command line enabler yet?
has anyone come up with a way to re-enable the unlimited use of command line modifiers used in-game? after playing 1.1 with unlimited via modded exe file, its very hard to go back - trying to get mr hide's editor working without being able to move units at will is too frustrating!
thnx
Re: command line enabler yet?
no one? how are you guys modding the 1.2 build? via constant reload of the game?
Re: command line enabler yet?
What command were you using in 1.1 that avoided you to reload the game? I never used the commands that much; just toggle_perfect_spy and toggle_fow and they still work. You make it seem as if there a whole bunch of other tricks that make modding much easier. I know the other commands, but how they help you with modding?
Re: command line enabler yet?
Quote:
Originally Posted by Duke John
What command were you using in 1.1 that avoided you to reload the game?
Someone hacked the EXE to allow repeated cheat use. Unfortunately, this person could only do this with the no-CD hacked version of the game—something about the hackers who made that disassembling it or something, which I don't claim to understand. This means that you can't find the hack at reputable TW sites.
-Simetrical
Re: command line enabler yet?
correct - there was a modded exe file that let you have unlimited mod commands (I have no idea why CA would disable unlimited use of the mod commands and then claim that the game is mod friendly) - not sure if was no-cd or not, as keeping the cd in a drive has never really been a bother for me.
unfortunately, without the mod its a major major pain to troubleshoot mods - i was tooling around with a new building tonight, and without being able to advance the game with process_cq commands a 15 minute debug session took about 2 hours, after all the loads and reloads.
Re: command line enabler yet?
well if it was to do with the no-cd patch I'm sure eventually someone will bring one out for version 1.2 - until then you will just have to wait ~;)