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Questions about weapon modding [multi]
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Joey Coma
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 PostPosted: Sun Feb 23, 2014 2:23 pm    Post subject: Questions about weapon modding [multi] Reply with quote Back to top

Hey guys, I'm a noob at hacking, so I need a little help. I'm working on my first hack which is a huge weapons redo using GE setup editor, changing most if not all of the weapon sets. So far I've got 6 weapon sets finished and working. I'm also modifying some of the weapon's values, for instance I've made the Klobb stronger and with a bigger magazine size.

A few questions though.

1. How do I alter the timed mines to explode sooner, for instance instead of a 3 second fuse (I think that's default), give it a 1.5 second fuse.

2. When picking up weapons like the tazer or tank, I notice the text that pops up on screen just says "picked up new weapon" instead of giving the weapon's name. Anyone know how to fix this?

3. What version of the editor do you guys recommend? Version 2.0 or the Beta?

4. Are the beta weapons like piton gun or flare pistol even usable in multi at all? What about the briefcase bomb? I made a weapon set with briefcase bomb and was able to pick it up but unable to use it in any way. What about the plastique or dynamite? Explosive pen? Darts?

5. Is there a weapon image for silver and gold pp7s? For now I've had to just use the regular pp7 and scale it up so you can tell which one you're picking up (I set the gold to 3.000000 and silver to 2.000000).

6. Lastly, has anyone ever attempted making all new weapons from scratch. Modeling and all? Is this even possible? I wouldn't even know where to begin.

Thanks for the help, this is an amazing community.
 
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SubDrag
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 PostPosted: Sun Feb 23, 2014 4:56 pm    Post subject: Re: Questions about weapon modding [multi] Reply with quote Back to top

1) I added this to beta editor, under Ammo tab in 21990.

2) In the setup file, there's a "Rename" type object, where you can do that. It's object type # 25.

3) The stable version is 2.0. The beta has bug fixes as I find them, and experimental features (eventually promoted to stable). I don't update the stable often, so I recommend downloading and using the beta every so often.

4) Not sure, but I'd think briefcase bomb would work. Maybe ammo was set wrong?

5) Nope, Rare never made one, their 3rd person view is a regular PP7.

6) It works, but it's very tricky. I'd start with the basics and work your way up to this.


Last edited by SubDrag on Sun Feb 23, 2014 7:32 pm; edited 1 time in total
 
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Dragonsbrethren
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 PostPosted: Sun Feb 23, 2014 5:50 pm    Post subject: Reply with quote Back to top

The flare pistol, piton gun, and bomb case aren't in the weapon rotation, which means you can't select them manually in multiplayer. (You can force the players to draw them through action blocks, though.) I don't think the editor supports changing which weapons are in the rotation, does it? So much has been added, it's hard to keep track of.

All three are just clones of others weapons' functions with different ammo types anyway. Flare and piton guns are grenade launchers, bomb case is a timed mine.
 
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SubDrag
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 PostPosted: Sun Feb 23, 2014 6:46 pm    Post subject: Reply with quote Back to top

Ah that's right, yeah, you can't select it. I'm pretty sure the game just goes from 01 to 0x20, or whenever it ends. The editor doesn't let you edit that.
 
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Joey Coma
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 PostPosted: Sun Feb 23, 2014 8:45 pm    Post subject: Reply with quote Back to top

Thanks guys, much appreciated. I'm sure I'll have more questions the further I get into this hack.
 
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zoinkity
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 PostPosted: Sun Feb 23, 2014 8:52 pm    Post subject: Reply with quote Back to top

It caps at tank. Changing it was...not simple. NSNA removed the cap, but even with the notes I can't remember how the heck it was done.

It's more involved than simply adding the items too. It's easier to remap the ammo types than to try to hack the blasted ammo boxes to support every possible ammo type while retaining enough backward-compatibility to avoid hacking almost every single setup file.

You can write new 1st person models. It's just a horrible pain to animate them in a sane way. There's a part order and pointer tree that has to be maintained, and that works differently between PD and GE. Did a demo of it a long, long while back. Granted, that was done manually though--back in the non-visual editor days. It was part of a set of demo hacks: severing Trev's head, backporting Elvis, GS replacement of one head with another, a mostly failed attempt at GS room replacement. (Didn't handle texture replacement properly, but did swap rooms.)
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Joey Coma
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 PostPosted: Wed Feb 26, 2014 8:21 pm    Post subject: Reply with quote Back to top

OK, so I finished my weapon sets and most everything works great, but for some reason when I change the text to rename my weapon sets and then try to load the rom, it won't load. Any ideas why this might be? Am I doing something in the wrong order? I've tried so many different ways to go about this.
 
