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Mod development sub-thread.
https://www.xmoonproductions.org/viewtopic.php?f=27&t=3416
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Author:  Pickled Cow [ Mon Dec 08, 2014 4:03 am ]
Post subject:  Re: Mod development sub-thread.

TheMohawkNinja wrote:
Pickled Cow wrote:
I am not familiar with this language, but I believe what I have marked red are the BEGINNING OF/END OF comments markers. Not 100 percent sure though. Back up that .ini file first...


You're correct. The language uses the same comment methods of many (if not all) modern high-level languages like C++ and Java.


Okay, nice to know for sure. The only programming languages I have experience with are FKiSS2, which I have completely forgotten at this point, and some Ruby, which uses #s as comment markers. Which I always found silly. I mean, what happens if you explicitly need a #?

Author:  megaspawn [ Mon Dec 08, 2014 4:04 am ]
Post subject:  Re: Mod development sub-thread.

Would it be possible to mod so the females can squirt on a command?
Or even let them play with them self,hehe.
Meself dont nothing abou modding so i ask :)

Author:  megaspawn [ Mon Dec 08, 2014 4:47 am ]
Post subject:  Re: Mod development sub-thread.

Can someone show how to uncommnt it,before i screw me files up.
i see the start ini but dont know what to change.

thx

Author:  TheMohawkNinja [ Mon Dec 08, 2014 5:16 am ]
Post subject:  Re: Mod development sub-thread.

megaspawn wrote:
Can someone show how to uncommnt it,before i screw me files up.
i see the start ini but dont know what to change.

thx


You'll see "/*" and "*/" on either ends of the blocks of code in the file. You'll want to remove those where appropriate. If you want to unpack files, you'll need to delete those character pairs where the unpack code is (under the "// Uncomment this to unpack a pack" line).

Author:  megaspawn [ Mon Dec 08, 2014 5:22 am ]
Post subject:  Re: Mod development sub-thread.

thx alot ,found it.
Do i need to repack it afther i ad a mod,or can i leave it open?

Author:  burning [ Mon Dec 08, 2014 5:49 am ]
Post subject:  Re: Mod development sub-thread.

megaspawn wrote:
thx alot ,found it.
Do i need to repack it afther i ad a mod,or can i leave it open?

No need to repack, but if you have both the folder and the bin, you'll see two entries in game. I think you can change the name of the story inside the file to make it less confusing.

Author:  megaspawn [ Mon Dec 08, 2014 5:55 am ]
Post subject:  Re: Mod development sub-thread.

still figuring it out where put that file that whas posted for no need to undress for sex

Author:  Pickled Cow [ Mon Dec 08, 2014 7:01 am ]
Post subject:  Re: Mod development sub-thread.

megaspawn wrote:
still figuring it out where put that file that whas posted for no need to undress for sex


You should ask that in the thread that it was posted it.

Author:  smilingrick [ Mon Dec 08, 2014 12:24 pm ]
Post subject:  Re: Mod development sub-thread.

thanks that was helpful.
The light bulb that appears above my head burst last week so it would have taken me some time to figure it out on my own.

Author:  riftporn [ Mon Dec 08, 2014 8:05 pm ]
Post subject:  Re: Mod development sub-thread.

@xpadmin:
When you say you will supply us with maya 3d files to mod at a later point, how will I convert those into the format the game uses (those "obj" files that aren't Wavefront OBJ files)?
Will there be some sort of utility to do this? Or are those non-Wavefront OBJ files readable/writable in any other way?

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