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Article #191357

Re: Didn't know about that glich...

#191357
From: goPostal
Date: Thu, 06 Nov 2008 14:39
35 lines
3108 bytes
"Todd" <noone@nowhere.com> wrote in message 
news:bv04h4pk85j76elbvf29jkcu2hn96ikua7@4ax.com...
> "goPostal" <agutgopostal@hotmail.com> wrote:
>
>>OK, I see how you are doing this. You are creating the structure within 
>>the
>>game to tell it where to look. I've seen a lot of mods use this hack to 
>>keep
>>their files seperate (think total conversion). TBH, I've never seen stated
>>paths for *.in* but it wouldn't surprise me if it worked just like the
>>others.
>
> I think I tried that (Paths=../SystemTest/*.int) early on, and it
> didn't seem to work.
>
>>I'm kinda curious, why does it bother you to keep a crappy map? Are you
>>pressed for space, or is it just a matter of not wanting it in there? I'm
>>afraid to see what my game installs have bloated to by now  :)
>
> Because the more maps I have in the folder, the longer it takes the
> start game dialog box to open.  Also, I would be surprised if five
> percent of the maps I've downloaded are played online.  And if I'm
> playing the game with my family, I'd rather play in a polished map
> then one that's a series of square rooms with a single texture on all
> the surfaces.
>
>

I would surely grant you that there are way too many crap maps floating 
around. Perhaps you should consider a second install to ease things for you? 
I currently run three, one to play online, one to map and work on the 
website with, and one to write code on. You could always create a "throw 
away install" and test your maps and things on it and once they pass muster, 
you could then install them on the default location. 
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From: "goPostal" <agutgopostal@hotmail.com>
Newsgroups: alt.games.unreal.tournament
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Subject: Re: Didn't know about that glich...
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