UnOfficial v1.3 Patch r130 for GOG·Steam·Retail

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Anakin
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Re: UnOfficial v1.3 Patch r130 for GOG·Steam·Retail

Post by Anakin »

What source file?

i won't share my remastered source code.
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Re: UnOfficial v1.3 Patch r130 for GOG·Steam·Retail

Post by cbadal »

I'm referring to the source code developed by Zerted to the 1.3 patch.
I believe somewhere in the forums he posted a link to the source code of it (which is now a dead link).

I'm not sure how your 'remastered code' is related.

My feeling is that since the 1.3 patch is required for so many mods, the community should get to see it and possibly improve it (perhaps we can isolate it to the addon folder so that future game updates are less likely to break mod support).
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Re: UnOfficial v1.3 Patch r130 for GOG·Steam·Retail

Post by Anakin »

Well there are parts recovered, but most of the source code is lost. I got some data from zerted and recovered some parts by myself:
https://www.dropbox.com/s/v2qbaskfnkkv5 ... n.rar?dl=0

my remastered code is already as much isolated to the addon folder as possible. I don't like to share the remastered code, because from my experience too many would start changing stuff and this would end in multiple different versions and no one knows what is the official one in the end.
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Re: UnOfficial v1.3 Patch r130 for GOG·Steam·Retail

Post by cbadal »

And in the past, I've recovered some of those scripts too as a favor to other modders.

https://github.com/BAD-AL/SWBF2_Xbox_mo ... ed1.3patch

And it looks like there is some redundant work in there.

I'm not sure which parts of the patch you consider to be yours and in danger of of creating multiple branches of the patch.
But if that is your concern, you could upload the .script portion to the repo instead of the .lua.

A GitHub repo would give the 1.3 patch a permanent known, trusted version and location from which to pull the 'Official' version.

Which files are you concerned about creating issues?
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Re: UnOfficial v1.3 Patch r130 for GOG·Steam·Retail

Post by Anakin »

I like the idea of recovering the uop source, i wish i had them in the past.

You can have as many addon mods as you wish. But modifications to stock files should be done as less as possible. With those source published there will be unexperienced modders that just see "hey, someone else already did most of the work. let's take it and just do little changes to it" They take it, recompile and publish. But this will conflict other mods and they ALWAYS complain at me, because remastered is doing big changes.
Further there are guys like Ultimate Pack stealing the work or spreading old versions.

Feel free to add the stuff i uploaded to the repo. But i won't add something from remastered. Since i conflict with uop 1.3, too, i decided to completely include the stuff from uop in my mod.

You can have a list of things that my mod changes, so others know what they need to take care of.

Code: Select all

files that are modified by unofficial patch 1.3 (uop)

common.lvl
ingame.lvl
shell.lvl
pre-movie.mvs
geo1.lvl (map only for steam version r130)


=================================================================
files that are modified by Remaster

- core.lvl
	> removed fonts

- shell.lvl
	> replaced shell_interface.lua; uop version is still untouched(!) executed

- ingame.lvl
	> replaced game_interface.lua; uop version script is still untouched(!) executed
	> removed all .hud files. Now they are in seperated files

 
game hooks that can cause conflicts by Remaster:

- ScriptCB_SaveMetagameState
- ScriptCB_LoadMetagameState
	> datapipeline is used to move some data from interface to game and backward.
	> prior data on the channel is still untouched transfered

- ScriptCB_EnterMission
- ScriptCB_QuitFromStats
- ScriptCB_QuitToShell
	> entry point to push data on the pipeline
  
- ScriptCB_IsFileExist
	> noAwards.txt from uop will never be found

- Sounds
	> if "sound\\tat.lvl" is contained in the first ReadDataFile() parameter, the sound fix
	> file by rayman is loaded in addition

