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Ramblings on Unit Modding v1.04+

 
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Ramblings on Unit Modding v1.04+ - 2/17/2009 4:20:34 PM   
Busto963

 

Posts: 20
Joined: 1/18/2009
Status: offline
All,

I think I understand the Matrix Games policy on encrypting the .obx files; but I would also like to be able to modify units without having to e-mail Mr Petho everytime I want to experiment. I do appreciate that the offer to encrypt special units has been made, but am reluctant to impose. I would also like to benefit from future revisions to the CS game system.

Is it possible for Matrix to incorporate a unit modification routine into the game engine that simply ignores user generated mods when playing official scenarios or campaigns?

My thought is that user mods might be coded or saved differently that would allow the game engine to simply ignore mods when playing against a human player, or perhaps to compare OOB files between to players to make sure the files are the same (no tampering). I Hope this is not too silly a suggestion.
GAB

Post #: 1
RE: Ramblings on Unit Modding v1.04+ - 2/17/2009 5:59:56 PM   
Dumnorix


Posts: 793
Joined: 3/15/2007
Status: offline
Hallo Busto963
Learn the encrypting-system of matrix Games, its very light to understand.
Every line in obx you can use the line from oob, only you must have a linelength 199 indications !

Example: (the * indication you must set to blank indication)
P01101 45 7 21 50 100 100 50 35 36 2 3 5 2 0 1 0 4 P01101 8 33 16 1 0 15 53 1 89 12 34 17 15 T-55A Kampfpanzer , T-55A , Bullette, Eisenschwein*******************************************************************

Ready - you can run all unitlines with normal text from oob to obx.

H.Balck

PS:
By the way, I find it extremely unfairly, that the group of Matrix around Jason Petho defined the length code again with each new version. Why do you do? Thus I have more work to terminate with my JTCS meets PG3D WWII/Cold War or around generally different modifications.

in german:
Ich finde es übrigens äußerst unfair, das die matrixgruppe um Jason Petho den Längencode bei jedem upgrade neu definiert. Warum macht ihr das ? Damit ich mehr Arbeit habe bei meinem mod oder um generell andere modifikationen zu beenden.

< Message edited by Dumnorix -- 2/17/2009 6:07:42 PM >

(in reply to Busto963)
Post #: 2
RE: Ramblings on Unit Modding v1.04+ - 2/17/2009 6:10:06 PM   
Busto963

 

Posts: 20
Joined: 1/18/2009
Status: offline
I had played with .obx files in v1.02, but thought this was not an option in v1.03 on; apart from bugging Mr Petho...

I want the new game tweaks and my mods too!

GAB

(in reply to Dumnorix)
Post #: 3
RE: Ramblings on Unit Modding v1.04+ - 10/17/2009 9:28:38 PM   
marcbarker


Posts: 1213
Joined: 7/6/2008
Status: offline
Actually the old DG encrypt tool does work for the versions up to 1.03. that is when they changed the encrytion line length. The tool used to had at redarrowproductions

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(in reply to Busto963)
Post #: 4
RE: Ramblings on Unit Modding v1.04+ - 11/20/2009 8:07:02 PM   
Nebfer

 

Posts: 22
Joined: 11/11/2005
Status: offline

quote:

ORIGINAL: Dumnorix

Hallo Busto963
Learn the encrypting-system of matrix Games, its very light to understand.
Every line in obx you can use the line from oob, only you must have a linelength 199 indications !

Example: (the * indication you must set to blank indication)
P01101 45 7 21 50 100 100 50 35 36 2 3 5 2 0 1 0 4 P01101 8 33 16 1 0 15 53 1 89 12 34 17 15 T-55A Kampfpanzer , T-55A , Bullette, Eisenschwein*******************************************************************

Ready - you can run all unitlines with normal text from oob to obx.

H.Balck

PS:
By the way, I find it extremely unfairly, that the group of Matrix around Jason Petho defined the length code again with each new version. Why do you do? Thus I have more work to terminate with my JTCS meets PG3D WWII/Cold War or around generally different modifications.

in german:
Ich finde es übrigens äußerst unfair, das die matrixgruppe um Jason Petho den Längencode bei jedem upgrade neu definiert. Warum macht ihr das ? Damit ich mehr Arbeit habe bei meinem mod oder um generell andere modifikationen zu beenden.

So all one has to do is make each entry 199 spaces, So one could just rename the OOB file? humm Could take a while...

Though how dose one decript the reguler file in the first palce?

(in reply to Dumnorix)
Post #: 5
RE: Ramblings on Unit Modding v1.04+ - 11/21/2009 3:52:53 AM   
cw58

 

Posts: 277
Joined: 8/4/2007
From: Hanford, CA, US
Status: offline
Each of the games (EF/WF/RS) uses a different line length. These are examples (from a mod) of a unit's line from EF/WF/RS, respectively:

P26613 6 0 2 0 0 0 70 12 7 3 4 3 0 0 0 10 20 P26613 3 48 8 0 0 0 30 1 53 12 0 0 0 Trucks_______________________________________________________________________, Trucks ,_

P26613 6 0 2 0 0 0 70 12 7 3 4 3 0 0 0 10 20 P26613 3 48 8 0 0 0 30 1 53 12 0 0 0 Trucks________________________________________________________________________________________________________________, Trucks ,_

P26613 6 0 2 0 0 0 70 12 7 3 4 3 0 0 0 10 20 P26613 3 48 8 0 0 0 30 1 53 12 0 0 0 Trucks_______________________________________________________________________________________________, Trucks ,_


I like to put spaces (had to use underscores for it to show in the post) after the first name so that I can line up the commas at the end of the lines. Easier to tell when I've got the correct line length. Also, there's a space after the last comma (most of the time) that counts in the line length. The weapon.pdx file is basically the same but with different line lengths as well.

You can mix encrypted and normal text lines (of correct length) in the same file; meaning you don't have to change every unit, just the ones you want to mod or add.

(in reply to Nebfer)
Post #: 6
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