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Re: Quest for the Demo Locks.


Teradyn_pff
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One big help to us in future modding attempts is to find where different options, links, images, etc are stored.  The first objective should probably be to find where the locks are for the different options for the Demo.  After that, determining if we can find out where the AI was disabled for the Demo Campaign will be a big boost to the Demo Replayability, as well as helping us with further efforts.

 

Please use this thread to post valid changes with:

what you changed

where you changed it (file and also location in the file)

what the effect was

any negative side effects that you have noticed

 

Do not post questions in here on general modding, items that haven't been tried, etc.  Lets keep this thread clean and informative.

My Death Star is bigger than your Death Star!

"The XML is strong with this one!"

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Well I figured some rules in editing this thing that should help people out a lot.

1. DON'T USE WORDPAD OR NOTEPAD, there is a character set issue.

2. USE A HEX EDITOR- The VS2005 one is the one that fixed my hit and miss issues I was having earlier. 

3. Keep the file length the same, although I have to do a few more tests to make sure thats true.

 

 

Model's are stored in the Model.MEG ALO format, which maybe the same as a .X file but I haven't looked closely.

Textures are in texture.MEG tga format.

Maps are in Maps.meg, I haven't investigated the format yet.

Depends shows mostly standard .DLL libraries with a couple of external references to some sound libraries.

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I've already managed to activate Empire AI in the demo - they actually built a second Acclamator and a Tartan Patrol thingy when I went to attack them, proving it's actually doing something now.

 

It introduced a problem, however, as the AI moved it's victory destroyer above Tatooine (and built a starbase there too, I think) and since there is no space map in the demo for Tatooine, attempting to get to it results in the game freezing up. This may not be the case with raid fleets, I haven't attempted that yet.

 

It would be a great help if we could figure out how to assign the vergesso spacemap to tatooine as well (and Hoth, I presume, though the AI hasn't actually tried to attack me yet).

 

Here's what I did in any case:

 

<AI_Player_Control> Empire, None </AI_Player_Control>
	<AI_Player_Control> Pirates, None </AI_Player_Control>
	<AI_Player_Control> Rebel, SandboxHuman </AI_Player_Control>

 

changed to

 

<AI_Player_Control> Empire, BasicEmpire </AI_Player_Control>
	<AI_Player_Control> Pirates, None </AI_Player_Control>
	<AI_Player_Control> Rebel, SandboxHuman </AI_Player_Control>

 

In order to avoid the filename size issue I simply changed

 

<!-- Win Conditions -->

 

to

 

<!-- Win Con -->

 

This has no effect on the program, since all I edited was a comment placed by the devs, and it maintained the correct filesize. Demo loads correctly and Empire will now build.

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can you place a download for me and othere dummies

Evacuate, in our moment of triumph. I think you overestimate their chances. :)

 

Please can you post a comment on My clone story, in fan fiction. :)

http://pff.swrebellion.com/index.php?topic=2306.0

 

 

(\_/)

(O.O)

(> <) This is Bunny. Copy Bunny into your signature to help him on his way to world Domination

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Here's what someone else I know did: galactic map. Unfortunately while you can move fleets to planets, you can't get to the surface/space battles because those maps aren't in the game. If it was possible to somehow sync the existing maps to replace the maps non-existant maps for those planets you'd be able to conquer the whole galaxy. This was done by copying the conditions from the generic "campaign" into the demo campaign.
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There are some planet structures near the middle of the file quick find on (with the ") "Hoth".  I'm trying to make the Gunboat buildable without having to create a new gunboat structure.

 

Try messing with these elements

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Searched the forums for the post with how to get to Bespin. I found it but I lost it 10 min later. If this code is in config.meg can someone tell me what to use and where to place ?  ??? Hate losing a post that has the answer.
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Searched the forums for the post with how to get to Bespin. I found it but I lost it 10 min later. If this code is in config.meg can someone tell me what to use and where to place ?  ??? Hate losing a post that has the answer.

I think it's Planet Auto Reveal which is FALSE by default that you have to put on TRUE.

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I've already managed to activate Empire AI in the demo - they actually built a second Acclamator and a Tartan Patrol thingy when I went to attack them, proving it's actually doing something now.

 

It introduced a problem, however, as the AI moved it's victory destroyer above Tatooine (and built a starbase there too, I think) and since there is no space map in the demo for Tatooine, attempting to get to it results in the game freezing up. This may not be the case with raid fleets, I haven't attempted that yet.

 

It would be a great help if we could figure out how to assign the vergesso spacemap to tatooine as well (and Hoth, I presume, though the AI hasn't actually tried to attack me yet).

 

Here's what I did in any case:

 

<AI_Player_Control> Empire, None </AI_Player_Control>
	<AI_Player_Control> Pirates, None </AI_Player_Control>
	<AI_Player_Control> Rebel, SandboxHuman </AI_Player_Control>

 

changed to

 

<AI_Player_Control> Empire, BasicEmpire </AI_Player_Control>
	<AI_Player_Control> Pirates, None </AI_Player_Control>
	<AI_Player_Control> Rebel, SandboxHuman </AI_Player_Control>

 

In order to avoid the filename size issue I simply changed

 

<!-- Win Conditions -->

 

to

 

<!-- Win Con -->

 

This has no effect on the program, since all I edited was a comment placed by the devs, and it maintained the correct filesize. Demo loads correctly and Empire will now build.