- weapons
	> if no award weapons is activated AND not in multiplayer a default version of
	> the following weapons is loaded BEFORE every other side. This does ONLY work
	> if the side's ReadDataFile call contains "side\\"
	> "com_weap_award_pistol",
	> "com_weap_award_rifle",
	> "com_weap_award_rocket_launcher",
	> "com_weap_award_shotgun",
	> "com_weap_award_sniper_rifle",
	> "com_weap_inf_commando_pistol",
	> "com_weap_inf_pistol",
	> "com_weap_inf_rifle",
	> "com_weap_inf_rocket_launcher",
	> "com_weap_inf_shotgun",
	> "com_weap_inf_sniper_rifle"


Galactic conquest hooks that can cause conflicts by Remaster:

- ifs_freeform_main IFScreen modifications
	> InitTeamColor()
	> DrawPlanetIcons

- ifs_freeform_result IFScreen modifications
	> player_result.y
	> enemy_result.y
	
- ifs_freeform_customsetup IFScreen modifications
	> bg.texture
	> nextButton()
	> ifs_freeform_customsetup_layout.PopulateFn()
	> Input_Accept()

- ifs_freeform_sides IFScreen modifications
	> action
	> bgImage
	> btnBack
	> infoTxt
	> btnStart
	> Input_Accept()
	
- ifs_freeform_purchase_tech IFScreen modifications
	> Input_Accept()
	> PlaceUsing()
	> Input_GeneralLeft()
	> Input_GeneralRight()

- ifs_freeform_purchase_unit IFScreen modifications
	> Input_Accept()
	> Input_GeneralLeft()
	> Input_GeneralRight()
	
- ifs_freeform_purchase_tech IFScreen modifications
	> ifs_purchase_tech_table_freeform
	> ifs_purchase_tech_spacing
	> ifs_purchase_tech_use_spacing
	> ifs_purchase_tech_use_x
	> ifs_purchase_tech_use_y

- multiple textures and mesh are overwritten 
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Re: UnOfficial v1.3 Patch r130 for GOG·Steam·Retail

Post by cbadal »

It sounds like your 'remaster' version is different from the 1.3 uop.
If that's the case, then there should be no problem keeping parts of your remaster project out of the proposed GitHub repo for the 1.3 uop.

Right?

And then going forward, there would be a central location where the functionality of the patch could be improved, fixed, versioned and tracked.
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Anakin
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Re: UnOfficial v1.3 Patch r130 for GOG·Steam·Retail

Post by Anakin »

yeah my mod is different. I improved the old gc and user script method. With the new one there is no longer the 10 script limitation.
There are further things that i added but all uop stuff is untouched. Since i added things and edited files that are also edited by uop, i just include it in my mod.
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Re: UnOfficial v1.3 Patch r130 for GOG·Steam·Retail

Post by cbadal »

We now have a Gametoast organization and a repository for the un-official patch:
https://github.com/Gametoast/un-official-patch

It is currently hosting the 1.3 patch posted on the front page of this Forum post.

In future versions of the patch my desire is that we push as much of it's content to the 'addon' folder as possible (I feel that only 'shell_interface' [shell.lvl] and 'game_interface' [ingame.lvl] are the only parts of the shipped .lvls that we would need to modify).

Where in shell interface, there would be logic like the following to conditionally execute the items that were changed by Zerted:

Code: Select all


unofficial_patch_1_3 = false 
if( ScriptCB_IsFileExist("..\\..\\addon\\AAA-v1.3patch\\addme.script") == 1 ) then 
	print("unofficial_patch detected")
	unofficial_patch_1_3 = true 
	ReadDataFile("..\\..\\addon\\AAA-v1.3patch\\v1.3_patch_shell.lvl")
end 

...

-- Pull in list of missions.
if( unofficial_patch_1_3 ) then 
	-- We have the unofficial patch, execute the missionlist code from the patch
	ScriptCB_DoFile("missionlist_1_3")
else 
	-- we don't have the patch installed, just do the missionlist shipped in the game
	ScriptCB_DoFile("missionlist")
end 
...

if( unofficial_patch_1_3 ) then 
	-- We have the patch, execute the login interface from the patch
	ScriptCB_DoFile("ifs_login_1_3")
else 
	-- execute the login interface the game shipped with
	ScriptCB_DoFile("ifs_login")
end 
This is desire is coming from a simplicity and ease of maintenance standpoint.
Please let me know your concerns or other feedback.
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