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Bubb

  • Re: [MOD] EEex (v1.0.0)

    Heh, I lose power for one day and I come back to this! I'll get to work on all of the suggestions :) It might be a while before I get any particular person's done, as I now have around ~20 suggestion… (View Post)
  • Re: [MOD] EEex (v1.0.0)

    @fortyseven: Interesting idea! I'll look at it after I implement some new opcodees, don't want to leave the other guys hanging :p The only thing I can think of off the top of my head: typing numbers … (View Post)
  • Re: [MOD] EEex (v1.0.0)

    v0.2.1-alpha is now released: Gameplay changes are now opt-in, instead of being on by default. This version implements the idea of a module. Modules are gameplay changes that are included with EEex, … (View Post)
  • Re: [MOD] EEex (v1.0.0)

    Extract the attached archive and drop M_Hotkey.lua into your override folder. Open it, and you should see this starting at line 13:B3Hotkeys = { {B3TogglePrintKeys, 3, 0x60}, -- Key-Pressed Output To… (View Post)
  • Re: [MOD] EEex (v1.0.0)

    Welp, I'm glad the same functionality can be implemented via the vanilla engine. I was already like 75% done doing it the hard way, so I finished because why not. Terminsel has Opcode #193 applied. W… (View Post)