[SC2B] SC2 Pro Mod - Page 41
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NightmareX
New Zealand31 Posts
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Moletrap
United States1297 Posts
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bakedace
United States672 Posts
unlimited selection sucks but 24 seemed low considering the amount of units you can mass in sc2 | ||
Manifesto7
Osaka26959 Posts
On April 01 2010 13:56 f10esqftw wrote: Damnit, i was going to make an April Fools joke like this... stole my idea... I'm sure yours would have been much better. | ||
Wintermute
United States427 Posts
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Centric
United States1989 Posts
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QuothTheRaven
United States5524 Posts
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konadora
Singapore66060 Posts
FML | ||
konadora
Singapore66060 Posts
First we didn’t think it would be possible to create SC2ProMod before the SC2 release. After all, Blizzard hasn’t implemented much of the game yet, and large parts of the Beta are protected against crackers. They did a much better job obfuscating their SLO’s for example. However, after probing some of the less obvious registers it appeared that they forgot to properly pad a couple of the bigints on the D3D integration. From there, injecting a hook for SC2ProMod into the Hold-RIs was a piece of cake. The rest was straightforward assembly redialing. R1CH, wizard Epic haha | ||
GoDannY
Germany442 Posts
Seriously, hand that to blizzard, the ideas are so awesome. Fantastic stuff, I like it Happy april fool's day every1 | ||
CommanderFluffy
Taiwan1059 Posts
i was so happy... | ||
IronWolf
South Africa315 Posts
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Pyrrhuloxia
United States6700 Posts
Changed so that the default rally is a simple move command. Players can still choose to attack rally by a-moving their production buildings instead of right-clicking." I think the game should have this... | ||
Paddo
United States2 Posts
honestly it was the Nony interview that tipped me off that this was fake. great work guys. | ||
Xeln4g4
Italy1195 Posts
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cgrinker
United States3824 Posts
Totally owned | ||
FusionCutter
Canada974 Posts
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Deleted User 39582
317 Posts
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Iplaythings
Denmark9110 Posts
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chocoed
United States398 Posts
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