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Late #HappyVeteransDay to My Uncle Beulo! #AirForce ! Legendary #Engineer worked on #AlaskanPipeline I heard about this Heroic math genius often growing UP. My mom worked as his assistant growing up. My Maternal Grandmothers little brother did good & made Millions with his mind. My made the #DixonFamily proud !! RIP! Lately been having to pull everything from elders teachings and strength. Strong Black blood runs deep in my veins! Gratitude✊🏿 #RichmondCA legend #Alaska #alaskanpipedreams #alaskanpiper #alaskanpipelines #alaskapipeline #alaskapipes #thankyouforyourservice #dixon #airmen #vetsday #veteransday (at Alaska, USA) https://www.instagram.com/p/CHwZDuKF-Zf/?igshid=1m2rfxtvmggvq
#happyveteransday#airforce#engineer#alaskanpipeline#dixonfamily#richmondca#alaska#alaskanpipedreams#alaskanpiper#alaskanpipelines#alaskapipeline#alaskapipes#thankyouforyourservice#dixon#airmen#vetsday#veteransday
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Please enjoy my latest video about our trip to Castner ICE CAVE and tips on a day packing list. Have a great day.
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Looked into Broforce game data.
This is not news, but here are the cheats for Broforce. You need to type those in main menu. You'll get a sound notification on activation.
IThinkPuttingMyTesticalsInSomeoneElseFaceWithoutTheirConsentIsOkay - enables ability to damage downed enemy's self esteem by ducking (teabagging) alaskanpipeline - unlocks all bros and saves progress seagull - unlock many bros and disables unlocking mranderbro - tries to reduce loading time abrahamlincoln - enables cheats (presumably, you can press lctrl+F7 to win level or lctrl+F11 to win campaign. also unlocks all of the pickups) smokinggun - enables expanded editor
Also, there are two hidden unfinished bros: Broship Trooper and Brondle Fly. First has some coding, but doesn't have any resources, second has coding and temp graphics (screen is totally relevant). Brondle Fly has teleport/telefrag as special and acid spit as main attack. It looks like they were supposed to be playable bros at some point, but were changed into Brocketeer and Brofessional respectively.
Also, I think I might get it to be at least somewhat moddable. I have a way to load additional code from .DLLs already, need to check if I can expand .assets
Update: After a couple of days of tinkering I have some results. It is possible to edit all of the game’s code from /Managed/Assembly-CSharp.dll using .Net Reflector and Reflexil. It is possible to even expand that to load routines from your own dll. I’ve used another short cheat that does that, but there are many ways. Game assets (/Broforce_beta_Data/resources.assets and such) can be modified with UABE. Assets are interconnected - GameObject asset points to material, material points to texture, etc., but UABE can export/import into text dumps. This gets the job done. I’ve not yet tested if it’s possible to separate assets into modular structure to load different sets of mods at runtime, but I’m guessing that it is. Main problem, so far, that I can’t find where the classes are being populated by data. For example: ProjectileController.SpawnProjectileOverNetwork(base.projectile, this, x, y, xSpeed, ySpeed, false, base.playerNum, false, false, 0f); This shoots the bullet (projectile) when you use normal attack. base.projectile is the projectile that it spawns. And the code is more or less the same for different characters, but spawns different projectiles. Obviously, it is set before that, I don’t think that's hardcoded and it doesn’t look like it’s set anywhere in code. Probably some asset populates that, but I’ve yet to find which.
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