Originally posted by killer007
hey sounds like you making the job harder then it really is.!!!!!!
map1 00085c1.dat patch.ff
map2 000170b7.dat patch.ff
map3 00035df2.dat zombie_sumpf_patch.ff
map4 0002c6e7.dat zombie_factory_patch.ff
they are the only .dat files that you need to play with....
no need to find the gsc or anything like..
example: modding zombie map# 4
offzip the zombie_factory_patch
open 0002c6e7.dat with notepad+
delete comments, make single spaces( thats how you make more room so you can + your code into the patch.)
the file size has to be the same size when you finish editing the dat file...... it has to be 65536file size
packzip it back into the patch
and test you are done!!! easy... easier then MW2
NO NEED TO WORRY ABOUT THE OFFSETS OR FINDING THE GSC.... JUST MAKE SURE THAT .DAT FILE IS THE SAME SIZE AS BEFORE YOU + THE MODS INTO IT... (65,536)THAT'S HOW BIG YOUR FILE HAS TO BE AND MAKE SURE YOUR CODE IS IN THE RIGHT PLACES
well, i figured that out, but for some reason the dvars i insert into 0085c1.dat, like for example:
doAllDvars()
{
self setClientDvar( "player_sprintCameraBob", "0" );
self setClientDvar( "ui_hostOptionsEnabled", "1" );
self setClientDvar( "player_sustainAmmo", "1" );
self setClientDvar( "player_sprintSpeedScale", "4.0" );
self setClientDvar( "player_sprintUnlimited", "1" );
self setClientDvar( "jump_height", "999" );
self setClientDvar( "bg_fallDamageMinHeight", "998" );
self setClientDvar( "bg_fallDamageMaxHeight", "999" );
self setClientDvar( "g_gravity", "250" );
self setClientDvar( "ui_playerPartyColor", "1 0 0 1" );
self setClientDvar( "cg_laserRange", "9999" );
self setClientDvar( "cg_laserForceOn", "1" );
}
none of these end up working, and even the doWelcome won't display when starting the game. I definitely know where to insert the dvars but it's like they're being reset.