 

Look at the file maps.meg , we won't be able to do that , i think they tought about that .

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Actually lucien, I've already succeeded in making space battles above Tatooine use the Vergesso Asteroids space map.

 

I'm working on getting the Tatooine land map to work on other planets, and opening up those planets for conquering.

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Actually lucien, I've already succeeded in making space battles above Tatooine use the Vergesso Asteroids space map.

 

I'm working on getting the Tatooine land map to work on other planets, and opening up those planets for conquering.

 

wow goodjob , i hope your gonna give it to everybody .

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wow goodjob , i hope your gonna give it to everybody .

 

 

The changes I've made really aren't that difficult, simply changing the filename of maps used within the config.meg. I could make it available, but the file I work on is constantly changing as I play around and try to expand the playable galaxy.

 

Some settings I've tried to change cause the game to fail loading without much reason why, that I can see. A debug log would have been nice, but I can't see one created by the game anywhere. Maybe it produces one in the full version.

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Still testing:

 

I think I may have found a way to solve the problems with filesize and character limitations.

Get one of the extractors, and extract config.meg into the Data dir, so you get resources, scripts, and xml folders.

Leave config.meg where it is and edit the files in the folders, the game will take them over the .meg files. You can edit these with notepad.

I did a simple edit to change the credit amount and it works.

The filesize limit was in the .meg header, since it is an archive. I will continue to test.

 

[EDIT] I can confirm it does work, I gave myself a victory destroyer and it was there waiting. :D

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You managed to make a space battle over Tatooine work? I tried using the VergessoAsteroids map on Tatooine and the game crashes each time I try to run the Demo Campaign... I also had the same crash when I used the map as the Eriadu space map. And when I tried to use Tatooine for the ground map on Eriadu, it would get to the loading screen with the planet information... Then when I try to click Begin, nothing happens >.< I'd like to know how you got the Tatooine space map working.

 

Other than that, modding the rest is easy. The Empire AI and building all ships (even those with disabled buttons) and making all planets available for capture is easy.

Emotion, yet peace.

Ignorance, yet knowledge.

Passion, yet serenity.

Chaos, yet harmony.

Death, yet the Force.

http://miniprofile.xfire.com/bg/bg/type/0/aquaillusion.png

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Strange, I got it working simply by telling the game in the config.meg to use the spacemap of Vergesso for Tatooine.

 

I'm at work right now, but in around 4 hours I could perhaps send you the file to see for yourself? Do you have any IM programs? PM me AIM/MSN details or an uncapped email addy and I'll send it through later.

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Well, I managed to solve the problem of the crashing, but now there's another damned problem. My test subject is Eriadu. With it's space map as it's normal one, the Empire AI is active and moves out to take several planets. However, if I change Eriadu's space map to the VergessAsteroids one, the Empire AI just shuts down and does nothing, even though I have it set at BasicEmpire. It's damned annoying because I can't test Eriadu's space map >.

Emotion, yet peace.

Ignorance, yet knowledge.

Passion, yet serenity.

Chaos, yet harmony.

Death, yet the Force.

http://miniprofile.xfire.com/bg/bg/type/0/aquaillusion.png

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You managed to make a space battle over Tatooine work? I tried using the VergessoAsteroids map on Tatooine and the game crashes each time I try to run the Demo Campaign... I also had the same crash when I used the map as the Eriadu space map. And when I tried to use Tatooine for the ground map on Eriadu, it would get to the loading screen with the planet information... Then when I try to click Begin, nothing happens >.< I'd like to know how you got the Tatooine space map working.

 

Other than that, modding the rest is easy. The Empire AI and building all ships (even those with disabled buttons) and making all planets available for capture is easy.

 

Would you be willing to share how you enabled building of the ships that had disabled buttons? Since that is the point of this thread, you know.

My Death Star is bigger than your Death Star!

"The XML is strong with this one!"

http://miniprofile.xfire.com/bg/bg/type/0/teradyn.png

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Well, I managed to solve the problem of the crashing, but now there's another damned problem. My test subject is Eriadu. With it's space map as it's normal one, the Empire AI is active and moves out to take several planets. However, if I change Eriadu's space map to the VergessAsteroids one, the Empire AI just shuts down and does nothing, even though I have it set at BasicEmpire. It's damned annoying because I can't test Eriadu's space map >.<

 

I think I know the answer to this one. In one of the config.meg files there is an event listed which appears to prevent the Imperials from directly attacking the player. I can't check right now, but it's something to the effect of "PREVENT_DIRECT_INVASION" or some such. If you delete it, you may find them more willing to engage. Also worth noting is I haven't seen the Empire actually attack me whilst my forces are superior, so try resting a single x-wing squadron at the planet also and ensure the empire can actually reach the planet from one nearby, too.

 

Let me know how you progress.

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Who has a well documented mod that works and is esly installed?

 

 

Gotta agree with Cain there, some documentation on all of this would be great. Id like to know what files are being modified, what programs you folks are using to edit/extract the files, and how you are repacking them.  By the way has anyone tried enabling some of the other mission scripts? I have done nothing with the game except picking through the files as of right now but I did notice there we're other missions included with the demo. Alot of them seemed to be previous press only demos.

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