Making own *.exe files for mods

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Making own *.exe files for mods

Postby [A]CreatorDX » Sat Apr 03, 04 1:46 pm

Hi.
Does anyone know how to make own files fot DX that fwor ÂŽk like for example zodiac.exe, zodiac.in etc.. :oops:
thx for your help
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Postby Blade » Sat Apr 03, 04 4:54 pm

well making executables is just *a bit* more difficult than making mods... :lol: :mrgreen:
consider learning c++ then you can think of it
besides making alternative GUIs for levels (like zodiac) you can even define the behaviour of your own mod directly in c++ instead of unrealscript which makes it much faster (but more difficult and maybe with other problems, since noone actually does it afaik :mrgreen:)
May the Force be with you...

Don't forget to see my site and to download my maps (and to post feedbacks on the forum!):
.: Blade's Deus Ex World, with my maps! :.
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Postby Jeoh » Sat Apr 03, 04 5:40 pm

Unrealscript is actually just C++.
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Postby Dae » Sat Apr 03, 04 5:50 pm

Unrealscript is actually just C++.

lol, UScript is written on C as most of current sub languages but its syntax is Java like, not C++
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Postby Blade » Sat Apr 03, 04 7:34 pm

[A]GeneralJoey wrote:Unrealscript is actually just C++.

AHAHAHAHAHAHAH :lol::lol::lol::mrgreen:
i just needed a great laugh... :mrgreen:
uscript is like c++ only in the look, actually it's just a bit more complex than javascript and simplier than java
or can u use pointers, file system, templates, mfc, API and the long list of features which make c++ great from uscript? dont take the hassle of answering, its just NO :mrgreen::mrgreen::mrgreen:
May the Force be with you...

Don't forget to see my site and to download my maps (and to post feedbacks on the forum!):
.: Blade's Deus Ex World, with my maps! :.
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