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Fnurg

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Everything posted by Fnurg

  1. For a while now, Sigget and myself have been working on documenting all the files that UFO:AM uses. I've also written a little guide to modding which explains how to add a new weapon and add it to the manufacturing tree. Its a work in progress with a lot of sections still to be written and others needing to be rewritten. Anyways, take a look and tell me what you think. Any contributions would be most welcome UFO:AM Reference Documents
  2. Fnurg

    Modder Index!

    Yea, that patch program was the only viable way of distributing a patch (atm, im currently exploring Altars patch system for another alternative) It does take a very long time to apply any changes to the gamedata.vfs which is why the alterations are so small (sitting in front of the computer for 10 mins waiting for changes to be applied is no fun :o ) Oh, you dont have to update the MD5 checksum on the gamedata.vfs file. If at least, I didnt on mine I should have really started a new topic for this
  3. Fnurg

    Modder Index!

    Hi Aralez, I'm afraid that I used possibly the most cumbersom method there is to make this little patch. It was all done using a hex editor and a little program I made to re-compress the text files. Firstly I recompressed the original file and searched the first 16 bytes of the file in the gamedata.vfs to find the file entry. Noted that down. Then I made changes to the original file, compressed that and copy and pasted it over the entry in the gamedata.vfs. A few fields in the gamedata was changed to compesate for the altered filesize. I dont suggest you use this method Sigget's doing well with his vfs editor and it shouldn't be too far away now.
  4. Fnurg

    Modder Index!

    Sorry about that Hombre! I'm just gonna do a reinstall and try to build the patch again. Will post in a moment. to be honest, it's nothing to get too excited about. Just changes a few variables in the game such as the speed of the chopper, reduced time to change bases, auto delegation of mission extended (theoreticly) and some slight changes in research/development times. I just wanted to see if it was possible to create a mod without a means of packing files into the vfs archive edit: Should be fixed now. Has been tested and worked fine on my installation. Same link
  5. Fnurg

    Modder Index!

    Hoi, Im Fnurg. Im currently working on a Visual Basic editor for all the text files. Hopefully when finished you'll be able to edit all the people, bases, items and such within the game. Progress is slow and I may cancel the project depending on when Altars tools are released. I'm also working on a short reference document for modders to work with all the text files within the game. Currently ive finished items,R&D, bases and the glossary(ufopedia). Theres also a tutorial on how to add a new weapon, magazine and link it into the manufacturing aspect of the game. Obviously the tutorial hasnt been tested and I'm waiting for Sigget to get back to me on the vfspacker to test it. I have some coding skills in VB, C++ and a little bit of PASCAL (havent used it since collage though). Although from what I can tell, coding is near useless for this game as all the info is stored in simple text files. Laters, Fnurg Edit : Also a link to my first mod for this game. Nothing much changed because of no VFS packer. Had to make it the hard way.
  6. Has anyone started work on an unarchiver for the vfs (virtual file system) files? I've had a look at them and I'm kinda stumped. ???
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