SOWGB SDK v1.2 Beta

This is where our experts try to teach you the very flexible modding system for our previous release - SOW Gettysburg and its add-ons. It's powerful, but dangerous. Post your tips and your questions.
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norb
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SOWGB SDK v1.2 Beta

Post by norb »

Username: beta
Password: tester

-20 karma to the first person that posts that they can't get the patch because they don't know the username or password :)


Beta SDK:
URL - http://www.norbsoftware.com/Downloads/B ... 12Beta.exe

Hopefully this will allow modding of MP and fixing of the other mods. There are no plans and we would fight against any file format changes between now and the release. We did have to make changes to support some features in this release and we have hopefully made them easy enough.
Last edited by Little Powell on Fri Dec 09, 2011 4:20 am, edited 1 time in total.
Davinci
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Re: SOWGB SDK v1.2 Beta

Post by Davinci »

Norb and Team - Thanks, it's Modding Time, again!

Downloading Now!

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RebBugler
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Re: SOWGB SDK v1.2 Beta

Post by RebBugler »

To help you guys along your way...

gfx is now divided into two files, gfx and unitgfx, with unit sprites being separated out to unitgfx,
gui has an additional column after Button Sounds, this 'Unit Sound' is for 'emanating from unit' sounds, e.g., bugle calls
And you should already know, OOBs now have an extra column.
Last edited by RebBugler on Sat Mar 19, 2011 9:37 am, edited 1 time in total.
Reason: fixed a goof
Bugles & Flags Gettysburg - Toolbar, Flags, Scenarios, and More...
Braxton Bragg
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Re: SOWGB SDK v1.2 Beta

Post by Braxton Bragg »

Any Ideas when we will be able to use the DRF mods again, I love these flags :)

Braxton Bragg
Last edited by Braxton Bragg on Sat Mar 19, 2011 8:34 pm, edited 1 time in total.
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gunship24
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Re: SOWGB SDK v1.2 Beta

Post by gunship24 »

Hi, I am enjoying reading the SDK for possible modifications. I thought you like to know that pages 21 and 22 seem to have some corrections that arent validated yet (red text added and crossed out). thanks and keep up the good work.
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Re: SOWGB SDK v1.2 Beta

Post by Jim »

Thanks for the heads up. Had not looked at that part in a while.

-Jim
"My God, if we've not got a cool brain and a big one too, to manage this affair, the nation is ruined forever." Unknown private, 14th Vermont, 2 July 1863
tominrichmond
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Re: SOWGB SDK v1.2 Beta

Post by tominrichmond »

How can we verify we're running the new patch? My opening screen still shows v1.1116.
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Little Powell
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Re: SOWGB SDK v1.2 Beta

Post by Little Powell »

How can we verify we're running the new patch? My opening screen still shows v1.1116.
That's the correct version.
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Re: SOWGB SDK v1.2 Beta

Post by tominrichmond »

Thanks LP, and while I have you, I'm really trying to get your mod working... I've downloaded it, correct v. 4, and it appears on my mod screen, and I've "activated" it, and even deactivated all my other mods, yet the scenarios do not even appear on the "user scenario" screen.

Thoughts? Thanks for putting so much effort into what looks to be a fantastic mod.
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Re: SOWGB SDK v1.2 Beta

Post by tominrichmond »

OK, never mind, now properly downloaded and ready to roll... off to play. Thanks.
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