wghost81 Posted December 10, 2013 Author Share Posted December 10, 2013 (edited) PatcherGUI is ready and uploaded to UPKUtils here and on github. I'm not an expert on GUI applications, so there are many things I may have done wrong. :smile: I tested how it works and how it doesn't, and right now everything seems to be OK. At least, I'm able to install mods without breaking my game. :smile: As its author are not the best programmer there is, program has several limitations (see readme and mod example files). You may test it with existing ToolBoks custom mod. And may test new features with your own mods. :smile: GUI is written on wxWidgets, as I use this library in my work (and because I don't know a thing about windows API :smile: ). I linked all the libs statically, but if I missed something and program will not run please, report here. wxWidgets means one could theoretically compile this (along with other utils which are plain C++) for mac. :smile: For more info on PatcherGUI see readme included in the archive. Edited December 10, 2013 by wghost81 Link to comment Share on other sites More sharing options...
dubiousintent Posted December 11, 2013 Share Posted December 11, 2013 Another great tool. As they so truly say: "Necessity is the mother of invention." (Modding Tools article updated.) -Dubious- Link to comment Share on other sites More sharing options...
wghost81 Posted December 11, 2013 Author Share Posted December 11, 2013 Thanks. :smile: Link to comment Share on other sites More sharing options...
wghost81 Posted December 11, 2013 Author Share Posted December 11, 2013 Updated sources/release. When installing mod, PatchUPK is now automatically generates uninstall script and writes it to your_mod_file_name.uninstall.txt. "Installing" .uninstall.txt "mod" will not generate another uninstall file, but will generate backup, if using with PatcherGUI (in case uninstallation fails). PatcherGUI is now a user-friendly GUI mod installer with edit/backup/install/uninstall features. Try it for your own mods! :smile: Link to comment Share on other sites More sharing options...
wghost81 Posted December 11, 2013 Author Share Posted December 11, 2013 Wow. Seems, I made a first all version EU/EW compatible mod. :smile: Looks like this: MOD_NAME=Default Camera Zoom Level AUTHOR=wghost81 aka Wasteland Ghost DESCRIPTION=Set default camera zoom level and decrease min zoom to still be able to zoom in closer Version: 2.0 Compatible with XCOM Enemy Unknown versions: - All up to Patch 6 Compatible with XCOM Enemy Within versions: - Initial release (Changelist: 394142) - Patch 1 (Changelist: 398180) UPK_FILE=XComGame.upk FUNCTION=Default__XGCameraView REL_OFFSET=240 FLOAT=1884.0 { Default__XGCameraView.m_fDistance, default value is 1256.0 } REL_OFFSET=692 FLOAT=1884.0 { Default__XGCameraView.m_fDefaultDistance, default value is 1256.0 } FUNCTION=XComPresentationLayer.ZoomCameraScroll REL_OFFSET=187 FLOAT=0.5 { Default value is 1.0 } REL_OFFSET=199 FLOAT=0.5 { Default value is 1.0 } { end of mod file } Works with all my EU/EW versions. But it seems, I need to add auto exe patch feature for EU to disable hash checks. After this PatchUPK/PatcherGUI will be able to patch all EU/EW versions without need to "prepare" game for modding. PS You may notice new "FLOAT" key. :smile: Well, after 1.0 release I started to re-write my mods for PatchUPK and soon realized, I need this to make mod files more compact, flexible and user-friendly. :smile: So I added "BYTE" and "FLOAT" keys. Have no need for "INT" key now, but will add it anyway as it may come in handy. :smile: Link to comment Share on other sites More sharing options...
Bertilsson Posted December 11, 2013 Share Posted December 11, 2013 This looks absolutely great! And yes, FLOAT key seems like a really nice feature to have! No more double converting int to float to big endian :) Link to comment Share on other sites More sharing options...
Drakous79 Posted December 11, 2013 Share Posted December 11, 2013 Wow. Seems, I made a first all version EU/EW compatible mod. Congrats! Amazing work really :) Are those functions the same since the first XCOM EU release? Link to comment Share on other sites More sharing options...
dubiousintent Posted December 12, 2013 Share Posted December 12, 2013 (edited) @wghost81: I've updated the ''Hex editing UPK files'' article with a new section Hex editing III: extending/replacing functions. Also added a reference to it to the Recent discoveries template, so it will get more attention. I primarily covered your 'modfile' description there, but let me know if i mangled anything (or just edit it directly). You should probably also see if you want to update the Modding Tools description as well. And congrats again. This is really going to be a boost to the community. And probably to the Unreal community as a whole, once they get word about it. [Now for the endless: could you just tweak it a bit to allow ... requests.]-Dubious- Edited December 12, 2013 by dubiousintent Link to comment Share on other sites More sharing options...
wghost81 Posted December 12, 2013 Author Share Posted December 12, 2013 dubiousintent, thanks. And probably to the Unreal community as a whole, once they get word about it.I'm not sure I'm the first to discover this. I haven't read about this before, but I haven't searched for this either. The structure of upk and the logic behind reading its data suggested this. It's quite possible, some other peoples from other UE-based game communities already implemented the same method. Are those functions the same since the first XCOM EU release?Happily they are. :smile: Link to comment Share on other sites More sharing options...
Krazyguy75 Posted December 12, 2013 Share Posted December 12, 2013 So, the fact we're this close to a big breakthrough means that, due to Murphy's law, Unreal Engine 4 and a XCOM game to run on it should come out very soon. Link to comment Share on other sites More sharing options...
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