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Author Topic: Official Super Mod Topic  (Read 435108 times)

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Offline Mick3Mouse

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Re: Super Mod - V3.0
« Reply #345 on: March 29, 2014, 07:46:23 AM »
Boss. just stop.  finish the v4 first. or realease beta version of it before it get killed
If he wants to take a break let him. Playing a game constantly can get really tiresome I understand how he feels.


its not about taking a break X-blade  he says that he will not make the mod more.   That will break my heart. But he can take breaks without breaking my heart.  LOLZ

Offline Screenracer

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Re: Super Mod - V3.0
« Reply #346 on: March 30, 2014, 07:19:35 PM »
How could I use this mod with another mod in freeroam?

Offline Mick3Mouse

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Re: Super Mod - V3.0
« Reply #347 on: March 31, 2014, 03:56:36 AM »
Use the other mod with ArcRace1.

Offline Screenracer

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Re: Super Mod - V3.0
« Reply #348 on: March 31, 2014, 09:17:01 AM »
Use the other mod with ArcRace1.

I ment use both mods in freeroam. Which both mods require STimeCycle to be replaced.

Offline Mick3Mouse

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Re: Super Mod - V3.0
« Reply #349 on: March 31, 2014, 03:19:42 PM »
You need the mod source codes for that. 

Offline Screenracer

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Re: Super Mod - V3.0
« Reply #350 on: March 31, 2014, 05:29:30 PM »
You need the mod source codes for that.

Don't think we will be getting that right?

Offline Mick3Mouse

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Re: Super Mod - V3.0
« Reply #351 on: April 01, 2014, 03:19:05 AM »
Nop. You got to ask the admins for the permissions to see the top secret Dangerus for the country Lua codes, To get the source code. xD


Offline DaBOSS54320

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Re: Super Mod - V3.0
« Reply #352 on: April 01, 2014, 05:15:56 PM »
Super Mod 4 allowed you to add your own code (and with that you could launch your own scripts) to run along with the mod. Also to add your own functions that go along with the selectors/spawners/etc.

Download: Super Mod 4
Just modify the SuperModCustom.lua file, compile it, and put it in the Scripts.img along with all the other files in the Advanced Install folder. (Make sure you only have one SuperModCustom.lur though)

Add another compiled script, (for example, you had a source LUA file called Cheese.lua and you compile it into Cheese.lur) you can use LaunchScript("Cheese.lua") to launch it. just add that in SuperModCustom. the comments in the file should tell you were it goes.
and if your source code (.lua) is a different name then your compiled code (.lur) I'm not 100% sure on which you put in launchscript. probably the source file, and i think if you use a hex editor you can see the name of the source file in the beginning.

Also I can't finish SM4 now because i lost the source code.
« Last Edit: April 01, 2014, 05:19:18 PM by DaBOSS54320 »

Offline Mick3Mouse

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Re: Super Mod - V3.0
« Reply #353 on: April 02, 2014, 04:56:01 AM »
why.  you  %%%

Offline SWEGTA

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Re: Super Mod - V3.0
« Reply #354 on: April 02, 2014, 05:36:45 AM »
Not sure if that was an April 1st troll (DaBOSS), but I think I might still have your sourcecodes.
Could lurk around my files to see if I can find anything.

Offline DaBOSS54320

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Re: Super Mod - V3.0
« Reply #355 on: April 02, 2014, 05:13:21 PM »
No, but that would of been a good april fools thing XD
if you do find it, not sure if I'd even want to work on it anymore...
The beta was fairly close to the final product if I remember correctly.
I just wanted to add some voices and additional fighting moves for the final version. Maybe there was more, I don't remember.

Offline MadmaN

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Re: Super Mod - V3.0
« Reply #356 on: April 02, 2014, 08:08:55 PM »
I have one of the sources that you shared with me but I don't know how recent a build it was. I can give you that if you want and you can pretty much rebuild from there what you were going to add...etc.

This is one of the reasons why I fully support the creation of decompilers since they have legitimate uses in cases like this and to aid in modding. Got into a really nasty argument the other night on xfire with a m8 of mine about decompilers as this m8 stated that only pirates and thiefs want decompilers and want to take the easy way out by decompiling someone elses work to claim it as their own....when in fact this sort of thing is rarely ever done due to how HARD it is to decompile any compiled script/app/game.



Offline DaBOSS54320

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Re: Super Mod - V3.0
« Reply #357 on: April 05, 2014, 12:19:10 PM »
If you, or anyone does create a working decompiler, I think it could be used for good. Just as long as you keep it really safe. Maybe don't even distribute it, if someone asks you to decomp something they can send it to you and then you give them the source if you see that they are trustworthy and deserve it. Since you are probably the most trusted modder on here (madman)

Offline Craig Tucker

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Re: Super Mod - V3.0
« Reply #358 on: April 06, 2014, 02:29:10 PM »
great mod 

Offline Craig Tucker

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Re: Super Mod - V3.0
« Reply #359 on: April 14, 2014, 07:43:15 PM »
why is the menu on forever is there a way to take it off?