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SPWaW unofficial patcher script

 
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All Forums >> [Current Games From Matrix.] >> [World War II] >> Steel Panthers World At War & Mega Campaigns >> SPWaW unofficial patcher script Page: [1]
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SPWaW unofficial patcher script - 12/11/2020 11:09:13 PM   
Red_L.E.D.


Posts: 37
Joined: 4/16/2020
Status: offline
This script is provided for transparency and to preserve and document the unofficial changes that have been made to the Steel Panthers World at War executable by the community to get it running on modern systems. It can also be useful for those who have trouble downloading the pre-patched executables from SPWaW Depot.

It is not meant as a replacement of the SPWaW depot patches but rather an alternate method of patching the game. Some may want to study the script to see what it does while others might feel that it is safer than downloading a pre-patched binary file.

This PowerShell script will patch mech.exe version 8.403 to fix the following issues:
- Unresponsive mouse clicks in artillery and other screens.
- Too fast scrolling in several game screens.
Some extra fixes that are not in the depot 8.403d version:
- Mouse freeze in campaign unit update screen.
- Movement (animation) delay.
- MegaCampaign crash on WinXP systems. (separate prompt)

How to run it:
The script is attached as a text file. You can view this text file in Notepad and save it using the "All Files" type and give it a .ps1 file extension. This should then show up with the PowerShell icon and be runnable by right clicking the file and selecting "Run with PowerShell".

The patcher script looks for the presence of mech.exe in it's current directory and prompts the user if he wants to continue. If the user presses the "y" key the patcher asks if WinXP MegaCampaign fix should also be installed. This was left as an option since it is not sertain the fix is useful on later Windows operating systems. Once the patcher has finished your mech.exe should be patched and a backup copy named mech.old should have been created incase you want to revert back.

Note1: This patcher can be run over any 8.403 mech.exe flavor. Depot patch or Enhanced mod.
Note2: This patcher does not change the version numbering shown in the game.

Final note:
All rights for the SPWaW game code belong to MatrixGames. This script is provided only to support running the game on modern systems.


Attachment (1)
Post #: 1
RE: SPWaW unofficial patcher script - 12/11/2020 11:19:40 PM   
mainsworthy

 

Posts: 428
Joined: 9/3/2013
Status: offline
edit

< Message edited by mainsworthy -- 12/12/2020 6:59:39 AM >

(in reply to Red_L.E.D.)
Post #: 2
RE: SPWaW unofficial patcher script - 12/12/2020 1:08:43 AM   
mainsworthy

 

Posts: 428
Joined: 9/3/2013
Status: offline
edit

< Message edited by mainsworthy -- 12/12/2020 6:59:54 AM >

(in reply to mainsworthy)
Post #: 3
RE: SPWaW unofficial patcher script - 12/12/2020 1:47:14 AM   
Red_L.E.D.


Posts: 37
Joined: 4/16/2020
Status: offline
quote:

ORIGINAL: mainsworthy

im puzzled why is this code is in the community mod at the depot, but is missing from your mod? Im sure more than me would be interested? your script is great!! Im just hoping you have not missed a piece?

in hex
00209099: 76 44
0020909B: 72 70
0020909C: 73 6F
0020909D: 69 74
0020909E: 6F 20
0020909F: 6E 76
002224D1: 43 38
002224D2: 4F 2E
002224D3: 4C 34
002224D4: 4F 30
002224D5: 4E 33
002224D6: 45 64
002224D7: 4C 20

in decimal
data[2134169] = 68
data[2134171] = 112
data[2134172] = 111
data[2134173] = 116
data[2134174] = 32
data[2134175] = 118
data[2237649] = 56
data[2237650] = 46
data[2237651] = 52
data[2237652] = 48
data[2237653] = 51
data[2237654] = 100
data[2237655] = 32




Text strings for naming / versioning:
from Offset 209099 = "Depot "
from Offset 2224D1 = "8.403d "

As I wrote:
quote:

Note2: This patcher does not change the version numbering shown in the game.


(in reply to mainsworthy)
Post #: 4
RE: SPWaW unofficial patcher script - 12/12/2020 1:50:53 AM   
mainsworthy

 

Posts: 428
Joined: 9/3/2013
Status: offline
edit

< Message edited by mainsworthy -- 12/12/2020 7:00:10 AM >

(in reply to Red_L.E.D.)
Post #: 5
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