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# 1
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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New Data.zip
I've run evillejedi's data.zip through my pretty-printer.
I was wondering if anyone would be willing to host it? You can download the file here. [edit] New homepage: http://isometricland.com/homeworld/homeworld.php Last edited by Mikail : 5th Dec 09 at 7:40 PM. Reason: Added link to new homepage. |
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# 5
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Devil's Advocate
Join Date: Feb 2004
Location: CA, USA
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@adamstrange: Have you tried decompiling all of the files out of the Homeworld2.big and then running the game? No decompiler works properly. Hence the cleaned up and functional Data.zips that float around.
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# 8
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Gimme your lunch money!
Join Date: Oct 2003
Location: #homeworld
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Got it.
You can download it here directly. To save you guys some download time I used a self-extracting RAR archive. If you don't know what that is, don't worry - the file is an executable, double-clicking on it will extract it, you don't need any additional software for that. |
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# 10 | |
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Member
Join Date: Mar 2004
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Quote:
I've been doing this since i brought the game and its the only decompiler that i know of...plus it opens my DOW files. I know for sometime i've been reading on the forum about the first DATA.ZIP and always thought it was something special since so many were always asking for it...until i found out it was just the normal DATA folder:dolt: |
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# 12 |
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Guest
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@Adamstrange:
You decompiled without a SINGLE problem? Do you mean you didn't have problem decompiling? or do you mean you didn't have problem modding with them? In this case, the phrase "without a single problem" means you either tested the decompiled data thoroughly in full depth and scale and simulated all conditional trajectory traversal or otherwise you don't know what you're saying. Belieave me. I tell you that LuaDc (which Spooky RAT also use) does not do its job completely well. I also remember Moe (in his Keeper tutorial) recommended us not to use all the decompiled files at once, since they can sometimes cause crash. It means he too had some experiences with incompetent decompiling. |
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# 14 | |
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Member
Join Date: Mar 2004
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No Inert, i mean just that,no problems.
Quote:
I extracted the files from the DATA folder in the HW2 big and then started to just decompile them with the Rat Tool because at the time i had just had the game for a short while. First thing i did was change the cost of the units and their buildtimes,ran the game and no problems. The only problem i had was adding a torpedo to the railfighter in the Genisis mod [ i think it was Genisis] because i didn't know how to do it at the time. It would not fire and a day or two later i found that the reason it would not fire was because it was a SPECIAL ATTACK weapon so i set it to normal,thanks to a tutorial. Other than that i never had a problem extracting and decompiling any of the files that i have used and modded with. The LuaDc program i tried to figure out when i first started modding and since it didn't come with any info on how to use it...i never did. Then someone told me about the SpookyRat Tool and that was it so unless the files that your modding [like the Interface which i have not tried] are different from the one that i have been modding [ship,event,ai,resource,scripts,sub,weapon and nebula] then you must be doing something wrong or something may be wrong with the program that your useing. PS: I think the LuaDc program uses a command prompt or DOS which is maybe why i could not figure it out because i don't do DOS...at all Last edited by adamstrange : 19th Jan 06 at 1:57 AM. |
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# 15
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Devil's Advocate
Join Date: Feb 2004
Location: CA, USA
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@adamstrange: I don't think Spooky RAT decompiles everything. It extracts everything and then decompiles some of the files, but things like the UI *.LUA files don't decompile properly and will make the game crash whilst loading.
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# 20 |
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Guest
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Well, yes. Sometimes compiled things don't properly de-compile. As I always say, decompiled LUA files are not reliable. One should use original source code instead of decompiled source code if at all possible. A lot of original source code are included in RDN Toolkit.
For now, abort any attempt to modify campaign missions. |
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# 22
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Quote:
I'm currently working on replacing scripts with ones included with the RDN Toolkit (wherever possible). They're commented, and don't suffer from the decompilation-induced bugs that some of the current scripts do. However, some of them are versions from before the 1.1 patch. Until I've finished making these changes, try using the scripts in the RDN Toolkit, instead (if you can). Edit: see this thread for more info. Edit: I see now that the mission Luas aren't included in the RDN Toolkit. Usually you can tell when scripts are buggy because they have indentation issues -- which these don't. Also, I don't remember having any problems using these particular files in the past. However, it's been a while since I've tested them. Last edited by Mikail : 19th Apr 06 at 7:13 PM. |
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# 23 | |
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Guest
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Quote:
Positive thinking it may not be, but its sure in accordance to IP. Relic people don't want everyone to go around and modify their campaign mission, that why they aren't included in RDN Toolkit. |
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# 24 |
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Guest
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I've been trying to fix the "level".lua files and I'm not certain what constitutes an error... I've fixed all the obvious punctuation/spacing errors but there are still a few hard to find errors that elude me. Is there any reference material available?
Last edited by Charvell : 14th Apr 06 at 5:08 PM. |
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# 25
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Quote:
Yes. http://hw2.tproc.org/wiki/MappingTutorial |
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# 26 |
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Guest
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Hello everyone.
I've been playing Homeworld 2 for a while now and would like to increase the unit caps to make it a more intense and exciting game. I've Googled it and downloaded the decompiler, as said on rc mad's Unit Cap Tutorial - wiki.hw2.info/TutorialUnitCaps - and followed instruction but whenever I fire up Homeworld 2 and load or start a campaign the unit caps remain, even after changing them. I'd like to know what I am doing wrong. I'm using Homeworld 1.1, I downloaded the decompiler, extracted it to my HD and copied the scripts folder, containing everything over to Data in my HW2 folder. I opened up the singleplayer.lua file in notepad and changed number accordingly, then saving it. Is the above all I need to do to get it working or is there more? I've read in this thread people speaking about installing the decompiler, Printy Press and doing things to the BIG file. Any and all help appreciated, Nollie |
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# 30
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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New version available here. It no longer uses scripts decompiled using CFLuaDC, but does include pretty-printed versions of the RDN scripts wherever they were found not to originate from the 1.0 version of HW2.
Notes from the new version: Some planned additions for the next version include the addition of the comments from the tuning spreadsheets to all ship/subsystem/missile/etc. files. Is there any interest in this? Last edited by Mikail : 21st Mar 08 at 11:07 PM. |
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# 33 |
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Member
Join Date: Jun 2005
Location: San Diego, CA
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I've got a small update to the ui/newui/shared/saveloaddialog.lua I believe. The function GiveFocus is called and reported as nil in the hw2 log. Grepping through the other source files reveals a UI_GiveFocus. Here is a diff from the hw2bsg mod - http://fisheye3.atlassian.com/brows...r1=2999&r2=3000
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