Started by SleepKiller, July 06, 2017, 10:20:57 PM
Quote from: SleepKiller on June 19, 2020, 09:00:05 PMMaybe! I have ideas for at least one more update to swbf-unmunge. A key one is having a preprocess function that goes through a list of .lvl files and builds a list of hashes from the strings in them for later use during the actual "unmunging". If that next release happens I will for sure look at also including the ability to specify custom hash lists as well.
Quote from: TheJediMan132 on August 07, 2020, 12:52:07 PMThis is an awesome tool man this looks pretty handy. But what I can't figure out is , I made my own like custom side and all and I want to put it in this custom map (just for fun ofc) what is the actual process of remunging these extracted files? Like instead of .lua all the mission .lvl extracts are .scripts. Do we gotta manually go through the files and copy paste the information on our own new built world etc?
Quote from: Unit 33 on November 29, 2014, 03:44:44 AM'Please, tell me more about the logistics of the design of laser swords being wielded by space wizards' - Some guy on the internet.
Quote from: AnthonyBF2 on August 08, 2020, 06:58:52 PMBAD_AL has a couple of tools he made that converts unmunged script chunk files back into source code but it's not a guarantee it will work. It only works on very simple scripts.
Quote from: BAD_AL on August 09, 2020, 09:48:27 AMThe good news is that it usually works pretty well on the mission files, but the extracted scripts should be examined and possibly modified before you use them.It has a thread over at gametoast: http://gametoast.com/viewtopic.php?f=64&t=33479
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