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Messages - Thorfin25

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1801
General Discussion / Re: CityMod
« on: December 29, 2013, 02:58:29 PM »
Ibans has gotten to the point where you water you LSD brick and somehow magically grow the pills. If this mod gets out I can foresee that happening, and that would ruin the mod and give it a bad rep. Private is the way to go.

1802
General Discussion / Re: CityMod
« on: December 29, 2013, 02:07:57 PM »
That's like saying you don't like the game bowling because there's a bowling alley in the ghetto. That makes no sense.

No, I'd hate that bowling alley with a passion. I'd go to the one near the church in the white district of town.

and Thorfin will tell you I've failed to host every single one of them but he's not important and he is the most important human male in my life.

Yeah I can confirm.

1803
General Discussion / Re: CityMod
« on: December 29, 2013, 03:02:58 AM »
Who cares, useless to try anyways.

1804
General Discussion / Re: CityMod
« on: December 29, 2013, 02:29:42 AM »
13). Read the ident count (idk what ident is)
14). Read the "idents"

Also, it's an Indent Protocol

1805
General Discussion / Re: CityMod
« on: December 29, 2013, 02:25:17 AM »
Thank you for actually shedding light on this.

1806
General Discussion / Re: CityMod
« on: December 29, 2013, 02:21:27 AM »
Congratulations, you'd be picking up on the old work of Computermix.

Just like I thought, it is possible. I haven't seen him in awhile and I figure he never did finish any of this then. I can see why, quite the process.

1807
General Discussion / Re: CityMod
« on: December 29, 2013, 02:17:57 AM »
no not with your own tge because badspot changed the algorithm enough that a regular TGE would be virtually useless.

Again, not trying to alter any of blocklands files, simply an add-on.

1808
General Discussion / Re: CityMod
« on: December 29, 2013, 02:12:34 AM »
Compiler or decompiler you still have to look at the exe to make it.

Not with your own TGE.

Welcome to Trinick's guide to how handicapped Thorfin25 is.

This was an idea, and I was bound to test it. Thank you for testing this already, made my life easier.

But lets say this is 100% true and proven, TGE is open source. You can alter it to keep code 31 as multiplication instead of it being shift right. It'll take a long ass time to do so, but you could go through every used operation in your code for this.

1809
General Discussion / Re: Favorite Add-on Maker [POLL]
« on: December 29, 2013, 02:09:35 AM »
Mine are Brian Smith and Vaux

1810
General Discussion / Re: CityMod
« on: December 29, 2013, 02:03:52 AM »
and then you can get your key deactivated for decompiling blockland.
have fun.

Do you not listen? ITS A loving COMPILER, not a decompiler, a decompiler would take a lot of work. And badspot has his own ALGORITHM that MAKES IT EXTREMELY DIFFICULT TO CRACK. I'm not looking to decompile anything at all, only to compile. And quite frankly if somehow somebody did crack his algorithm, they probably wouldn't care if they got banned, they'd own his code.

1811
General Discussion / Re: CityMod
« on: December 29, 2013, 01:58:23 AM »
when he said you are not making sense
he means you have no idea what you are talking about.

When you run the engine it will do nothing. You put in a script for it to compile the relating scripts into *.dso
There is a script containing the algorithm behind the compiling
There's an entire forum on this stuff, if I get it wrong all I have to do start reading again. That code down there wasn't for Blockland, that code was for the engine itself. There's so much reading material on all of this. And believe me when I say I have the time to sit down and do all of this. I can even get a few books on it if I wanted. If there is a will, there is a way

1812
General Discussion / Re: The-Elevator --Help Wanted!--
« on: December 29, 2013, 01:53:11 AM »
IGN: What? I don't work for IGN Thorfin25

BL-ID: 2199

Job your applying for: Eventer/Builder

Recommendations: Glass, The Brighter Dark, Glass, Vaux and Brian Smithers probably would

If you have RTB: I live in the stone ages, sorry Yes

1813
General Discussion / Re: CityMod
« on: December 29, 2013, 01:34:39 AM »
You should just stop, you're not making any sense, kthnx

I got Torque Engine. Torque engine compiles *.cs to *.dso
Are you still with me?
I take CityMod, or tell Vaux how to and we change it into *.dso
Still there?
This way nobody can steal the scripts if in some ungodly forgeted up turn of events it gets leaked.
I can change the compiling algorithm to make the *.dso unique and harder to crack.
If you still can't follow I made it easy and gave you links for compiling and algorithm already.

1814
General Discussion / Re: CityMod
« on: December 29, 2013, 01:19:30 AM »
It is also built into the engine.
Also I now own the torque engine.

It's built into the engine, hmmm... And changing the files around would be useless if somebody could create an unscrambler, and an easy scrambler is, well easy. All you need is to work the engine just right.



You can learn a lot about torque engine from the torque engine forums. For instance the standard compiler algorithm. Badspot has more than likely changed it from the standard maths by far, so it can't be unscrambled unless one obtains his maths. That doesn't mean others can't do the same to their common script files.

1815
General Discussion / Re: CityMod
« on: December 28, 2013, 11:07:31 PM »
What compiler key?

I haven't researched that far. Want to help a brother out? Also I now own the torque engine.

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