Quote Originally Posted by jcap View Post
I don't care; you're only helping me actually. Now you've only proved our case, because of your foolish action. You're sacrificing quality again just like you have been doing all along because you are out of space.
I honestly never even noticed that we were using a special UI, so for me it's a matter of removing bloat, not quality, no offense.

Quote Originally Posted by sdavis117 View Post
Will it actually tell me which key to press to "Keep it as it is" or "try it the other way" when I am calibrating my "Looking Stick", or will I just have to guess again (like in SPv1)?

/derailment

Edit: Fuck yes, no tits tuts.
All the string issues from Spv1 are fixed, so that issue won't arise in any form.

Quote Originally Posted by jcap View Post
So still, what about the filesize? Why can't you go with a shared cache file to cut it down by half. I know you've been waiting on me to say this, so I'm not going to provide hosting if you don't make any effort to reduce the overall size of the mod when you can cut it down by 50% at least.
How do shared caches work, anyway? Would we be able to provide our own cache maps, or would we need to overwrite bitmaps.map and such?

Quote Originally Posted by jcap View Post
You are are all a joke.
Why do you have to make it so personal?

Quote Originally Posted by Kornman00 View Post
When I first posted about upgrading OS I was only aware of the tag memory, tag instance and cache size constants issues. Script data and unit limits came later when Master's read off his "ransom list" for OS and SPv2. If I'm going to expand the engine's powers, I'm going to do so in a way that doesn't break compatibility with official game data nor cause instability during play (not on purpose anyway).
I apologize if the list came off seeming like a ransom note. If you're willing and able to do some of those extra things, then great, if not, then the original deal is fine. Please don't feel pressured to do those extra requests.