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Oshizu

Member Since 30 Jan 2015
Offline Last Active Dec 03 2016 08:28 PM

Posts I've Made

In Topic: Has anybody ever tried modifying/hooking game.dat for overcoming limits?

28 July 2015 - 04:52 PM

I would actually suggest reverting back to the nocd version of Game.dat. The reason for this is simple, the copy-protection they use in securorom will make it exponentially harder to attach your functions without issue. Also, as securorom is an active protection scheme, it could cause periodically random crashes. Securorom and it's kin are the scourge of the gaming industry, the behaviour and the damage these software applications can do are as bad as most malignant computer viruses. Furthermore, there are many of us in your situation, with a broken cd drive, or a shattered disk. Since EA refuses to digitally distribute the game, many of us have to use less than savoury means to have an install medium to use our rightful license keys. I would also point out, hacking into game.dat is typically an action that is regarded as a step to far by EA when it comes to modding. It is essentially modding the executable, which through their bioware subsidiary they have slammed as breaching their copyright. As you are already slipping into grey land, why not just go all the way?

 

Yeah,

 

Indeed, securom might be messing with my detours of functions

 

I've though of making dynamic 'Create A Hero' system instead of .ini one...

So if program detects custom faction that is not in cah faction table then it would add it to faction table before program crashes.

But sadly on original game.dat i wasn't able to do so since hooked function caused game to crash after it was done with execution of code within the hook...

 

Detouring and hooks worked fine on nocd version of game.dat tho


In Topic: Just wondering if this is new? DevTeam Debug Mode...

05 April 2015 - 01:26 AM

Oh wells i guess we have four alternatives, currently...

- EA's BFME, BFME2, RoTWK Source code for some reason is released

- Somebody decides to pick up RoTWK Assembly code and rewrite everything into C++ from scratch (Or mostly atleast)

- We continue to slowly make more assembly-level & C++ Injector modifications like editing CaH Faction table

- Nobody actually cares/thinks about this that much and we keep on living stuck with same engine more or less

 

As for first point's starters:
RoTWK game.dat has 80,552 functions total

Game Launcher (lotrbfme2ep1.exe) has 2884 functions total

LotRIcon.exe has 79 functions total :whatoa:


In Topic: Just wondering if this is new? DevTeam Debug Mode...

05 April 2015 - 12:39 AM

I'm wondering, it's been so many years since game got released and support for it's online features expired aswell... Has anybody tried contacting EA Games in attempt to release source code of game?

I know some of C++ stuff so i wouldn't mind altering game a bit myself :whathuh:

And having source code would allow me to create my own patches aswell relating to engine locked stuff like game.dat

 

Though, if we'd contact directly EA Games through their mails and such we'd be more than likely declined without single though at the very beginning as group of random fanboys expecting impossible... If we would know or could contact one of programmers/developers who worked at BFME and still works or works not in ea games we could have quite bigger chances...

 

Presenting them modding community creations including best mods out there like Edain Mod and such plus struggle to create new features for more fun like there:

http://www.moddb.com...-the-game-modus

 

That could be quite convicing maybe enough to give out source code, if not publicly on internet then to atleast one or few trusted people who would without releasing all code stuff do cool stuff for community?

What'cha people think about that?

 

Edit:

 

An online petition would be fine idea too


In Topic: Has anybody ever tried modifying/hooking game.dat for overcoming limits?

01 April 2015 - 03:16 PM

Any ideas what error was it?

 

Turin Turumbar has been testing BFME2X and ran onto error 'OpenProcess() failed: 5

The issue was resolved by turning program by 'Run As Administrator' thingy.

 

I've attempted to resolve the issue in v0.3 of BFME2X... I'm waiting for tester to tell me whether it fixes it or not..

 

 

And relating to your computer crash, i'm not sure about this

So far there's been no such issues on three computers including mine, friend's and Turin's

 

Edit:

 

I've included updated version at my above post (v0.3) which may resolve issues with Administrator Rights

- Peace


In Topic: Has anybody ever tried modifying/hooking game.dat for overcoming limits?

31 March 2015 - 08:31 PM

Sorry for double post but i've eventually decided to release alpha v0.2 of BFME2X Today afterall :D

Instructions are located in .zip file aswell as example files and where to put them info...

 

I haven't figured out yet way to check which bfme2 rotwk version user has so there are currently two seperate files... One for v2.00 other for v2.01 of RoTWK

If it eventually works out quite well i might create seperate thread for BFME2X perhaps...

 

Edit:

 

Oh and also if you'd encounter any errors from BFME2X rather than game.dat or BFME2 RoTWK then try running it with Administrator's Privilege/Access,