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SMEE 1.1 OpenSource Release #48221
06/23/05 22:09
06/23/05 22:09
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline OP

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Nadester  Offline OP

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Joined: Jul 2002
Posts: 2,813
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No, this isn't anything updated from the original SMEE. But, as a result of issues some people have been having with the original build, and because this code is no longer being used, I have decided to share it. If it blows your computer up, it isn't my fault. Use it at your own risk... feel free to update it and post anything that you've added.

DOWNLOAD HERE



Cheers,
Eric


--Eric
Re: SMEE 1.1 OpenSource Release [Re: Nadester] #48222
06/24/05 01:26
06/24/05 01:26
Joined: Oct 2003
Posts: 2,628
IL,US
FeiHongJr Offline
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FeiHongJr  Offline
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Joined: Oct 2003
Posts: 2,628
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Thanks, downloading now... ok done appreciate it. The first one was pretty cool. Hope this one doesnt blow up my puter........ I hear ticking..

Edit: just wanted to let you know get a invalid name: smee_floatinglabels.wdl when i open it still seems to run fine tho. So shurgs Thanks again

OT: they need a scared face

Last edited by FeiHongJr; 06/24/05 01:28.

http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: SMEE 1.1 OpenSource Release [Re: FeiHongJr] #48223
06/24/05 02:38
06/24/05 02:38

A
Anonymous
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Anonymous
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A



Alright! Thanks Nadester! Now hopefully Conitec will apply these kind of sliders on their WED so you don't have to edit all this stuff by scripts. That's very nice of you to leave it open source. I got an email back from a small company today who I asked whether they would allow me to put a song or two from their CD on my games if I gave them full versions of all 7 games I have made and they said "We would require an up-front advance as well as a per unit royalty." Haha, I guess that's the typical attitude nowadays. If you want some of my games, email me at sam_carmichael@hotmail.com

Re: SMEE 1.1 OpenSource Release [Re: ] #48224
06/24/05 21:56
06/24/05 21:56
Joined: Sep 2003
Posts: 4,959
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Grimber Offline
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Grimber  Offline
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Joined: Sep 2003
Posts: 4,959
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thanks what were/was the issue other than the nexus ammount from the requests forum?

I never had a problem running SMEE before other than sometimes crashed when switching between effects allot ( think that was only because my video card was telling me "that's enough!")

Re: SMEE 1.1 OpenSource Release [Re: Grimber] #48225
06/24/05 23:06
06/24/05 23:06
Joined: Oct 2003
Posts: 2,628
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FeiHongJr Offline
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FeiHongJr  Offline
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Joined: Oct 2003
Posts: 2,628
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Just curious when you export the script is it meant to forget the ; at the end of each line... Or is something just messed up with my puter/3dgs? Its really excellent tho wish i had a card to support shaders

Last edited by FeiHongJr; 06/24/05 23:07.

http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: SMEE 1.1 OpenSource Release [Re: FeiHongJr] #48226
06/25/05 20:51
06/25/05 20:51
Joined: Mar 2003
Posts: 1,095
Germany
nightshade Offline
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nightshade  Offline
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Joined: Mar 2003
Posts: 1,095
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Cool, very nice !

Re: SMEE 1.1 OpenSource Release [Re: nightshade] #48227
06/27/05 01:06
06/27/05 01:06
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline OP

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Nadester  Offline OP

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Posts: 2,813
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Thanks!

@Fei, that's a little error I forgot to fix hehehe. If someone wants, just add the semicolon into the text output function, then upload the new source code ^^


--Eric
Re: SMEE 1.1 OpenSource Release [Re: Nadester] #48228
06/27/05 09:46
06/27/05 09:46
Joined: Oct 2003
Posts: 2,628
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FeiHongJr Offline
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FeiHongJr  Offline
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Posts: 2,628
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ah ok good to know its not my puter which wouldnt of surprised me at all. This thing can be very strange at times. Its not really much of a problem at all, and definately beats writing the entire script by hand.... Would attempt to fix it but well i have no clue what to do


http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.

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