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About EliotVU
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Unreal Tournament 2004(This game is the source of all my skills)
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UE Explorer Open Sourced (Well actually partially...)
EliotVU replied to EliotVU's topic in XCOM's Enemy Unknown
@dubious You can see MIT's terms on https://tldrlegal.com/license/mit-license easy site :) -
UE Explorer Open Sourced (Well actually partially...)
EliotVU replied to EliotVU's topic in XCOM's Enemy Unknown
Any idea why it won't launch on Wine? -
UE Explorer Open Sourced (Well actually partially...)
EliotVU posted a topic in XCOM's Enemy Unknown
Hey guys, been a while you may have seen a post from me here but I have recently released the source code of my Unreal Library that is part of UE Explorer and is what makes up the whole UnrealScript part of the program(basically anything but its interface). You can fork the source code is released under MIT at https://github.com/EliotVU/Unreal-Library It is bigger than you might think! Although not the most clean code (: Files of interest: https://github.com/EliotVU/Unreal-Library/blob/master/Core/Decompilers/UnDecompiler.cs This is the file that outputs most of the code you see in function blocks.https://github.com/EliotVU/Unreal-Library/blob/master/UnrealPackage.cs Deserializes the package summary and holds references to all objects within the package.https://github.com/EliotVU/Unreal-Library/blob/master/UnrealTables.cs Deserializes all table structures: Names, Exports, Imports, and so on.https://github.com/EliotVU/Unreal-Library/blob/master/UnrealStream.cs Provides an interface of methods to read common unreal data types. Warning: Really messy and hacked together mostly due the wide support of UE1, UE2, UE3, and multiple games all in onehttps://github.com/EliotVU/Unreal-Library/blob/master/UnrealTokens.cs All recognized unreal bytecode tokens, the numbers may be off and changed at runtime to adjust for UE3 packages! What can I do with the Unreal Library?: Add custom games support for UE Explorer and other tools.Build your own tools for .upk files.Enhance the code output in the way that you may like it.The Eliot.UELib.dll can be replaced by your custom one, so long as it doesn't break compatibility. If you got a question or suggestion please do it here :smile: thanks! -
One of many reasons. For example it can be used at runtime in UnrealScript through the help of casting and native functions. Secondly it is also usable by the engine's console commands such as "EditObj" "EditActor" "EditDefault" (might contain typos), and "Set", "Get". And then the Unreal Editor.
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Just FYI UDefaultProperty is quite made up by my library it's not really a thing ;D Also Version and LicenseeVersion are written as one packet of 4 bytes(Little/Big Endian matter). There's a lot more but hey, good enough I guess.
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I'm impressed on your dedication! Good job :ninja:
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Here's an article explaining this: http://www.cplusplus.com/forum/general/1590/ in UE Explorer I call them Flags, but in Computer Science they're usually referred as Bitmasks of bit flags.
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http://www.gildor.org/smf/index.php/topic,297.msg2873.html#msg2873 has some information on it. There's a lot more on Google, UE Explorer also knows its structure but I disabled it as it keeps throwing math overflow errors so I must have done something wrong, but I never bothered investigating it and just went with Gildor's tool instead (I could give my work but it might be partially wrong).
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Shouldn't work because there are thousands of bytecodes still assuming its a Native function.
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Guess you haven't discovored my article on the package's format yet? http://eliotvu.com/page/unreal-package-file-format http://eliotvu.com/news/view/34/deserializing-unreal-packages-data-structures http://eliotvu.com/news/view/35/deserializing-unreal-packages-tables
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How's this for a change? http://i.imgur.com/55HWq1E.png
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I've been called for help, although I'm not a fan of re-doing what's already done. Not sure what exactly is needing my help but nonetheless I noticed and agree that my library lacks documentation. So I have started abit of documentation on its API, you can read about it on github
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I suspect most people don't know that UE Explorer does accept some quick-shortcut commandline arguments for common tasks. Arguments: <file_path> (Optional)-console : Launches UE Explorer as a console window displaying its live-log.-silent : The console window will automatically close when the task completes. -export=classes or scripts : Exports all classes or scripts from the specified package.-newwindow : Open the file in a new UE Explorer window. An Example: "C:\Program Files (x86)\UE Explorer\UE Explorer.exe" "C:\UT2004\System\Core.u" -console -export=classes Copied from: http://eliotvu.com/forum/showthread.php?tid=81&pid=394#pid394
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No worries ... I just rolled back to 1.2.3 and everything is fine. Figured I'd post this up so you'd be aware of the situation and so others can hold off on the update until you have an update for us to test :smile: It has already been fixed. Thanks btw :)
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Okay guys, sorry for the inconvenience, but I have fixed the issue, luckily it only took me a couple minutes to spot it and few a dozen more minutes to build another release(god I wish this was easier...). An auto-update popup should appear but if not, just find the link in the thread. (You can blame Bioshock Infinite for the issue, I left something uncommented for testing purposes and apparently forgot about it and by some coincidence the games I tested really didn't care about the line of code :pirate: