Tuesday, April 17, 2012

[SC2] xbox 360 jtag modding!!

Yes I'm back, but not empty handed. I did a little poking around in lua.scd and replaced usersync.lua with a modified one.it was a a hello world of modding mod.
Funny thing is its not doing what i assumed it would do.Instead now i can zoom in super close to the acu, and any region (in or out) of the map.i will post a vid on this for the doubters out there.
its a small step, but a step none the less. http://www.youtube.com/watch?v=t1OaAXnjU0Y

I Did it!! here is proofhttp://www.youtube.com/watch?v=Fz-KIvZoxPc|||You probably introduced a parse error and caused the entire file (and all files that rely on it, and the whole sync system) to fail.
Post the code that you added, and anything around it if it's inside a function.|||Mithy|||Yeah, you broke the Sync.Sounds loop (there is no loop anymore, and that extra 'end' will cause the whole file to not work).
I would advise against trying to edit core files until you have a really solid handle on lua and a good context-highlighting editor that can detect unclosed if/for-end blocks, tables, etc.

Blueprint editing on the other hand, is really easy, and does not require you to modify any existing .scd files. You can just add a folder to \gamedata with an .scd extension and a \units folder inside, and use a .bp file with a name that starts with z (e.g. z_units.bp) to do all of your unit modding. So, a total path that's something like \gamedata\mod.scd\units\z_units.bp. With 'mod.scd' being a normal folder, not a zip file.
Look at examples of merged blueprints in this thread for a crash-course on changing unit blueprints in the easiest-to-troubleshoot way possible (which is REALLY, REALLY important for 360 modding where you'll never have a log to catch problems).
Again, these do not have to go inside an existing .scd file, nor do they have to replace any existing file. You can do all of your blueprint mods inside one added-on file.|||Okay, I'll give that a shot. if there is any one willing to hlp, it would be much appreciated.
I've uploaded clean original xbox360 bp.scd, lua.scd and uncompiled_lua.scd files here:
http://www.mediafire.com/?3qgw7o7tmth4evu
Feel free to have a whirl at the files, and reupload them so i can try them on my jtag. Thanks.|||Has anyone tried to replace the XBox files with the PC updated uncompiled_lua.scd files to see if they get the full benefit of the PC updates?
I don't know how difficult porting the PC content to the XBox would be, but I know it would be well received. Also, I will be quiet now, because I don't own an XBox and will not be doing any heavy lifting on such a project.|||You'd have to replace the .exe as well, and that might be dicey. Even though the 360 is a glorified PC, its executable is probably compiled a bit differently, and there might be some side effects (refusal to start? loss of stability? I don't know) with an .exe replacement.|||I think the first thing I would try is to take a single unit with big changes in it.
For example the Pull and Smash had it's range doubled in one of the patches.
Take the pull and smash uix0115.bp from the uncompiled_lua.scd and replace the existing uix0115 in the jtag version.
If that works, you could switch out all the .bp files pretty easily.
You could probably move the entire Units folder from the Uncompile_lua to replace the same folder in the BP.scd. This would copy over a ton of unneeded script files though, so you should clean those out first.
damusolja, do you have a copy of SupCom2 for the PC?|||Bastilean|||Bastilean|||Bastilean|||Mithy|||YESS!!!! IVE MODeD the game!! im so excited.
all i did was replace all the files in bp.scd with the files in uncompiled_lua.scd and it worked!!
i made a little mod. built a rockhead in 5 seconds and got my rockhead to go 10 gamespeed instead off stock 3.1!! here is video proff!!http://www.youtube.com/watch?v=Fz-KIvZoxPc check it out!!|||Thanks to you guys!! we did it! I apreciate all the help and pointers in the right direction.here is a vid showing proof.http://www.youtube.com/watch?v=Fz-KIvZoxPc
Let the xbox 360 version shine!|||damusolja|||Excellent work. Absolutely love your commentary. "Small step for SupCom, baby!"
Also, glad to have helped out.|||Re: Bastilean, If you want to try replacing xbox gamedata files with PC versions, just use the same compiled files, don't bother with the uncompiled versions. It's been shown that the 'latest' uncompiled_lua.scd has some bugs in it that the compiled version doesn't, suggesting that it isn't actually up to date, and who knows how many files are affected (this is also a very good argument in favor of hooking on the PC version, as the original compiled files' data will be preserved except where specifically altered for the mod).|||Mithy|||Mithy|||Also, damu means member of The Bloods...
I dont' want to jump to any conclusions, but please explain your gamer tag.|||Bastilean|||Mithy|||@Bastilean
How would i go about doing this patch port?
I know that a scale mod is possible, hell I believe a whole revamp mod is possible, I just need to know which files to work with.|||Get a patched copy of the game via Steam, back up your entire 360 \gamedata folder, and copy all of the PC's .scd files over to the 360's \gamedata.
If that works, and you want to mod from there, make sure you use examples from the PC uncompiled_lua.scd instead of the 360 one.
There have been some engine patches too, but there's probably nothing you can do about that. You could try backing up the .exe and .dll files in \bin and copying the ones from the PC, but I would assume that would cause the whole game to stop working.|||Mithy

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