How to enable the Gahreesen Wall

General debates and discussion about the Guild of Writers and Age creation

How to enable the Gahreesen Wall

Postby Sirius » Sat Sep 25, 2010 5:56 am

As promised, here is the tutorial for the Wall.
The other posts are coming.

1st Method: Using Until Uru.

Required: You'll need Plasmashop and an Until Uru patch. You can download them here: http://www.the-deep-island.de/uru-tools/
Backup: You MUST make a backup of “UruSetup.exe” and “sp.dll”in the root folder of Uru.
If you want a complete backup, you must copy all your Uru installation.
Version: You can use either Ages Beyond Myst or Complete Chronicles. It is recommended to use Complete Chronicles, because of some Relto book problems, setting menu, avatar custom...

This is simple to do. This version is not compatible with Drizzle or Offline-KI. You must have an untouched version of Uru. If you want, you can keep the “sav” folder.
Until Uru was one of the first online version of Uru, and the only one with the Wall working.
See this: http://www.guildofwriters.com/wiki/TPOTS_Installation to know how to have a new installation without uninstalling the old one.
Note that you won't have anymore CC/ABM after this, and that you won't be able to hack most of the files in this version.

This is what I found on a topic, but it is hard to find and there is not any wiki page about it.



1. Using the patch
Download the file called UU-Patcher_v0.38.9, but be sure it is compatible with your version (ABM or CC). Then, be sure you made the backup of the two files, run it and follow the instructions.
Now you have this UU installation.

2. Activation of the Wall
Now, you can't use UU because it is an online game and the servers are down from long ago, and the Wall is currently not working. So, just overwrite the two files “UruSetup.exe” and “sp.dll” with the ones you saved in 1.

Then, you've got to put the Wall on. Start Plasmashop, and click on the “Open” button. Browse to your installation and open the “Garrison.sdl” file in the “SDL” file (Garrison is the name of the Age for the game, even if it is Gahreesen in the story). Then, go down to the last line, and scroll up until you see the line :
“VAR BYTE grsnClimbingWallEnabled[1] DEFAULT=0 DEFAULTOPTION=VAULT”
Change the 0 of “default” to a 1 so it looks this way :
“VAR BYTE grsnClimbingWallEnabled[1] DEFAULT=1 DEFAULTOPTION=VAULT”
Scroll up again, look this time for this line :
“VAR BOOL grsnWallInfoJournalVis[1] DEFAULT=0 DEFAULTOPTION=VAULT”
Change the 0 to a 1 again :
“VAR BOOL grsnWallInfoJournalVis[1] DEFAULT=1 DEFAULTOPTION=VAULT”
Then, click on the “save” icon, and go to your game. You'll have the Wall enable and totally operating (apart of some bugs, but they are rare and I corriged some of them. See the fourth post) and a journal in each conference rooms explaining how it works.
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Re: How to enable the Gahreesen Wall

Postby Sirius » Sat Sep 25, 2010 6:07 am

2nd Methode: The Wall on Complete Chronicles.

Required: You'll need the following : Plasmashop, an UU patch again, and PrpExplorer. To add the footsteps sounds, you'll need other tools. See the third post
Backup: Even if you don't think you need backup, you SHOULD keep “Garrison_District_grsnWallRoomClimbingPhys.prp”, “Garrison_District_grsnTeamRoom01/02.prp” in the “dat” folder (I'll explain later).
If you want the whole files to copy : all the files about Gahreesen, GlobalAvatars and GUI in “dat”, “sdl” folders and the whole“python” folder.
Version: This works only for Complete Chronicles or Path of the Shell. When patching Until Uru, DO NOT USE AN ABM OR TD VERSION.
Note: as PageEditor is no longer available, you won't be able to do some parts. The current version of PRPShop can't use prc editing.

This version is compatible with everything coming from Drizzle, but the Wall can't be climbed. Note that this way is quite long to do.
If you want it for To D'ni, see this post: http://forum.guildofwriters.com/viewtopic.php?f=10&t=3291&p=34626#p34626
Thank a lot Karkadann for saving this.