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SubDrag
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 PostPosted: Wed Feb 26, 2014 8:29 pm    Post subject: Reply with quote Back to top

Can you explain in more detail what process you've done? It's possible you haven't injected the text file into the ROM.
 
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Joey Coma
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 PostPosted: Tue Mar 04, 2014 7:15 pm    Post subject: Reply with quote Back to top

Been working 60+ hours a week so I haven't messed with it the past week. Just seen where you updated the beta editor SubDrag so I'm downloading it now. Thanks so much for this addition.

As far as the process I'm going to try a few more things and see if I just did something in the wrong order. The weird thing is when I started this project I first just changed the first couple weapon sets and when testing I was able to change the name of the first weapon set fine (This was the only one I tried, just wanted to see if it worked). Played the rom and it was changed like it should be. So from there I decided to just focus on making all the weapon changes I wanted, changing every weapon set and tweaking a few weapons. I figured once I had everything the way I wanted the last thing I would do is change the weapon set names.

For some reason now when I try to recreate what I did the first time (but instead changing every weapon set name) the rom won't even load. Even weirder, it for some reason seems to corrupt my 21990 file. The same 21990 file that worked before, without being overwritten, now doesn't. It will load into GEeditor, but if I write it to a rom it won't load in emulator.

I guess it's a good thing I saved a seperate 21990 file for each time I changed a weapon set.

I'm still very new at this so a lot of things are over my head, but I'm a learn it the hard way, trial and error kind of guy so I'll figure it out somehow. But that "somehow" will probably be with help from you, lol, or anyone else who might know what I'm doing wrong.

So let me put it this way. If you were making your own weapons hack, and the only thing you hadn't done yet to finish it was change the weapon set names, how would you go about it? Answer me that and I'll see if it fixes my problem. I'm fairly certain I'm just doing it in an out of place, round about way that isn't quite correct.

From what I can remember the way I tried to do it was open text editor, bring up LmpweaponsE.bin, make my changes, then export text file to uncompressed. Then from there I tried a ton of ways to apply the changes, including convert rom (in several different ways) or even just going from there to 21990 and loading my 21990 file. The weapon sets would show their new names but like I said, when I wrote the rom then tried to load it, it would freeze without even showing title screen.

Thanks for being patient with me, and again for the update to the editor. You're all my friggin heroes for all that you guys do for Goldeneye. lol.
 
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SubDrag
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 PostPosted: Tue Mar 04, 2014 7:49 pm    Post subject: Reply with quote Back to top

It's hard to tell what's gone wrong, but you only want to use 21990, not Convert ROM, as the combination will mess up your ROM.
 
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Joey Coma
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 PostPosted: Tue Mar 04, 2014 8:11 pm    Post subject: Reply with quote Back to top

Maybe that's where I screwed up. Hmm. So when I edit LmpweaponsE.bin and go to export, should I overwrite it or save as new file? And from there should I just go to 21990 editor, load my 21990 file, delete debug data, then write ROM?
 
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SubDrag
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 PostPosted: Tue Mar 04, 2014 8:26 pm    Post subject: Reply with quote Back to top

Joey Coma wrote:
Maybe that's where I screwed up. Hmm. So when I edit LmpweaponsE.bin and go to export, should I overwrite it or save as new file? And from there should I just go to 21990 editor, load my 21990 file, delete debug data, then write ROM?


Yeah, just do that. The filename itself doesn't matter, as long as inject the correct file in 21990.
 
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Joey Coma
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 PostPosted: Tue Mar 04, 2014 8:38 pm    Post subject: Reply with quote Back to top

Thanks, I think I know what I did wrong. I'll play around with it tomorrow after work and see for sure.
 
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Joey Coma
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 PostPosted: Tue Mar 04, 2014 8:58 pm    Post subject: Reply with quote Back to top

Yeah, I'm 99% sure I've got it now. I just wasn't injecting the text file at all. Came across the "QUICK INJECT question : Damnit MultiplayerX :*)" topic and seen Sogun's visual representation of file injection and it all made sense. I tested it just now and injected a standard goldeneye rom with my new weapon set text file and the ROM loaded up with the new weapon set names. Now all I have to do is inject my hacked rom instead. w00t.
 
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Joey Coma
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 PostPosted: Wed Mar 05, 2014 8:07 pm    Post subject: Reply with quote Back to top

I see that the default fuse time on the timed mines is 012C. If I wanted to cut the time in half, what would I put in it's place?
 
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