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| PR Community Modding : Discussion on PR community mod projects. |
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#1 |
![]() Join Date: Nov 2007
United States of AmericaLocation: Bethesda
Posts: 764
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![]() Life's too short to live it fast
I'm a PRSP Tester |
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#2 |
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PR Developer
![]() ![]() Join Date: Mar 2006
United KingdomLocation: Cambridge, UK
Posts: 3,447
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Various ways to do it... either a modified version of the pr.exe or just remove the warning screen from the testing/development version. I think there may be a pr_r.exe or something floating around, maybe a current dev can pitch in?
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#3 |
![]() Join Date: Nov 2007
United States of AmericaLocation: Bethesda
Posts: 764
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well, where is that warning screen located?
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![]() Life's too short to live it fast
I'm a PRSP Tester |
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#4 |
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PR Developer
![]() ![]() Join Date: Mar 2006
United KingdomLocation: Cambridge, UK
Posts: 3,447
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Sent ya a PM.
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#5 |
![]() Join Date: Nov 2007
United States of AmericaLocation: Bethesda
Posts: 764
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-thread can be closed!
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![]() Life's too short to live it fast
I'm a PRSP Tester |
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#6 |
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PR Coder Team
![]() Join Date: Aug 2007
UkrainePosts: 606
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I think the other way is to replace bf2.exe with bf2_r.exe and start with pr.exe
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#7 |
![]() Join Date: Jan 2008
Posts: 15
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guys, how pr.exe is interacting with bf2.exe? does it hooks bf2.exe process or what? if so - you could make a dll instead of an executable. that way ppl would be able to run bf2.exe and have shaders. one headache less
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