New script, to delete version number :D
Ive made this script to delete the version number on the main screen :D Just add it under the line that changes you into brain 13 ( in start.c )
YEAHSS!!!
//TheProphets kill version number script
&crap = get_sprite_with_this_brain(1, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(2, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(3, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(4, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(5, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(6, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(7, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(8, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(9, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(10, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(11, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(12, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(14, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(15, 1);
sp_kill(&crap, 1);
//End of script
:D :D :D
Would you guys test it, I can run my dmod without problemos
YEAHSS!!!
//TheProphets kill version number script
&crap = get_sprite_with_this_brain(1, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(2, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(3, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(4, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(5, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(6, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(7, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(8, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(9, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(10, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(11, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(12, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(14, 1);
sp_kill(&crap, 1);
&crap = get_sprite_with_this_brain(15, 1);
sp_kill(&crap, 1);
//End of script
:D :D :D
Would you guys test it, I can run my dmod without problemos
WOW...
thats all i can say *WOW*
it works perfectly for me, how did you figure that out?
thats all i can say *WOW*
it works perfectly for me, how did you figure that out?
: WOW...
: thats all i can say *WOW*
: it works perfectly for me, how did you figure that out?
Well, joshriot said I had to load a black screen to make it go away... But I was thinking ( in 4 minutes ) a way to KILL the text... Just like you make a text and let it stay alive... The version number was just text and I used this to kill it... It has a brain assigned to it...
: thats all i can say *WOW*
: it works perfectly for me, how did you figure that out?
Well, joshriot said I had to load a black screen to make it go away... But I was thinking ( in 4 minutes ) a way to KILL the text... Just like you make a text and let it stay alive... The version number was just text and I used this to kill it... It has a brain assigned to it...
: : WOW...
: : thats all i can say *WOW*
: : it works perfectly for me, how did you figure that out?
: Well, joshriot said I had to load a black screen to make it go away... But I was thinking ( in 4 minutes ) a way to KILL the text... Just like you make a text and let it stay alive... The version number was just text and I used this to kill it... It has a brain assigned to it...
Surely you can find out which brain it is and delete all the obsolete lines. It just doesn't look good this way
I wouldn't want the version number deleted, but anyway, it's a good finding.
: : thats all i can say *WOW*
: : it works perfectly for me, how did you figure that out?
: Well, joshriot said I had to load a black screen to make it go away... But I was thinking ( in 4 minutes ) a way to KILL the text... Just like you make a text and let it stay alive... The version number was just text and I used this to kill it... It has a brain assigned to it...
Surely you can find out which brain it is and delete all the obsolete lines. It just doesn't look good this way

I wouldn't want the version number deleted, but anyway, it's a good finding.
: Well, joshriot said I had to load a black screen to make it go away... But I was thinking ( in 4 minutes ) a way to KILL the text... Just like you make a text and let it stay alive... The version number was just text and I used this to kill it... It has a brain assigned to it...
: Surely you can find out which brain it is and delete all the obsolete lines. It just doesn't look good this way
ohhhh i get it now
: Surely you can find out which brain it is and delete all the obsolete lines. It just doesn't look good this way

ohhhh i get it now
Text is brain 8, this has been known for a while now. So you don't need the rest of those, but yeah, that'll do the trick.
Um... what is all of that junk!? Both me and Paul have figured out different ways to do it, with much less code and effort.
My way requires a blank screen, all black, and then do this code:
//Lets load screen 32 (blank screen) so the cursed v1.06/v1.07 doesn't appear
//at the bottom of the title screen.
&player_map = 32;
load_screen();
draw_screen();
Three hole lines of code. Compared to yours... it wins hands down.
Paul's technique is much better... but I can't remember the code for it. That was 2 or 3 lines. He posted it on the board a while back.
My way requires a blank screen, all black, and then do this code:
//Lets load screen 32 (blank screen) so the cursed v1.06/v1.07 doesn't appear
//at the bottom of the title screen.
&player_map = 32;
load_screen();
draw_screen();
Three hole lines of code. Compared to yours... it wins hands down.
