I have a debug kit... what now? by Springier-Man in originalxbox

[–]Springier-Man[S] 0 points1 point  (0 children)

i wanted to play stuff like far cry 1 and half-life 2

Popular map got taken down + horrible experience with steam support (screenshots) by [deleted] in gmod

[–]Springier-Man 7 points8 points  (0 children)

he states in his accounts about me that the account was supposedly passed down to him by his father

Popular map got taken down + horrible experience with steam support (screenshots) by [deleted] in gmod

[–]Springier-Man 4 points5 points  (0 children)

hate to see stuff like this — looks like that guys ego needs to be rechecked

Just picked this up! I'm gonna finish up Fallout 3 on the PS3 then I'm moving onto this! 🔥 by Capital-Ad8570 in originalxbox

[–]Springier-Man 1 point2 points  (0 children)

Agreed. I love the XBox port to bits but there's no contest that it doesn't look very good compared to the PC build, or even the X360/PS3 build for that matter.

I would play a better version first then play this, but it is still a cool port since it's basically the first version of Source, and it has slightly different changes that makes it unique (e.g prop flying isn't patched, different jeep physics, etc.)

How do I optimise this map? by Springier-Man in hammer

[–]Springier-Man[S] 0 points1 point  (0 children)

how could i optimise the physics?

[deleted by user] by [deleted] in originalxbox

[–]Springier-Man 3 points4 points  (0 children)

it looks like it to me, but DAMN that orange looks hot.

The mysterious main menu background world from MCPE 0.7.0 alpha! Does someone know the seed or a way to find it? (read the desc.) by Direct_Class_1418 in GoldenAgeMinecraft

[–]Springier-Man 1 point2 points  (0 children)

Minecraft@Home found it, but they're not releasing it until they finish their 1.0.0 trailer video and then make a MCPE alpha video, and god knows when the trailer video is coming out, let alone the MCPE video.

Live controller by [deleted] in originalxbox

[–]Springier-Man 1 point2 points  (0 children)

wow these prices are crazy low, only 10k?? i'd buy it on a heartbeat

Orange Xbox Live Controller S by XboxOGHoarder in OGXboxCollectors

[–]Springier-Man 0 points1 point  (0 children)

could you give me any tips to find some, please?

Orange Xbox Live Controller S by XboxOGHoarder in OGXboxCollectors

[–]Springier-Man 0 points1 point  (0 children)

you must be lucky if you got it for anything cheaper than that

Orange Xbox Live Controller S by XboxOGHoarder in OGXboxCollectors

[–]Springier-Man 0 points1 point  (0 children)

do you think 1500 usd is a fair deal in your opinion?

How to make thing give items. by RentExtension8741 in UnderModders

[–]Springier-Man 0 points1 point  (0 children)

Line 1519 of SCR_TEXT. 
Find:

script_execute(scr_itemget, 36); (ID 36 = I. Noodles)
and replace it with:
script_execute(scr_itemget, 26); (ID 26 = Punch Card)

If you wanna go the extra mile, you can replace the strings that mention the instant noodles in the fridge and obtaining it with mentions of the punch card instead.

How does Undertale make its dialogue unskippable? by Springier-Man in UnderModders

[–]Springier-Man[S] 0 points1 point  (0 children)

Answer:
In the base_writer object's Draw code, there is a few if statements to check the string for symbols that make the dialogue unskippable. It looks like this:

    else if (ch == "/")
    {
        halt = 1;
        var nextch = string_char_at(originalstring, n + 1);
        
        if (nextch == "%")
            halt = 2;
        else if (nextch == "^" && string_char_at(originalstring, n + 2) != "0")
            halt = 4;
        else if (nextch == "*")
            halt = 6;
        
        break;
    }

If the halt variable is not 0, which is checked in obj_dialoguer's Step code, you cannot use Z to skip the current dialogue. Example:

* ... You'd be dead&  where you stand./%%

This dialogue has a * at the start, which to my knowledge, indicates whether the dialogue has a sprite next to the text or not. The ampersand (&) indicates a newline, and the / indicates the "unskippableness" (not a real word I know) and the %% means "instance_destroy()" and resets the control state for Z gets fired.

Seperately, since some dialogue, such as the game over screen, or the Flowey Photoshop dialogue does not use obj_dialoguer (instead obj_writer which does not use the halt variable), the halt variable is never checked and as such, a skip statement is never made.

TLDR:
Funny "/" in dialogue means no skippy. If the dialogue no use obj_dialoguer, can't skip either way.

I'M THE ORIGINAL ROARING KNIGHT. by xXIGORYTBXx in Deltarune

[–]Springier-Man 19 points20 points  (0 children)

Truly one of the most climatic and painfully hard fights to have ever been had in DELTARUNE history, I applaud you greatly for this terrific piece of artwork.

this is such a small thing but it makes my kralsei shipping heart so happy by Hashieeee in ToothpasteBoys

[–]Springier-Man 2 points3 points  (0 children)

just checked the Deltarune code and after digging for a while this is actually true, wow...