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Author Topic: WxTech's Effects Pack v1.6 for B.A.T and 4.12  (Read 21773 times)

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PO_MAK_249RIP

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #204 on: October 15, 2024, 12:36:04 AM »

Gotta agree with you VP I cant understand why WxTech has'nt updated to 4.2 - is this why you have issues trying to bring out the next version of your splendid effect's package WxTech???
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choripan200

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #205 on: October 19, 2024, 09:12:16 AM »

I don't know how to install it, it helps
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #206 on: October 19, 2024, 09:24:32 AM »

Gotta agree with you VP I cant understand why WxTech has'nt updated to 4.2 - is this why you have issues trying to bring out the next version of your splendid effect's package WxTech???

My primitive Java compiler balks when I try to compile certain crucial classes for later game versions. That's why I'm leaning toward releasing initially for B.A.T. 4.0-4.1.1, which I can fully compile and test for. And I'm constantly tweaking things and adding new functionality.

Note that this whole effects project has expanded to involve a considerable number of base classes. It might be thought of as almost a branched off version of the game for offliners.

If a motivated modder wanted to port over my code changes to the latest game version (I'll be supplying all Java files with my comments/notations within), that would be great.
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arquillos

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #207 on: February 09, 2025, 07:53:30 AM »

Hi WxTech! I found a leftover in the "!0_WxTech_BigShipGeneric_classes_BAT-4.1.2+" file.
There are two Java class there: ShipGeneric.java and BigshipGeneric.java

It does no harm, but it does not do anything at all, doesn't it?


- In "!0_WxTech_Effects_v1.6_ALL-game-versions", there are 7 java class files


Note: JMSGE WAV ready version. Uncompress in BATMOD folder, and select the mods you want to enable
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #208 on: February 09, 2025, 10:42:25 AM »

A Java file must be compiled in order to run in the game; its presence is of no consequence. Unless some capability I'm unaware of has recently been implemented. 😉
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PO_MAK_249RIP

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #209 on: February 13, 2025, 02:49:43 AM »

"Note: JMSGE WAV ready version. Uncompress in BATMOD folder, and select the mods you want to enable"

All the right letters in the wrong order  ;D made my day  ;D

Thanks for the download tho arquıllos much appreciated
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ossalot

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #210 on: February 15, 2025, 09:01:26 PM »

got this startup ctd in VP modpack for the 1.6 pack itself
here's the startuplog:
https://www.mediafire.com/file/0qzakmvtv36fs2g/startuplog.txt/file
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Frankiek

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #211 on: February 15, 2025, 09:06:51 PM »

It is a class conflict for sure as VP pack has already an effect mod pack. You should run class check to identify conflicting classes. I wouldn't advice to try to install WxTech pack or at least you should disable the effect mods that you already have
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ossalot

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #212 on: February 16, 2025, 07:49:32 PM »

all class conflicts are from disabled mods
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