Some of these things were found by others, so I would like to thank them. If you see there is a part non-working, feel free to tell it. I never played UU online, so I can't be sure to have everything.



1. First, do the same thing than the first step of the first method, but don't bother with backups of the two files and use a CC installation for the patching. Just be sure you made backups of your own “sav” files (remember, however, that you must have a clean installation of CC, so make backups of your Ages you created if you want to reinstall it).

2. Then, you'll have to save some other files in this UU installation.
In the “dat” folder:
- Garrison_District_grsnWallRoomClimbingPhys.prp
- Garrison_District_grsnObsRoom02Imager.prp
- Garrison_District_grsnTeamRoom01 and 02.prp
- Garrison_District_Textures.prp
- GlobalAvatars_District_Audio.prp
- GUI_District_BkBookImages.prp.

In the “sfx” folder:
- all the .ogg files beginning with “grsnMaintOn...” (“stone” and “glass”)
- all the .ogg files beginning with “grsnTCCP...”

In the “python” folder:
- Python.pak

For the * : you don't need them if you have the offline-KI version 3.0 or better.

This list includes the backups for the other hacks.

Then, just uninstall ALL Until Uru files (but keep the ones you saved of course and BE SURE you made backups of your personal files if you are working with only one installation) and re-install Complete Chronicles. If you work with two Uru at the same time, just uninstall Until Uru.
3. Now you've got a clear installation of Uru (or at least without the UU patch, you can have downloaded the Offline-KI before if you want, it shouldn't be a problem but follow the instructions if you don't want to "break" it), overwrite all the files with the ones you saved, but NOT with these files:
- Garrison_District_Textures.prp
- GlobalAvatars_District_Audio.prp
- GUI_District_BkBookImages.prp.
- Python.pak

4. The texture file contains more textures in Complete Chronicles than in Until Uru, but there are two textures in UU that are missing in CC.
If you don't put them in CC you'll have a blank panel in the control rooms however.

So you have two ways :
-simply overwrite the ancient one (and then, skip this paragraph) but you might lose some of the textures that was in CC. However I never found where the additional textures of CC were supposed to be placed.
-if you want to be sure to have ALL the textures and avoid losing the CC ones:

Copy the Texture file from CC into another safe place (be careful not to confound with the UU one !), and then overwrite it with the UU one.
Now start PRPexplorer.
As you put the UU texture file, PRPExplorer will now show this file, even if you are in your CC installation.
Then, simply use the left part of the window to search “Textures” in the Garrison file. You've got to find “grsncircleholealpha&2A0#0.hsm” and “grsnnewwallsquares&2A0#1.hsm”. Right-click on it, select “Export...” (not “export as an image”). Then select a safe place, and save these files. It should be “.uof” files.
Now that we have these two missing textures, it is time to put back the Texture file from CC (don't worry if you don't understand). Then start again PRPExplorer, search the Texture file of Garrison. Right-click on it, select “Import object” and load the two objects you saved. Now every textures are OK.

5. If you use the Offline-KI, don't do this step right now. Wait to see the paragraph about it.
As some of you might have seen, every Garrsion prp files we took in UU overwrite the ones in CC, but there is still one that wasn't in the basis CC installation : the file “...grsnObsRoom02Imager.prp”. As it is not supposed to exist, the file won't be loaded even if it begins with “Garrison_District...”. So browse with Plasmashop to the file called Garrison.age and open it. Look to these two lines :

Code: Select all
Page=grsnObsRoom01Imager,81
Page=grsnPrison,55


A “page” is a .prp file. The words you can see are supposed to look like this in the “dat” folder. “AgeName_District_NameMentionnedAfterPage.prp” (OK, this is a little hard for me to explain, but you'll understand). The number at the end is as the sequence prefix for an Age, but it is used almost the same way in the .prp files.