Paul's technique is much better... but I can't remember the code for it. That was 2 or 3 lines. He posted it on the board a while back.
&crap = get_sprite_with_this_brain(8, 1);
sp_kill(&crap, 1);
sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(8, 1);
: sp_kill(&crap, 1);
Yes, that's pretty much the same as mine. It's just that I'd already figured up what brain text was when I did it. So congrats for figuring it out on your own.
You might want to use sp_active(&crap, 0); instead of sp_kill, because in theory at least your way live the text there for .001 seconds before killing it.
: sp_kill(&crap, 1);
Yes, that's pretty much the same as mine. It's just that I'd already figured up what brain text was when I did it. So congrats for figuring it out on your own.
You might want to use sp_active(&crap, 0); instead of sp_kill, because in theory at least your way live the text there for .001 seconds before killing it.
Uh..you know...all you have to do is go to map #1..or any map for that matter..
: Uh..you know...all you have to do is go to map #1..or any map for that matter..
Yeah, that's Redink1's way. But why load a screen when you can kill the text directly with two lines of code?
Oh well, I like my way (the same as theprophet's cleaned up version) better, but each to their own.
Yeah, that's Redink1's way. But why load a screen when you can kill the text directly with two lines of code?
Oh well, I like my way (the same as theprophet's cleaned up version) better, but each to their own.
: Um... what is all of that junk!? Both me and Paul have figured out different ways to do it, with much less code and effort.
: My way requires a blank screen, all black, and then do this code:
: //Lets load screen 32 (blank screen) so the cursed v1.06/v1.07 doesn't appear
: //at the bottom of the title screen.
: &player_map = 32;
: load_screen();
: draw_screen();
: Three hole lines of code. Compared to yours... it wins hands down.
: Paul's technique is much better... but I can't remember the code for it. That was 2 or 3 lines. He posted it on the board a while back.
Actually your way isn't better... what if you use up the entire map? that you don't have a blank screen... it's also a kinda weird way
: My way requires a blank screen, all black, and then do this code:
: //Lets load screen 32 (blank screen) so the cursed v1.06/v1.07 doesn't appear
: //at the bottom of the title screen.
: &player_map = 32;
: load_screen();
: draw_screen();
: Three hole lines of code. Compared to yours... it wins hands down.
: Paul's technique is much better... but I can't remember the code for it. That was 2 or 3 lines. He posted it on the board a while back.
Actually your way isn't better... what if you use up the entire map? that you don't have a blank screen... it's also a kinda weird way
: Ive made this script to delete the version number on the main screen :D Just add it under the line that changes you into brain 13 ( in start.c )
: YEAHSS!!!
: //TheProphets kill version number script
: &crap = get_sprite_with_this_brain(1, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(2, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(3, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(4, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(5, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(6, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(7, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(8, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(9, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(10, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(11, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(12, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(14, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(15, 1);
: sp_kill(&crap, 1);
: //End of script
: :D :D :D
: Would you guys test it, I can run my dmod without problemos
How bout this one? Credits Redink1...
To get rid of the version number, add this after you load the sounds in Start.c:
//Version Number Killa
&player_map = 6;
load_screen();
draw_screen();
fill_screen(255);
Where Screen 6 is a completely blank screen... change as appropriate.
: YEAHSS!!!
: //TheProphets kill version number script
: &crap = get_sprite_with_this_brain(1, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(2, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(3, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(4, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(5, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(6, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(7, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(8, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(9, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(10, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(11, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(12, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(14, 1);
: sp_kill(&crap, 1);
: &crap = get_sprite_with_this_brain(15, 1);
: sp_kill(&crap, 1);
: //End of script
: :D :D :D
: Would you guys test it, I can run my dmod without problemos
How bout this one? Credits Redink1...
To get rid of the version number, add this after you load the sounds in Start.c:
//Version Number Killa
&player_map = 6;
load_screen();
draw_screen();
fill_screen(255);
Where Screen 6 is a completely blank screen... change as appropriate.