View Full Version : **NEW** KMOD 1.39f w/Hot Fix + Language Fix
Sgt. D. Pilla
06-07-2007, 04:14 AM
See THIS POST (http://www.kmod.org/kmod_forum/showpost.php?p=4060&postcount=3)
KMOD SHOULD work fine with 1.6 and 1.61 now.
Try using these... in the order given to you:::
1) http://forums.relicnews.com/showpost.php?p=2357377&postcount=1421
2) http://forums.relicnews.com/showpost.php?p=2360458&postcount=1426
Madturnip Edit: This is not intended for version 1.7, to my knowledge, I moved this thread to the news section because so many people are having issues with LANGUAGE errors and not being able to use KMOD correctly.
Madturnip
06-07-2007, 04:45 AM
I want everyone to know that I moved the original post by FIFFA to the news archives. Since the release is having so many issues, and Sgt. D. Pilla's version seems to work, we will use that until the Dev. Team can get a working version for 1.7+. (or 1.4 is released)
If you want to check out the original Dev. Team release go to the Downloads section of the website. http://www.kmod.org/downloads.htm
If you have updated to 1.7, on any release, you are going to experience problems playing KMOD. We have a fix, as K has stated in another post, but he would have to release 1.4 which is only about 40% complete. Please remain patient while the Dev. Team tries to sort out the mess that Relic made with 1.6+ patches.
Sgt. D. Pilla
06-07-2007, 11:38 AM
There is an error with the Locale Language Installer File's UNINSTALLER.
If you uninstall the locale files, using its uninstaller, it WILL remove the vanilla's locale file aswell
FIXED!!!
I have just uploaded a fixed one, same job installs/repairs any locale issues you may have, only it doesnt uninstall all the other locale files from other mods aswell :D
You can obtain this fixed version here... (http://cdc.fiffa.net/ForumItems/Uploads/UploadedFiles/KMOD_Locale_Language_Filesv2.exe)
Kyranzor
06-07-2007, 12:24 PM
hey monkey... can you please place the text files in KMOD/Local/<language> from now on? putting it in the game's engine folder is obviously not a good move on our part. if it is in the mod folder it might work better for some people also.
Sgt. D. Pilla
06-07-2007, 12:26 PM
Yah, the installers do both, I did try (only shortly) to do it in the Kmod/Locale but it didnt work, but i will keep trying, but at the current moment they are installed to both the Kmods locale folder and the engine one
Kyranzor
06-07-2007, 12:56 PM
well, just so you know that is actually a bad thing :S
when the game has two text files in two usable places, it goes berko and doesnt use either, if i remember correctly.. they basically cancel out. not sure but that COULD be the problem everyone is having?
Sgt. D. Pilla
06-07-2007, 01:02 PM
hmm i doubt it, i understand they cancel out UNLESS they are identical, because of certain code in the .module file, the mod will tend to prefer the locale file which is designated in the .module file in Kmod's case in the KMOD/Locale folders, BUT when there is a missing key in that file, then it takes it IF AVALIBLE from the Engine/Locale folder, thats why when u make a mod and create a entire new locale file that may only have 2 new or moddified keys in it, the other locales that were not changed still work, because it looks in its defaul position if its not in there, it looks in the engine folder under a different locale name
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