As you can see, the “page” for the first imager is here, but the second is missing. Just copy/past the line of the first imager, and make it look like this :
Code: Select all
Page=grsnObsRoom02Imager,82

I gave you the correct “sequence prefix” for this prp. Do not place another one or Uru will crash !

6. This step is totally optional, but I HIGHLY recommend to do it. The footsteps sounds in the Wall area are unique in the game, and Cyan removed them in CC. If you patched the Garrison_District_WallRoom.prp file with the “PotS convertion” with Drizzle (now that you can avoid it, I recommend not to do it, even if the idea was a good one), there is no other way back, you must reinstall Uru. But you can play the Wall with this patch, you'll just loose the GREAT footsteps sounds.
The tutorial will be added in the third post.

7. If you don't do this step, you won't have the Nexus anim when you touch the book and your Relto book won't be functional after. So, let's get to work once more.
Open PageEditor from the footsteps tutorial. Be careful, the steps 7.1 and 7.3 are not the same, as well as 7.2 and 7.4

7.1. Open the page “NexusBlackRoom” of Garrison. Browse to “plPythonFileMod” (number “00A2”), open cPythonBookMachine.
Look at these lines at the end:
Code: Select all
      </plPythonParameter>
   </Parameters>

And add this between them:
Code: Select all
      <plPythonParameter ID="13" Type="Behavior">
         <plKey Name="cMbehMachineOps" Type="plMultistageBehMod" Location="2;80" LocFlag="0x0000" />
      </plPythonParameter>

Now, save as .prc in the folder you created during the other tutorial.

7.2. In "plMultistageBehMod" (number "00C1"), open the file.
Look to this line:
Code: Select all
         <StageTypes Notify="1" ForwardType="0" BackwardType="0" AdvanceType="0" RegressType="0" />

And change the numbers to make it looking this way:
Code: Select all
         <StageTypes Notify="5" ForwardType="2" BackwardType="0" AdvanceType="2" RegressType="0" />

Save as .prc

7.3. Open the page “NexusWhiteRoom” of Garrison. Browse to “plPythonFileMod” (number “00A2”), open cPythonBookMachine.
Look at these lines at the end:
Code: Select all
      </plPythonParameter>
   </Parameters>

And add this between them:
Code: Select all
      <plPythonParameter ID="13" Type="Behavior">
         <plKey Name="cMbehMachineOps" Type="plMultistageBehMod" Location="2;79" LocFlag="0x0000" />
      </plPythonParameter>

Save as .prc

7.4. In "plMultistageBehMod" (number "00C1"), open the file.
Look to this line:
Code: Select all
         <StageTypes Notify="1" ForwardType="0" BackwardType="0" AdvanceType="0" RegressType="0" />

And change the numbers to make it looking this way:
Code: Select all
         <StageTypes Notify="5" ForwardType="2" BackwardType="0" AdvanceType="2" RegressType="0" />


Now, use prcc as in the tutorial to convert it to .po objects, and rename them as .uof.
Then, use PRPExplorer to import it into the correct place: NexusWhiteRoom and NexusBlackRoom.

8. Now we have almost everything.
What you need to do now is to open the “Python.pak” file you saved from UU. It can be opened with Plasmashop. Click on “Extract all” and then press “no” to the question. If you are using the Offline-KI or ULM, open the tpots-fixes.pak or any other .pak file, but NOT Python.pak. If it is on a non-patched version, import it into Python.pak. Then select “Add file” and choose the files named “grsnWallPython.pyc” and “grsnNexusBookMachine.pyc”. “No” again.

9. Search Garrison.sum, and open it with Plasmashop. As you can guess, a .sum file is some kind of summary, and if it differs from the objects in the .prp files, the game cashes, so we need to actualize it. Use the “Auto build sumfile” button, and then save this file. Do the same for GlobalAvatars.sum if you added the footsteps sounds (in the third post).

10. Not needed if you have the offline-ki.
You'll have to change the “Garrison.sdl” file just as in the second part of the first method. The sentence about the “ClimbingWallEnable” should already be set to 1, so just change the sentence about the journals.

11. Here is the final step. