You'd still have to modify the functions though for each individual game and
of course you'd have to know the right way to do so.
They're coming to take me away, ha-haaa!
----- Original Message -----
From: "Tim Kilgore" <[email protected]>
To: "Philip Bennefall" <[email protected]>; "Gamers Discussion list"
<[email protected]>
Sent: Saturday, November 19, 2011 10:16 PM
Subject: Re: [Audyssey] More BGT news
In the Jawe script manager, there is a feature that puts all the functions
in a listbox. So what you do is find the function you want and press
enter. This puts the function in the editor. I'm guessing that that's and
ide feature. Could such and emplementation be put in the BGT engine?
Maybe not since it's not an acual ide.
Tim
----- Original Message -----
From: "Philip Bennefall" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Saturday, November 19, 2011 7:40 PM
Subject: [Audyssey] More BGT news
Hi all,
First, let me say thanks once again to all of those who sent me so much
positive feedback over the last few days since I released BGT 1.1. This
kind of stuff is what makes my work interesting, and worthwhile.
Now, I just wanted to write and tell you that revision 2 of the engine is
available. The reason I'm mentioning it on list is because it contains a
feature that many of you have been wanting for a long time, namely the
ability to read and write in the registry. I have made a settings class
which wraps this up quite nicely, and prevents script kids from tampering
with keys and values that do not concern them.
And as usual, the revision also contains a number of bugfixes reported by
users.
The next major feature that will see the light of day is joystick
support. I have started working on this and am making good progress. So
stay tuned for that!
Kind regards,
Philip Bennefall
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