UKWXP Mod Manager (Update #6)

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Re: UKWXP Mod Manager (Update #6)

Post by Guest on Thu Jun 21, 2012 2:47 pm

will 2 delete a lot of stuff then add it in or would you just be able to replace and stuff
(just wondering)
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Re: UKWXP Mod Manager (Update #6)

Post by InfinitasImpetum on Thu Jun 21, 2012 3:05 pm

it will work similarly to 1 with the adding of mechs and maps
other things too






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Re: UKWXP Mod Manager (Update #6)

Post by Guest on Thu Jun 21, 2012 3:18 pm

k dats fine
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Re: UKWXP Mod Manager (Update #6)

Post by InfinitasImpetum on Sat Jun 23, 2012 1:02 pm

Considering dissembling zhmwwl etranscoder and mech extender but I'm feeling
some guilt about just considering it. Should I do it and give credit still to zhmwwl or should try to get in contact with zhmwwl. plus I've been going crazy on the windomxp exe file with .net dissemblers and stuff can't break the code

this is a serious MATTER to me!


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Re: UKWXP Mod Manager (Update #6)

Post by Guest on Sat Jun 23, 2012 3:21 pm

consider the etranscode!!!
just ask and give credit
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Re: UKWXP Mod Manager (Update #6)

Post by InfinitasImpetum on Sat Jun 23, 2012 4:18 pm

might just do both and give credit or only the extender(which i mainly want the code for)
and if the creater zhmwwl ask me to remove it i will remove it
or if anyone has a problem with it
because contacting zhmwwl probably would be a pain
being he hasn't been active at 3d gundam for a month.

forget about this tried decompiling the programs got nothing but a few pieces of code
I could try to recreate it from assembly code but it won't be pretty


added new image

considering releasing first test build on same date as exvs mod
haven't started coding, designer stuff is done until new features are needed




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Re: UKWXP Mod Manager (Update #6)

Post by Guest on Sat Jun 23, 2012 10:02 pm

the decoder would be nice to though...
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Re: UKWXP Mod Manager (Update #6)

Post by InfinitasImpetum on Wed Jun 27, 2012 3:23 pm

I regret to say I am halting development on my mod manager 2 temporarily in order to study some XNA coding. (I have my reasons)


the current manager should do fine anyways.



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Re: UKWXP Mod Manager (Update #6)

Post by Guest on Wed Jun 27, 2012 4:06 pm

yeah the current manager will suffice for now
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Re: UKWXP Mod Manager (Update #6)

Post by Pain(God) on Thu Jun 28, 2012 12:34 am

Mugan Attack,

My i have you answer?

Can you make change in selection example scrolling down in select mod.

Or make change in Screen main selection with logo or simbol....(not with word)

Hye i need you expertise with this.... I\'m shooting you! qsfdqsd:fdefs:


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Re: UKWXP Mod Manager (Update #6)

Post by InfinitasImpetum on Fri Aug 17, 2012 8:17 am

I give permission for any who wants to continue development on this to use my code.

use .net decompiler to see the code and use vb express to edit it
copy and pasting you should be able to do

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