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01-01-2010, 05:29 PM
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#1
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Rookie
Join Date: Dec 2009
Posts: 22
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dll files??
ok i recently downloaded a mod
and iopened it ip with PMMM or whaterever it is and the mod has new weapons new things but the new weapons aren't in anyfiles so i got curious and put the extra dll files in my mod and i had all the new guns and crap in gameplay. so i opened it up with winrar and the txt document was all symbols and a few real words these are dll files. i want to see how this guy did this or even find out how to open them the right way?
the mod is dark force mod
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01-01-2010, 07:57 PM
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#2
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Rookie
Join Date: Oct 2006
Location: Australia
Posts: 243
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You can't open a .dll library.
Short answer: You're SOL.
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01-02-2010, 08:12 PM
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#3
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Rookie
Join Date: Dec 2009
Posts: 22
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SOL ??
and i just experimented and put HEAD_DISMEMBERSHIP
or the other way around idon't remeber in notepad then changed the extension and saved it in my pk3
and when i sliced my lightsaber the head choped off
So can anyone tell me what it does or how to use it?
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01-04-2010, 01:06 PM
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#4
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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I think most of the Dark Forces modifications were made thru clever use of the weapons.dat file (at least that's what I think the name was). It's a plain text file if you want to look at it.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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01-04-2010, 03:26 PM
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#5
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Rookie
Join Date: Dec 2009
Posts: 22
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actually ther is no weapons.dat in there
and i converted his dll files in to my mod tested it and found out its in the dll cuase ihad everyweapon that fired execpt did not have any effects etc.
and isaw the weapon.dat defualt one for the game and i modified noghri stick now how do i get it to be a defualt weapon in game??? or even make a saber have and alternative weapon besides throwing and slicing or a different kata
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01-04-2010, 03:32 PM
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#6
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Impressive, Terran!
Join Date: May 2002
Posts: 9,153
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mmm, the file must be named something else then. It's been years since I've messed with it.
---Jedi Guardian of the Newbie Questions
---Masters of the Force Team Leader / Creator
---Open Jedi Project Lead Moderator / Co-Founder

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01-05-2010, 02:40 AM
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#7
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Rookie
Join Date: Oct 2006
Location: Australia
Posts: 243
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ext_data/weapons.dat is only parsed for the SP game. It controls things like firing rate, etc.
We can't change the code for SP, because we don't have it.
For MP, we can't add in more weapons without taking out others. (Unless your mod has a serverside and clientside, and you manage to hack up the engine and tweak the networking so it sends playerState_t::stats[STAT_WEAPONS] as a full 32-bit integer, rather than only sending 19 bits. (Hence 19 WP_ slots)
You can't just 'open up' someone's .dll and expect to see their source code. That's just not how code is compiled and dispatched.
You'd have to learn coding yourself and create your own mod from scratch - Which ain't no weekend retreat :/
If you do choose to learn coding, there's a few tutorials on obtaining and setting up the SDK, and there's still a bunch of us coders around to help - but the best way to learn is by doing.
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01-05-2010, 05:33 PM
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#8
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Rookie
Join Date: Dec 2009
Posts: 22
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i am not a rookie at coding its just something iwanted to question
in my time i have learned the pleasure of ini files
and this is pretty similar modding is easy but dll is a mysterie
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01-06-2010, 12:12 AM
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#9
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Rookie
Join Date: Oct 2006
Location: Australia
Posts: 243
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You're not even a rookie in coding.
Opening a plaintext file in notepad is very far from coding.
'ini' is just an extension. It's not a defined filetype as-such. It's plaintext, parsed by a program to extract the data.
Coding/programming is nothing like that. Sorry.
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01-06-2010, 03:45 PM
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#10
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Rookie
Join Date: Dec 2009
Posts: 22
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ok ok if anyone has an answer SPEAK!!
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01-07-2010, 07:46 AM
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#11
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Rookie
Join Date: Oct 2006
Location: Australia
Posts: 243
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I gave you an answer - you ignored it. =\
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01-08-2010, 11:04 AM
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#12
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Lurker
Join Date: Oct 2006
Posts: 4
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do you have tryed ida to get some information about it?
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01-08-2010, 11:25 AM
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#13
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Rookie
Join Date: Oct 2006
Location: Australia
Posts: 243
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I'm not sure how kindly the staff here take to discussion about reverse-engineering. It kinda severs the EULA.
Besides, someone who doesn't have an idea of what coding is doesn't exactly show promise in assembly-level programming.
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01-08-2010, 02:44 PM
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#14
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Rookie
Join Date: Dec 2009
Posts: 22
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alright i thank you for ur answeres but all i know is that it is the same as the dll in the base folders
and fyi i coded with ini FOR A GAME
so please don't insult me iam new and i don't want any trouble i apologize if i have done anything wrong to you
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01-08-2010, 02:59 PM
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#15
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Rookie
Join Date: Oct 2006
Location: Australia
Posts: 243
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I'm sorry if I'm coming off as harsh or mean, I'm just trying to explain that what you think is coding, actually has nothing to do with coding.
The .INI files you're referring to, are plaintext files that contain data we can modify. It doesn't perform any logic like a program, it's just data to be used for a program.
A .DLL file is a 'Dynamically Linked Library', and contains machine code like an .EXE (Executable). The human-readable part you see at the end of the files are called 'Strings'. These are sequences of bytes that represent words used in the program.
Unfortunately, you can't open/modify either a .DLL or .EXE in human-readable form. (Technically you can 'disassemble' it and read the translation of the machine code, but that's not easy at all)
Basically, you'd have to make your own mod from scratch if you want to do anything.
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01-09-2010, 10:22 AM
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#16
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Rookie
Join Date: Dec 2009
Posts: 22
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ok so it all comes down to how he did lol
so maybe someday ill find or ask him
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