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andreb: Yes! Finally... I wondered why they didn't have it like that from the beginning.
antihero_ you're my hero ;)

One request: can you release a version with everything BUT the cross hair.

In fast combat I sometimes get confused by seeing two cursors - the cross hair and the auto lock on.

Pretty please?
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antihero_: Sure. I'll do that after I get some sleep now. If I haven't done it in say, 12 hrs from now, feel free to PM me about it and remind me.
please take all the time in the world man, and don't let me stop you from resting :)
it's already awesome what you do for the community. thanks again.
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antihero_: Sure. I'll do that after I get some sleep now. If I haven't done it in say, 12 hrs from now, feel free to PM me about it and remind me.
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andreb: please take all the time in the world man, and don't let me stop you from resting :)
it's already awesome what you do for the community. thanks again.
I just didn't want to make a stupid mistake - took me longer to edit the readme. :)

Uploaded and linked to in the first post.
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andreb: please take all the time in the world man, and don't let me stop you from resting :)
it's already awesome what you do for the community. thanks again.
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antihero_: I just didn't want to make a stupid mistake - took me longer to edit the readme. :)

Uploaded and linked to in the first post.
downloading... thank you!
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antihero_: They're Flash files, as in Adobe Flash.
I know that much. I want to know how to open them and modify.
Would someone post a couple of comparison screenshots. Seems cool but not sure i want to muck around with files especially with the 1.2 patch around the corner!

Thanks
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apoc_reg: Would someone post a couple of comparison screenshots. Seems cool but not sure i want to muck around with files especially with the 1.2 patch around the corner!

Thanks
There are screenshots linked in the first post. It's nothing too drastic anyway.

The mod only uses one file which doesn't replace an existing version outside the game's main archive file, so it's easy to uninstall before any patching. But if the new patch changes anything related to this, I'll make an update. If anything, I'll just make an update to put it in .dzip format instead of loose, so it'll be even easier to remove from the CookedPC folder.
Post edited June 01, 2011 by antihero_
Thanks for the mods, they're much appreciated.
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antihero_: Struggling how? I'm not sure I understand your question. The swfs aren't archives either, although they usually are compressed. They're Flash files, as in Adobe Flash.
I know that much. I want to know how to open them and modify.
Updated the mod against the v1.2 game patch. It's important to read the install instructions for just this version so it won't conflict with the previous one. Also, thanks to made's save games, the pointer will hopefully keep pointing north now. If not, let me know please.

See the first post for updated links.
Post edited June 04, 2011 by antihero_
Sorry, but if you downloaded the full v1.2 version, I somehow didn't turn off the crosshair after combat mode ended. Fixed and reuploaded. Not sure how I let that slip...
It would be extremely helpful for other mod authors if you wrote up a guide on what tools you used to decompile the .swf files so that they can be edited.
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Barrodin: It would be extremely helpful for other mod authors if you wrote up a guide on what tools you used to decompile the .swf files so that they can be edited.
You could always use flasm pretty reliably for that, but then you need to edit p-code. Swfmill is still a pretty useful tool for things that can't be done (or done easily) through script. Unless people know what they're doing and are very careful about checking it with something like "flare" to see how it comes out, it's very easy to make the game crash (not because it's modded, but if you make mistakes in things like method call argument numbers and whatnot).

It's not straightforward to get actionscript with classes out because of how mtasc smooshed everything into one package and then had optimized namespace object creation (at least those c*.swf were compiled differently). Not to mention I've only seen ASV by the Manitu Group work without bugs on scripts created with mtasc. (Flare is OK too in order to look at things with.)

I experimented with a script to de-smoosh and unoptimize class creation so they can get sorted out, but even then it'd still be a mess and huge manual process because you have to be careful about merging files since it seems like different swfs were created using different versions of the same classes with things changed here and there.
Post edited June 05, 2011 by antihero_
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antihero_: You could always use flasm pretty reliably for that, but then you need to edit p-code. Swfmill is still a pretty useful tool for things that can't be done (or done easily) through script. Unless people know what they're doing and are very careful about checking it with something like "flare" to see how it comes out, it's very easy to make the game crash (not because it's modded, but if you make mistakes in things like method call argument numbers and whatnot).
Thanks! A bit out of my depth right now, but this gives me a place to start at least.
Now using the point north map mod and the 50% opacity and loving both, your anything but an anti...hero mate :-)