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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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I/O
okay well TLB was the one who found it, but Darlos has already implemented it into DS and I'd feel like a bit of a ♥♥♥♥♥♥♥♥♥ not revealing it
okay so you know how data said (or at least, community inference) was that there was no I/O packaged with CC?
io = require("io");
yeah
that's all you need. the entire library is already there. all you have to do is set it to load, and you can use the full io library, all of the functions, in CC.
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Wed Dec 09, 2009 12:49 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: I/O
Does that mean that it's possible to make an in-game mod maker (<- just an example, wouldn't want that really 'cause it would promote 5-second sucky mods) that can make the .rte, images and .inis?
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Wed Dec 09, 2009 12:59 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: I/O
heheh, lazy data. awesome work tlb, darlos and crew. now we can have saves set and stuff. hooray!
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Wed Dec 09, 2009 1:02 am |
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PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
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Re: I/O
Sweet, I can now read deltatime and related settings! (unless there was a better way, and I missed it.)
Slapping myself for that line not settling in when i read it, going over the darkstorm's key config. Anyway, thanks for the heads up.
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Wed Dec 09, 2009 10:40 am |
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