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bluespace88

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Posts posted by bluespace88


  1. you could say so, but not really. Spooky's C++ hook allows me to access the direct X functions, as well as some other basic C++ functions, to add more flexibility to the game.

    I can, for example, add textures to the game, like a time circuit display, and use window's font instead of vc font.


  2. yay, I know how to use Spookie's C++ hook now, though I have to move some stuff over to the C++ area (oh well, that means no one can edit it ^^)

    as of now, I can use C++ to get keyboard commands that would make the numpad usable.

    EDIT: Actually, I can move all of it over to C++, so you can insert it anywhere without starting a new game O.O


  3. keeping SA missions got a bit harder since the main.scm needs to be edited to allow objects to be defined and used by the code (Something CLEO can't do, since main.scm holds all the info for codable objects). But dunno about that when creating objects in the game doesn't work, even after deleting the unused ide and model files (such as twoplayer.dff from the ps2 version). Still crashes on the fourth object added x.x

    For now, it's on hold while I work on VC (after doing other pet projects of mine), especially since theres like no difference (besides bug fixes) between it and the mini mod.


  4. this one will be fun for th enext planned thing. Programmable time circuits with the keypad ^^

    This will take a bit to figure out (weeks to months) since this isn't going to be in the main.scm, and I've never made a program that hacks another program (I usually edit both, not just one, lol)


  5. gave up on SA for now. It doesn't like new objects being spawned (well, it likes 3 out of 4 of them), and 2dfx effects are tricker to make the coil glows in SA (coupled with the fact that it's an object, so that makes 5) so back to VC:

    sparks added (more like a copy and paste job, but i may optimize it)


  6. me neither.......i know all of them work because i've gotten all of them to spawn at some point or another.

    The thing is, the game loads fine. Its just the Object.Create() code causes the crash. Not sure if your CLEO mods does that, or adds it as map objects. And I don't mean fourth object loaded crashes the game. I mean the fourth one I added to the img crashes the game. I can load more if I wanted to.

    Need to test with map objects and code to narrow it down