Universal Mod Activator & Deactivator Qs -1 reply

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adelphospro

I'm accepted, He was condemned

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26th February 2007

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#1 11 years ago

What would you guys think if I released my universal mod activator/deactivator to the public? I may need some people to beta test it too. If anyone is interested, PLEASE email me at: heretoserve(at)bluebottle.com A screenshot of the main screen is attached (I hope!)




Goliath_01

Who shall watch the watchers?

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15th April 2006

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#2 11 years ago

A more full description may give people enough information to decide ...... one way or another. I certainly haven't seen anything to send me into an eager frenzy yet!:)




adelphospro

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#3 11 years ago

Ok, My readme file is very basic at this time but I can type up a quick one here:

Name of Program: Backfire (hehe, no its not dangerous and I may change the name) What it does: Allows mods for just about ANY game to be activated or deactivated one at a time or in groups. Backfire also helps organize mods by type. How it Works: It uses a thing call 'Support Files'. One for the game and one for the mod. Here is a sample game support file: The file name: mohaa.game gamename=Medal of Honor: Allied Assault //Name of the game gameexe=mohaa.exe //Main .exe file moddir=[DATA]\[GAMES]\MOHAA\ //Location of .mod files SOUND=[data]\[SOUND]\MOHAA\ //Location of Sound files defaultExt=.pk3 //Any file with this ext (Plus .mod), will be loaded in the mod list and it will have no discription or bitmap. Mohaa's mod files are .pk3 files. Just so you know!

TYPES type=.map.mod, Map Files //TYPE={file Ext}, {Discription- Short} type=.mod, All Files type=.wep.mod, Weapon File type=.total.mod, Total Remake type=.patch.mod, Game Patch type=.pk3.mod,Pk3 Files ENDTYPES EOF //End of FIle! IMPORTAINT!!!

Now the mod support file is a little differant. It allows mod'ers to do these file operations: Copy (addfile=copymeto.pk3,main\thisfile.pk3) Delete (rmfile=deleteme.pk3) Backup (backup=backmeup.exe) Restore (restore=restorethisbackedupfile.exe) Create Folder (mkdir=mymod\subfolder\) Delete Folder (rmdir=mymod\subfolder\) - All files must be removed from dir FIRST Run an .EXE file (run=install.exe)

Uninstall is JUST like the commands about, except all the commands add 'uninst.' before the command: I.e. uninst.rmfile=deleteme.pk3 or uninst.run=uninstall.exe

For the sake of this post size, ill leave out the sample file. Security: You all may be asking 'What about security? Could an evil mod'er delete or replace importaint files?'. I am working on security features for Backfire. Right now if a mod tries to do a file operation (except backup but including restore) on an importaint file (.exe, .dll, .sys, .drv, etc) a notice will appear and ask the user what he wants to do (allow, allow all, block). It will show the user EXACTLY what the mod is trying to do so the user can decide. There is also an 'undo last action' that allows the user to undo the last 10 or more actions. Costomization: There are about 9 built into a GUI. Plus some more 'unneeded' ones in the options file. Backfire allows transparency for users with Windows XP (I dont know, but it should work with Vista). Support:This is a one man jop so there is not alot of support, but I have a web site that im working on. There is an 'Internet Updates' option in Backfire.

There are SO many more features (like 'minimod') but these here are the basic ones. Due to the language used, this program will need about 10MB free system memory to run (Thats not alot but you may want to close it to play games. Ill add a prompt to the 'Play Now' button that will ask if the user wants to close Backfire before playing the selected game.)

Thanks! If you need more info just ask.




adelphospro

I'm accepted, He was condemned

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#4 11 years ago

Oops! There are some spelling errors in the post above. Sorry about that. Below is a sample .mod file. Note that not all the commands possible are used in this file, just the basic ones. file name: jvbotv1-1.addon.mod file location: {program location}\[DATA]\[GAMES]\MOHAA\ [COLOR=YellowGreen] [COLOR=Blue]name=Jv_Maps bot support files type=mod moddir=[DATA]\[GAMES]\MOHAA\JVBOT\ mkdir=extra addfile=jvbot_01.pk3,main\jvbot_01.pk3 addfile=jvbot_01_update1.pk3,main\jvbot_01_update1.pk3 bitmap=[DATA]\[BITMAPS]\jvbot.bmp starttext This mod by JV_map will enable bots in all MP maps. All Obj and DM maps will have bot support enabled, + a 'small' change to the code by Tyler Minard. See "jvreadme.txt" in [DATA]\[readmes]\ folder for more information. Copyright (c) 2002-2003 Jeroen Vrijkorte All rights reserved. endtext uninst.rmfile=main\jvbot_01.pk3 uninst.rmfile=main\jvbot_01_update1.pk3 uninst.rmfile=main\jvbot_01_tyler.pk3 uninst.rmdir=extra EOF[/COLOR][/COLOR]




adelphospro

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26th February 2007

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#5 11 years ago

Oh yeah, (this should be my last post!), add one more command to that list: [COLOR=Blue]download=http://www.mysite.com/mymod.pk3,tmpfile.pk3[/COLOR] then you can: [COLOR=Blue]addfile=tmpfile.pk3,main\mymodv1-1.pk3 [COLOR=Black]If the mod tries to download a file, a security notice will kick in![/COLOR] [/COLOR]




Tally

COD Über Support

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20th November 2004

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#6 11 years ago

I dont see how this can work. If a pk3 file is in the COD 'main' folder, you cant stop it being "used" by the game when you go to a server which has the mod on it.

If you go to a pure server which doesnt use the mod, the pk3 file is ignored anyway - no need for any "special" programs.

COD mods cant download files, or replace or do anything else to other files.

Just dont see the point of this for COD.




adelphospro

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#7 11 years ago

I understand what your asking Tally, but i've already tested this on over 7 games (Cod, CodUO, MohAA + Bt and SH, SWBF,SWBT2, SWJKJA, etc). What this program does is copies files from a backfire folder to the games folder (Support files tell backfire how to do this). Now you dont have to create support files for your mods as that can be annoying at first, all you have to do is copy the pk3 file or whatever it is the the folder in backfire's directory for that game. Backfire will detect it and will see if it exists in the games mod dir (the mod dir is defined my the game support file). If it does not, it will show it as deactivated, if it exists it will show it as activated. Cod allready has built in support for total convertion type mods so this program is not needed for installing those (Though it can used to do so), but this helps user activated maps, skins, tweaks, and a bunch of other stuff. About the downloading thing, again that is done by the support file (When you choose to activate a mod, backfire reads the support file if any and preforms the commands listed above as it comes across them). I hope this answered your question (if not overkill!)! Thanks! Tyler




adelphospro

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26th February 2007

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#8 11 years ago

Hey all, I posted this program on FileFront a few days ago. You can get it here: Adelphos Pro Backfire - Another mod manager, Call of Duty 2 Downloads, Call of Duty 2 Modding

Dont forget to check out the forum link in post #13! There are some important patches posted.