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Messages - Radical_Pi

#16
Another thing I've noticed: there is one SWBF2 ODF that crashes ZE always. I believe it is tan4_bldg_corridor_02_c. To fix, open up the .wld file (or lyr, usually wld in the swbf2 usage) and delete any objects with the name in it.
#17
SWBF1 Modding Tutorials / Re: Basic ODF Editing
September 25, 2009, 07:10:03 PM
I don't believe it, but I think I may have found the hashing algorithm. Under a disassembly, I found a section of code filled with a seemingly random group of code that reads in a string character by character and performs seemingly random math operations on it. I monitored that code for a few loops. It is activated numerous times, but on all of the times I saw it I got nothing related to the map run through the hasher. I can confirm that it generates a hash though, since it's a 4 byte value stored inside a 4 byte register. I can't check it right now, but there is a pretty simple way to check if it is the right one. All I have to do is read what it is hashing, put that in an ODF file, and read what the munger outputs on it :tu:
#18
Tech Support / Re: Multiplayer Not Working
September 24, 2009, 03:31:55 PM
So does it work to launch a server from GR?
#19
Tech Support / Re: Multiplayer Not Working
September 24, 2009, 03:07:09 PM
Try re-installing GR. What happens when you try to click on GameRanger?

My only theory is that GR can't communicate with SWBF
#20
SWBF1 Modding Tutorials / Re: Basic ODF Editing
September 24, 2009, 03:04:32 PM
I'm not talking only decompiling. That's why I need to figure out this hashing method they use

I've looked into decompiling the LUAs. The tools to do it are already in the mod tools, but you basically get ASM-like code instead of LUA. It's the kind of thing that a computer would have a hard time translating, but it wouldn't be impossible
#21
SWBF1 Modding Tutorials / Re: Basic ODF Editing
September 23, 2009, 04:14:05 PM
No, I checked in there. There is no reference at all to the names of the parameters

Also, you can type in "PurpleMonkeysRule" as one of the parameters and the munger says nothing.

EDIT I was able to generate a list of the output hashes for an ODF, and I believe this method may be used to create a human-readable version of the munged state of a file (yes, I mean ANY file that goes in an LVL). Theoretically I could use this to create a table of ODF outputs, but that still leaves me in the dark if I want to do anything with localization files :( The only way that would work for me (I have an idea for a project that would make the macs VERY happy) is if I could figure out the exact algorithm used to generate the hashes. I've already run a checker and none of the common hash types seem to work :(
#22
Does this only happen on GCW?

Also check that GameData\Data\LVL_PC_\mission.lvl exists
#23
Filefront is best
#24
SWBF1 Modding Tutorials / Re: Basic ODF Editing
September 21, 2009, 09:08:49 PM
Quote from: Maveritchell on September 21, 2009, 08:30:22 PM
The BF1 tools have a list of ODF parameters for each classlabel; what are you asking?

It's the curiosity of where the hashes are stored. So far, the only thing I have been able to figure out is that ODF parameters are hashed by the munger. That hash must be in a global table in the EXE that determines the function of the hash. I'm saying it's a hash because the same system is used on the localization files, and those need some sort of method to read from the LUA code.
#25
SWBF1 Modding Tutorials / Re: Basic ODF Editing
September 21, 2009, 06:48:49 PM
Ya know, the ODF parameters are the biggest mystery ever to me. In the files, they are stored as a 4-byte (32 bit) integer and there is no sign of this integer anywhere in the exe file, and there is no sign of an interpreter in the munger. I could try hexing through the LUA, but highly doubt the LUA would have been used for something as mundane as that. AFAIK, ScriptCB_DoFile does all of the work for the LUA (Anything with ScriptCB on it points to a function in the battlefront EXE). And those integers are in more than just the ODFs. I've found them in the munged localization files which cannot have a plain table of xxx becomes yyy.
#26
did you try the ZE replacement? It's linked to in my post

Just in case, this is the file:
http://www.secretsociety.com/forum/downloads/BF1/ZeroeditorUpdate122904.zip
#27
Hit phsyc0fred's site and get the latest version of ZE. I believe this is what you want. Make sure to put that in DataTEMPLATE

If that doesn't work, it sounds like you might have a corrupted template file. Best thing you can do is just re-install the BFBuilder
#28
Does it only happen on one mod or on all of them

If it's one did you try to copy a map from SWBF2?
#29
which program are you trying to run? The munge process? ZeroEditor? localizer? SPTest?
#30
Other Games / Re: Good Wii Games?
September 20, 2009, 07:32:57 PM
Will you consider VC games? If so I would suggest LoZ: Ocarina of Time (10 bucks)