Reply #14 on: January 31, 2025, 10:08:23 AM »

Thank you for your work, WxTech, I appreciate it very much, 
installed your effects pack in my new SAS Mdct 6.40 4.13.4 except 0_WxTech_TRAIN_classes_ALL-game-versions because I am not entirely sure about the entries in the ini files, anyway so far everything works very well,

Best Regards,
Piotrek
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