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dreadylein

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Everything posted by dreadylein

  1. First of all, thanks for your amazing work. Without UE Explorer it would have been a hell lot harder and we wouldnt be at the same point in modding upks. The changes are quite awesome :) Whats missing in UE Explorer atm is a way to search through the varius things. A way to show all the usages of a Variable or Function would be dream and should speed up nearly everything if people try to hexedit the files. It would also be the same direction as most of the other changes. That would be quite a bit of work i guess :o but worthwhile for sure If you think its too much work for such a little feature i cant blame you tbh :P At least a plaintext search would be nice, its a realy tedious task atm, as you have to completly export, search out of ue and then find the same passage again within ue It would take some time for sure, but it would be by far more userfriendly and i think even faster then the way we have yet Keep up your good work
  2. this sounds more like there is no cap, sorry the number sounds kinda strange, but i dont know which type of variable they used Its a pretty classic example for a missing check :P While coding you need to define a variable with its type every type can hold an fixed amount of data if this amount is reached and you put one more onto it it will change to a negative number
  3. @Kaerar try deleting Backuped and original binary and let steam reload them, then try again
  4. Dont have a clue why the would should hardcode their ip or check the dns resolve, it would be more work for them as to cicumvent it again
  5. Where exactly did you get a boxed version without steam ?
  6. as there is a complet seperatet section for multiplayer values along with a versionnumber for this values i dont think so, but never checked it
  7. @taleden First of all, good luck with your project :) If you need anything just drop me a message. But as i pretty much put together the same thing you are doing yet, some days ago after daemonjax mentioned it would be nice, as a prototyp please think at the following problems which could occure As you already done you have to count the lines like the engine or count variable with the same name You need some checks for the right Version, as we dont know if they will make balance changes Withouth them you cant decide the vanilla values, and withouth this the main purpose of adding multiple mods could be a problem You need to make sure that the standart file has the same linecount as the file were it was developt at or it could heavly mess up This things were the cause why i didnt made it, modpatcher should work on every version withouth updates as long as they dont completly put the ini to another place like hardcoded in the binary or as a file
  8. irc we be awesome ;) Wish i would have more time atm :/ @dose206 With the Path to the Xcom directory we are in luck, we just need to grab the steam registry key and add the default onto it. Only piratet copies will get some problems, but that isnt our problem tbh
  9. @perraine sorry not much i can do about that i guess :/
  10. mh more like leftovers from building the game logic i guess ;D
  11. sure, mhmh, but random means cluster, if there are no clusters, it wont be random ? :D
  12. Providing tools for Editing isnt the same as manipulating the Data Sure its forbidden, but its the person doing it Peeking at code is allowed in many Countrys, which dont have the DMCA I doub they would do anything against the modding, but its not up to us to decide, Dark0ne said no copyrightet files and we have to respec this as he is facing the troubles if they would occure.
  13. just someone as simple-minded as me was able to come up with it :D :D
  14. @dose206 i like HxD but tbh, its more about what you like ;) Pretty Nice Overview
  15. well uhm or we just bundel the tools and add it to the batch file :D
  16. should be doable, in theory simply patching the original would work too, as it overwrittes the content anyway, but it just didnt seemed proper to use a non vanilla file as base mhh
  17. AHHHHHHHHHHHHHHH, well after some thinking .. it does exactly what it is supposed to do :D It use the backupfile as base, thats where the old hashs come from Updating the xcomgame.exe with new hashs, deleting/moving the backup, rerun patcher should solve it for the moment
  18. Please post me your log.txt in the modpatcher thread :)
  19. @MaliciousRean You miss the point here, sure not many company will go after mod creaters, they would go after the people who distrubt it for obvious reasons, this could lead to troubles for the modding sites, its for sure no great risk, but it would be perfectly legal if they do exactly this We dont have a clue what they think about mods, especialy after seeing that they plan to build dlcs Another point is .. we are dancing on the edge(depending on the country) by reversing, by showing sourcecode snipets of the gamelogic, etc Many of the guys providing you with this infos also work as programmers, or working in firms which have something todo with it Blantantly ignorie copyright iussue could lead to troubles at work, noone wants this. Even less as there are ways to circumvent all this risks
  20. @daemonjax huh :D this sounds funny and i dont have a clue which is the cause for it :O Maybe i mess something up, your data is directly behinde the ini if i remember correct mhhh If it happens again Strip the Hash file and the ini file after every step maybe this will shed some light on it
  21. yes, its quite known, but changes from game to game slighty As i see it in another thread, Solver, how exactly did the game crash, on startup ? Btw hate the UE SDK wiki There a links for the bytecode, upk formate, the interpreter and everything, but only for licenses :D Edit: Well uhm Right out of the Readme of upk unpacker/repacker Maybe we should try this :o
  22. in theory the ue engine is able to cook source, their isnt a dedicatet editor, game engine, compiler etc, its just one binary for everything, but i dont have a clue if they just make code unreachable or completly strip them when compiling a retail build But you said something intressting mhm Anyone tried it with unpacking and repacking ? I just read it but if i remember right the upks has a list with offsets for all his data, if we extend one function we pretty much screw up every following, didnt realy looked into it so its more or less just a rumor for now :P
  23. @Caiman Are you sure the const is even used ? Daemonjax stumbeld across some const yesterday which didnt do anything :D they just used magic numbers at the place the const should have been used :o
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