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Reenabling Epic Unit Glitch in 64 bit KW Global Conquest

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I used to enjoy playing 1.00 Global Conquest with the Tier 4 unit garrison where Epic Units in unupgraded strike forces would retain and stack garrison upgrades made to the vehicle from each conflict that the unit participated in. I think others would enjoy it as well. Unfortunately, 1.00 is not compatible with my 64 bit system. How feasible would it be for me to reenable this behavior in my 64 bit Kane's Wrath through a modification?

 

I have the 64 bit files, the 1.00 32 bit files, and I know that unupgraded strike forces had the behavior while upgraded strike forces did not (a hook perhaps). I do not have the patches that remove this behavior, but I think I can find them.

 

Would it be better to use WrathEd 1.08 Gamma, or 1.07 version? Where should I start looking? Would it be practical for me to look through the code in the patches, or is it illegible?

 

Thanks!

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I have the 64 bit files, the 1.00 32 bit files, and I know that unupgraded strike forces had the behavior while upgraded strike forces did not (a hook perhaps). I do not have the patches that remove this behavior, but I think I can find them.

 

Really? I was not aware of a 64 bit version of the game... Are you very sure?

 

Beside that, the patch version of the game doesn't depend on the binary files, only the .big and .skudef matters for that ?

 

That's why you can still play 1.00 just by changing the entries in the skudef.

 

Would it be better to use WrathEd 1.08 Gamma, or 1.07 version? Where should I start looking?

 

Some people recommend the 1.07, as it seems to be more stable, although I never had trouble with 1.08 beside the unformated display of source code with the wrathed.exe big viewer.

But you can decide for yourself, here is the changelog for 1.08:

 

1.08
- empty assets of the base stream are now hidden in BigView
- hashes are passed through now instead of being compiled again
- most attributes with standard values are now hidden in BigView
- fixed compiling of asset type StringHash
- added schemas for AptUI
- fixed an error with imports in ProductionUpdate

 

Where should I start looking?

 

Download the xml source code for Kanes Wrath here and look in the folder meta game (meta game=global conquest mode).

 

Would it be practical for me to look through the code in the patches, or is it illegible?

 

For the big files use the WrathEd.exe big viewer (tools folder) to see the xml code. There you can copy it.

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Really? I was not aware of a 64 bit version of the game... Are you very sure?

No there isn't, there was just a bugfix in newer versions.

Beside that, the patch version of the game doesn't depend on the binary files, only the .big and .skudef matters for that ?

 

That's why you can still play 1.00 just by changing the entries in the skudef.

That's completely wrong, check the first line in the skudef. Edited by Lauren

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Mjjstral, on 30 Jan 2017 - 20:02, said:snapback.png

Beside that, the patch version of the game doesn't depend on the binary files, only the .big and .skudef matters for that ?

 

That's why you can still play 1.00 just by changing the entries in the skudef.

That's completely wrong, check the first line in the skudef.

 

That's interesting, you mean there is a 1.00 and/or 1.1 cnc3ep1.dat ? Never have seen these cause I use the steam version of the game which doesn't provide these files. Thanks for clarification my dear Lauren.

 

But if the askers problem is a cnc3ep1.dat issue it can get difficult, cause you need to disassemble. Non the less if you succeed please share a delta patch of your changes with us ;)

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Thanks! You are right about the 64-bit version not existing. I just ran my 1.00 game in XP SP3 compatibility mode on my 64-bit computer and it started working.

 

I wonder if mods will work with it....

 

Unrelated: My two 1.0 metadata.big files seem to be the same size, the 1.0 only maps.big file is 1.3GB while the Origin 1.0 maps.big file is 575MB. I also have the 1.1 patch1.big and 1.2 patch2.big.

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Really? I was not aware of a 64 bit version of the game... Are you very sure?

 

Beside that, the patch version of the game doesn't depend on the binary files, only the .big and .skudef matters for that ?

 

That's why you can still play 1.00 just by changing the entries in the skudef.

 

 

Some people recommend the 1.07, as it seems to be more stable, although I never had trouble with 1.08 beside the unformated display of source code with the wrathed.exe big viewer.

But you can decide for yourself, here is the changelog for 1.08:

 

 

1.08
- empty assets of the base stream are now hidden in BigView
- hashes are passed through now instead of being compiled again
- most attributes with standard values are now hidden in BigView
- fixed compiling of asset type StringHash
- added schemas for AptUI
- fixed an error with imports in ProductionUpdate

 

Download the xml source code for Kanes Wrath here and look in the folder meta game (meta game=global conquest mode).

 

 

For the big files use the WrathEd.exe big viewer (tools folder) to see the xml code. There you can copy it.

 

 

How could you use 1.08 since I can't compile a available .big by 1.08, and create just some intermediate products

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How could you use 1.08 since I can't compile a available .big by 1.08, and create just some intermediate products

 

How do you even compile a .big if that should be the final product after the compilation? You can extract, decompile and view a .big... So what do you mean, please be more specific. If you can't compile things in general with the standard buildmod.bat (even for the SampleMod), then I have no idea.

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