throbzombie
Well-Known Member
- Oct 15, 2020
- 1,193
- 2,531
Oh man, it would be funny if finding out that he fucked a dude was the nudge Takahiro needed to quit drinking. BL, if you are reading this, you are free to use that idea, no credit needed.
I can really empathise with accepting scraps because you have more niche interestsIf I'm honest with you, I don't know why I like it. But it is that after playing many gay games in which most of them want to make you a woman or they fuck you but they would enjoy it more if you were a woman you accept whatever they have even if it is the drunk of takahiro you start to find things so you feel attracted even if it is stupid.
If you're using the backers update, it won't work.I can't get the save editor to work on my saves. It just doesn't load them into the editor. What might I be doing wrong?
yep its "easier" to edit the save file in vscode. this is because the save file is actually a json fileIf you're using the backers update, it won't work.
"Attention all marine units, we under attack of unknown enemy forces. Report to the combat station. This is not a drill. Repeat, THIS IS NOT A DRILL GOD DAMMIT!!"might try adding a game room to the dream palace.
rn have a test of adding doom to COC2![]()
Edit Note: The above is supposed to be a gif but imgur seems to not work as expected. I guess open the image in a new tab and change the .gif to .mp4 for now
Fuck and suckGives the term Rip and Tear a different meaning.
Everyone forgets about H-Doom.Fuck and suck
Is that being discussed on cocg? Do you know how that is being approached?making coc2 moddable from start to finish
Is that the same person that WazaQQXOXO mentioned?yep, dude working on making it so hopefully update compatibility won't be an issue either
Each bundled file is in an array of the webpacked JavaScript file. The file name of each index in that array is in the associated map file as the "sources" field. You can recover the original folder structure of the source using this.if anyone else is "ripping apart" the games code here's a tip: each bundled file seems to start with"use strict";
I have been lazy about working on a tool for modding the game. Hopefully what is there helps you. I plan to add a lot more.The mods for CoC1 were great and fixed many of the shortcomings and unfinished nature of the original game. That said, does anyone have surviving links to those mods? Most of the stuff in the OG thread is dead or bad links (mega is basically worthless).
I would start modding CoC2 right now if they hadn't switched to closed source format that requires decoding. Good luck with that![]()
Did you manually come up with those type script definitions?btw have a very thin set of typescript definition files which may help with modding. here's the contents of 1 of them![]()
The mod is mentioned on /cocg/ from time to time, but most of the action is happening in the moddingIs that being discussed on cocg? Do you know how that is being approached?
It's definitely the same.Is that the same person that WazaQQXOXO mentioned?
The mods for CoC1 were great and fixed many of the shortcomings and unfinished nature of the original game. That said, does anyone have surviving links to those mods? Most of the stuff in the OG thread is dead or bad links (mega is basically worthless).
I would start modding CoC2 right now if they hadn't switched to closed source format that requires decoding. Good luck with that![]()
Some of the typescript devs were done using JSON.Stringify(xxx) and then extracting the parts (Its how I did most of the enums). For the functions I used both the js beautify code I'm looking at and the autofill in chrome devtools.Is that being discussed on cocg? Do you know how that is being approached?
Is that the same person that WazaQQXOXO mentioned?
Each bundled file is in an array of the webpacked JavaScript file. The file name of each index in that array is in the associated map file as the "sources" field. You can recover the original folder structure of the source using this.
I finally got around to posting a tool for that.
I have been lazy about working on a tool for modding the game. Hopefully what is there helps you. I plan to add a lot more.
Did you manually come up with those type script definitions?
Go to Menu -> Holiday Events. Can toggle them to play in-season only, always proc no matter the season, or never proc.Any way to change the date, outside of changing my computers date, to get some of the holiday events?
Thank you!Go to Menu -> Holiday Events. Can toggle them to play in-season only, always proc no matter the season, or never proc.
Thanks for the discord link. I'll be sure to post updates there.The mod is mentioned on /cocg/ from time to time, but most of the action is happening in the moddingYou must be registered to see the links.
From what I remember, there are three lads (mod-anon, Goatman and AssexFlimp) trying to figure out how to implement new features into CoC2. I can't tell you much about who is doing what, but on the technical / content level, no major breakthrough has happened in a while.
I worked a bit on modding COC2, but found easier to just transfer its content to the RPGMaker engine. The JS plugins play nicely with the display, and it allows the player to avoid dealing with the shit combat system. Implementing scene replays / gallery is also easy AF.