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Staredit Network -> Modding Chat -> pizuscag
Report, edit, etc...Posted by Voyager7456(MM) on 2006-07-17 at 09:40:36
BroodKiller, please control yourself.
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-17 at 09:55:53
Are you going to do it or not, though?

Because if you aren't going to help, I need to know now. No bush beating, I have to plan perfectly the time spend on FG, and having a maybe doesn't work for me. This isn't be being rude, it's me being frustrated at the possibility of being toyed with on a project that has been in the making for 1 year, development for 8 mo, and coding for 5 and a half.

If you have a debugger, it's not a matter of forgetting/remembering, unless you don't know assembly...and even then people still find stuff....

Here's the easiest way to find an ID, say the ID of the building created when you start as Protoss.

1. Search for all constants that match the currently used ID(the nexus).
2. Change each of them 1 by 1 and see what happens. When your nexus isn't a nexus when you start a game, you found it!!!!

Wow, really hard....

That doesn't even take assembly knowledge! Assembly is what helps you say 'that isn't it, so I'm not going to test it!', or 'I can't search for that ID, because it is part of a switch'. Of course, assembly is needed when you start messing with restrictions based on jumps...



Report, edit, etc...Posted by Pyro-Fire on 2006-07-17 at 10:02:47
QUOTE(DiscipleOfAdun @ Jul 17 2006, 08:55 AM)
Are you going to do it or not, though? 

Because if you aren't going to help, I need to know now.  No bush beating, I have to plan perfectly the time spend on FG, and having a maybe doesn't work for me.  This isn't be being rude, it's me being frustrated at the possibility of being toyed with on a project that has been in the making for 1 year, development for 8 mo, and coding for 5 and a half.

If you have a debugger, it's not a matter of forgetting/remembering, unless you don't know assembly...and even then people still find stuff....

Here's the easiest way to find an ID, say the ID of the building created when you start as Protoss.

1.  Search for all constants that match the currently used ID(the nexus).
2.  Change each of them 1 by 1 and see what happens.  When your nexus isn't a nexus when you start a game, you found it!!!!

Wow, really hard....

That doesn't even take assembly knowledge!  Assembly is what helps you say 'that isn't it, so I'm not going to test it!', or 'I can't search for that ID, because it is part of a switch'.  Of course, assembly is needed when you start messing with restrictions based on jumps...

[right][snapback]525299[/snapback][/right]

debugging*?
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-17 at 10:13:20
Debugger/disassember. Meaning you can see the code, change it, and run the program. That way the changes aren't permanant to the SC exe. And set breakpoints. Just seeing the code isn't enough some times. You've got to be able to stop it and take a look at what is going on.
Report, edit, etc...Posted by pizuscag on 2006-07-17 at 15:58:57
ya...ok...DOA ya sure i WILL HELP
and BroodKiller OMFG SHUT UP!
i understand u hate me but leave this topic then

kk ill see if i can do some stuff...dont expect much...
Report, edit, etc...Posted by Voyager7456(MM) on 2006-07-17 at 16:03:16
Preemptive strike.

>>Closed
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