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Post by Zeblote on Feb 23, 2015 15:09:58 GMT
...it's that easy?
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Post by spaar on Feb 23, 2015 15:12:50 GMT
Yeah. At least it works like that for me. It's an... interesting bug though, took a while to figure that out.
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Post by Zeblote on Feb 23, 2015 15:19:11 GMT
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Post by spaar on Feb 23, 2015 15:24:01 GMT
I think that might even be where I got the idea from, after some googling around. Interesting coincidence that it was actually the question you asked
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Post by zodium on Feb 23, 2015 15:34:16 GMT
You need to open the Reflexil "window" or maybe panel and then click on the function you want to edit. Then you will see the instructions and can edit them, or create new ones, by right-clicking on them. Or, you can right-click on the first one (or maybe on all?) and click "Replace all with code" to just rewrite it in C#. A lot more convenient for more complicated things If you then go Save & Reload in the menu you already found, it will actually write your changes. Yeah, I managed to work this out a little before your (very helpful) post by looking at the Reflexil author's videos. I think I'm going to make a simple tutorial for the rest of us dumb-dumbs going forward, this is very handy.
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Post by spaar on Feb 23, 2015 15:37:22 GMT
Ok, that's fine then I've been thinking about making some sort of tutorial as well, maybe even on creating a simple mod loader and the basics of how to mess with the game (Of course, ideally a mod loader tutorial won't be neccessary for a while, since we can all agree on one mod loader... or something like that) It might help getting more people interested in modding the game, which is always nice.
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Post by Zeblote on Feb 23, 2015 16:05:38 GMT
Everyone making little modloaders won't work for long as people will likely want to install multiple mods. What we need is one solid modloader that works and provides access to common things that otherwise need modifications to the game.
Whether people know how that works is irrelevant
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Post by spaar on Feb 23, 2015 16:14:16 GMT
Yes, exactly. I think we should at least agree on a common interface for this sort of stuff quickly, especially for just loading mods. That way, competing mod loaders could exist (though that isn't really necessary) but still all load all mods. That would at least allow people to publish mods now, without worrying much about the loader.
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Post by zodium on Feb 23, 2015 22:03:39 GMT
Angle step guide for dummies is up. Please let me know if I made any boo-boos. :v
(Hm, I'm learning more about YouTube from Besiege than I'm comfortable with ...)
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Post by Zeblote on Feb 23, 2015 22:33:06 GMT
Instead of saving to another file, I'd just go reflexil>save and reload. Wait for it to show a popup message then click the back arrow, and you'll be right back at the method you edited to see whether you messed it up or whether the code changed successfully. (The tree view should collapse after clicking reload. If it doesn't, you've probably told windows to always open dll files with a specific program)
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Post by zodium on Feb 23, 2015 22:36:38 GMT
Wouldn't that overwrite the original file?
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Post by Zeblote on Feb 23, 2015 22:37:01 GMT
Wouldn't that overwrite the original file? Yes, that's the point.
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Post by BanDaana on Feb 24, 2015 15:44:53 GMT
BTW does this version of the mod work for Linux (Ubuntu 14.04) too? I just dual-booted my laptop and was just wondering..
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Post by spaar on Feb 24, 2015 16:19:06 GMT
BTW does this version of the mod work for Linux (Ubuntu 14.04) too? I just dual-booted my laptop and was just wondering.. It should. The .NET assemblies are platform-agnostic as far as I know.
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Post by BanDaana on Feb 24, 2015 18:05:31 GMT
Thanks!
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