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FA2 0.98a releases with tunnel support
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G-E
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Joined: 09 Feb 2015

PostPosted: Wed Apr 20, 2016 11:35 am    Post subject:  FA2 0.98a releases with tunnel support Reply with quote

I figure some of you might find these archaic codebases useful or at least interesting.

I also have a version of .97 installed, but I didn't find the installer, I believe the main difference was lack of autolat, so every cell is a perfect square. If someone needs it I can zip it up...


finalalert098a2.zip
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finalalert098a3.zip
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G-E
General


Joined: 09 Feb 2015

PostPosted: Wed Apr 20, 2016 11:21 pm    Post subject: Reply with quote

Just curious, is anyone here good enough to hack and splice the tunnel code into the last FA2 1.02 ? That might be of value to some people...
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E1 Elite
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Joined: 28 May 2013

PostPosted: Thu Apr 21, 2016 7:06 am    Post subject: Reply with quote

There is no need to hack latest FA2 as the tunnel code is already there, it is only disabled. It can be
enabled like Terrain Expansion does - http://tx.strategy-x.com/

Even if tunnel feature is disabled in FA2, it doesn't remove the [Tubes] entries from a map when editing.
So if you have tunnels enabled in your mod, you can still use non-tunnel enabled FA2. It shows the tunnel
lines for tube entries if present in the map.

I would rather use Q45's tunnel drawer tool for that - http://www.ppmforums.com/viewtopic.php?t=37881

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