logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,677
Total Threads: 8,798
Posts: 95,842

Administrators:
DeeZire, Redemption

There are currently 28 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


LOTR: Battle For Middle Earth I & II Editing Discuss any modding related issues to do with the Lord Of The Rings: Battle For Middle Earth I and II RTS games here.

Reply
 
LinkBack Thread Tools
Old 12-31-2004, 11:21 AM   #1 (permalink)
Senior Member
 
Join Date: Jan 2003
Location: Netherlands
Posts: 206
Default Mod deployment: BFME Mod Launcher

Current build is build 11: 1.0.0.11

Everyone who wants to make a mod for BFME probably has found out by now: the game is incredibly picky when it comes to mods. It will only read BIG files if they are in the "X:\Documents and Settings\<user account name>\Application data\My BFME files" folder through the -mod switch. That's what I found at least.

The goal of BFME Mod Launcher is to allow you to easily deploy a mod, together with a launching program and an installer.
As an example of deployment you can try the RingMod example and see how it works.

Here's a screenshot of the launcher program:


What the program does:
- install your mod
- offer option to make a desktop shortcut to your mod
- install BFME Mod Launcher
- create start menu group 'BFME Mods' and puts your mod in there (preselects the mod in the launcher, should it launch the mod directly instead?).
- displays a screenshot of your mod, version, author, website and a custom icon (as I did in the screenshot, I gave my mod a Generals icon).
- installer with LZMA compression, giving much smaller files than ZIP.
- allows the user to configure command-line options once (-win and -noshellmap).
- custom files like asset.dat are automatically extracted from the BIG file and placed in the game folder (backing up the original file) upon launching the mod.

To do:
- only the following files will be automatically extracted from BIG files, I need a more complete list of files to support if you want to have them in your mod:
Code:
asset.dat
data\movies\*.vp6
data\cursors\*.ani
- not all command-line options are available: only -win and -noshellmap. Any others?

The package to deploy mods is not yet available to the public. Is there someone who would like to write documentation on how to package your mod? (After I explain things to them). Also, some help for the Mod Launcher end-user would be nice. Writing documentation is not my strong point so that's why I am looking for help.

Hope to hear!
Koen is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-31-2004, 10:32 PM   #2 (permalink)
Senior Member
 
Join Date: Feb 2004
Posts: 872
Default

Question Newbie here. Where does it dictate the character length of asset.data?

Is it possible to edit this file without blowing up the game. I know you haven't yet addressed that but in general?

My question only lies with the assetdata, once you address the multuiple BIG files, will alternate asset.files be possible?
Hostile is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-31-2004, 10:45 PM   #3 (permalink)
Administrator
 
DeeZire's Avatar
 
Join Date: Dec 2002
Posts: 1,913
Send a message via ICQ to DeeZire
Default

Very nice Koen, great work once again. As long as functionality with amending asset.dat is provided (or even better using your mods one instead of the games version) then it will do everything needed.

The only other thing I would suggest is adding the option to run the game with a choice of command line parameters included, such as '-win' etc.
DeeZire is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-01-2005, 06:40 AM   #4 (permalink)
Senior Member
 
Join Date: Jan 2003
Location: Netherlands
Posts: 206
Default

Quote:
Originally Posted by Hostile";p=&quot View Post
Question Newbie here. Where does it dictate the character length of asset.data?

Is it possible to edit this file without blowing up the game. I know you haven't yet addressed that but in general?
We do not yet know, in the other topic we are now more or less at a point where we can (almost) make a modified asset.dat. We'll have to wait and see if it works then.
About the multiple BIGs: I may have been too unclear there. The mod launcher supports multiple mods fine, but all mod files must be in a single BIG. The game likes that.

Quote:
Originally Posted by DeeZire";p=&quot View Post
Very nice Koen, great work once again. As long as functionality with amending asset.dat is provided (or even better using your mods one instead of the games version) then it will do everything needed.
I think I'll take the route of using the mods one inside a .BIG (extraction into game folder?). Command-line options will do.
Koen is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-03-2005, 02:43 PM   #5 (permalink)
Sy
Senior Member
 
Join Date: Apr 2003
Location: UK
Posts: 186
Send a message via MSN to Sy
Default

Not sure if your remotely interested, but I wrote a mod launcher for Generals and Zero Hour, when BFME came out I added the registry lookups to it, but I don't know if it works for launching mods for BFME as at this time I don't know to much about modding BFME.

But you are very welcome to the source code if you would like. Its available for free download at:

http://www.derelictstudios.net/cta/i...p?page=modswap
Sy is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-03-2005, 07:15 PM   #6 (permalink)
Senior Member
 
Join Date: Jan 2003
Location: Netherlands
Posts: 206
Default

I added in the -win command-line switch and options in general (so the game folder can be changed). Which other switches do you want in Deezire? -preferLocalFiles is not useful as it breaks the -mod switch idea
Also, hyperlinks for websites now work.

Asset.dat support will have to wait until the next version... but hey, asset.dat editing has worked (read the asset.dat thread).
Koen is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-04-2005, 02:31 PM   #7 (permalink)
Senior Member
 
Join Date: Jan 2003
Location: Netherlands
Posts: 206
Default

Updated to build 9. Now with asset.dat support and direct-launch from mod shortcuts. There is now a white-list of files which are automatically extracted from a BIG and placed in the game folder. Post extra lists which need to be white-listed here.
Looking for someone to write documentation, read the edited start post.
Koen is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-05-2005, 04:47 PM   #8 (permalink)
Junior Member
 
Join Date: Jan 2005
Posts: 5
Send a message via MSN to Jemburula
Default

Hey Koen, I would like to do the documentation if you'd like? Just send me a reply to Jemburula@hotmail.com and we can sort it out.
Jemburula is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-05-2005, 05:35 PM   #9 (permalink)
Senior Member
 
Join Date: Jan 2003
Location: Netherlands
Posts: 206
Default

Jemburula I have sent you an e-mail.
Koen is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 01-05-2005, 06:47 PM   #10 (permalink)
Junior Member
 
Join Date: Jan 2005
Posts: 5
Send a message via MSN to Jemburula
Default

Recieved, I will start it once I get home from work.
Jemburula is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
mod launcher the50 Red Alert 2 & Yuri's Revenge Editing 11 08-07-2005 07:03 PM
SSM Launcher DvD-IT Red Alert 2 & Yuri's Revenge Editing 16 06-15-2005 11:55 AM
A mod launcher? DarkSideDave Generals & Zero Hour Editing 0 01-10-2005 08:08 PM
Almost flawless deployment... needs help! NVShacker Generals & Zero Hour Editing 25 09-01-2004 02:47 AM
Launcher HorseAss Generals & Zero Hour Editing 2 05-31-2004 04:07 PM


All times are GMT -4. The time now is 03:01 AM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.4
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.