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Re: decompiling.
Posted: Thu Sep 30, 2010 4:05 pm
by jdee/barc
So the only way to get six units would be to illegally edit it's coding is what I'm understanding.
Is anyone still in contact with psych0fred or is he long gone?
Re: decompiling.
Posted: Thu Sep 30, 2010 4:14 pm
by giftheck
psych0fred was last on here nearly a year ago so he's probably gone. He maintains that he was never a developer for Battlefront or LucasArts.
Editing the exe may not be the only way as BattleBelk has some small sucess in doing it. However he never revealed how he did it, how far he got, and he too has not been seen on the BF1 forum area for some time.
As I said theoretically it is possible to decompile the scripts since we have a list of LUA commands from the executeable itself, and if somebody found out what the munger application does to create the script files, we could then reverse the process with the output of a fully decompiled and editable LUA file. However nobody seems willing to make that kind of a program.
Re: decompiling.
Posted: Fri Oct 01, 2010 3:46 pm
by jdee/barc
where do you get the lua commands
Re: decompiling.
Posted: Fri Oct 01, 2010 4:00 pm
by giftheck
Here's a list of the BF1 LUA commands extracted from the executeable:
Re: decompiling.
Posted: Fri Oct 01, 2010 4:50 pm
by Teancum
ggctuk wrote:psych0fred was last on here nearly a year ago so he's probably gone. He maintains that he was never a developer for Battlefront or LucasArts.
Editing the exe may not be the only way as BattleBelk has some small sucess in doing it. However he never revealed how he did it, how far he got, and he too has not been seen on the BF1 forum area for some time.
As I said theoretically it is possible to decompile the scripts since we have a list of LUA commands from the executeable itself, and if somebody found out what the munger application does to create the script files, we could then reverse the process with the output of a fully decompiled and editable LUA file. However nobody seems willing to make that kind of a program.
Just FYI - like I was saying I've seen the SWBF1 ingame/shell luas long ago. There just nothing there that specifies being able to have a sixth unit. Whatever psych0fred did, it was not with the luas.
Re: decompiling.
Posted: Fri Oct 01, 2010 9:46 pm
by jdee/barc
If you open the executable in a hexeditor, all you see is gibberish and a few bits of lua commands.
Re: decompiling.
Posted: Sat Oct 02, 2010 5:07 am
by giftheck
Teancum wrote:ggctuk wrote:psych0fred was last on here nearly a year ago so he's probably gone. He maintains that he was never a developer for Battlefront or LucasArts.
Editing the exe may not be the only way as BattleBelk has some small sucess in doing it. However he never revealed how he did it, how far he got, and he too has not been seen on the BF1 forum area for some time.
As I said theoretically it is possible to decompile the scripts since we have a list of LUA commands from the executeable itself, and if somebody found out what the munger application does to create the script files, we could then reverse the process with the output of a fully decompiled and editable LUA file. However nobody seems willing to make that kind of a program.
Just FYI - like I was saying I've seen the SWBF1 ingame/shell luas long ago. There just nothing there that specifies being able to have a sixth unit. Whatever psych0fred did, it was not with the luas.
All I was saying is that psych0fred wasn't the only one to achieve this. However as I was also saying since BattleBelk has disappeared from the BF1 modding scene we do not know what he did exactly to 'enable' six units (and he even said it didn't work properly). if it was with the exe that BattleBelk did this with I would personally love to know what he did.
Is there anything in shell.lvl that allows you to edit Historical Campaign and Galactic Conquest? (as in adding/deleting missions, changing load graphics, changing planetary images)
Re: decompiling.
Posted: Sat Oct 02, 2010 9:24 am
by jdee/barc
Like i said, i extracted dds files out of shell with the lvl extractor i found on filefront. the dds files show pictures of the loading screens and interface. and there is a lub/script/compiled lua file that I think is for campaign.
And as for editing the historical luas. For example I replaced the Mos Eisley mission with Mustafar: Tying of Loose Ends. to do that:
Download scum/strike Mustafar or make your own conversion
open mus1/DATA/_lvl_pc/mus1 and copy the mus1.lvl to GameData/Data/_lvl_pc/tat
Open the tat2i_h.lua
in the part for reading the side lvls. delete any references to vehicles as there are no vehicles on mustafar.
go down until you see a line something like this: ReadDataFile //TAT/tat2.lvl")
change tat2.lvl to mus1.lvl
save close and munge.
now you will have mustafar instead of the Mos Eisley mission. All you need to do now is to edit loading screens and localization
Re: decompiling.
Posted: Sat Oct 02, 2010 10:11 am
by giftheck
What I mean is I'd love to add missions too, in other words have all the campaign missions from BF1 intact with new missions as well.
Re: decompiling.
Posted: Sun Oct 03, 2010 7:31 pm
by jdee/barc
uh. i cant help you there but i can sort of help you with editing load screens and planetary images.
To extract dds textures use the lvl extractor util on filefront and there is another util by (maybe KingGuru?) that allows you to put dds textures right back into the game. I'm not sure how to do it but there are utils for texture editing.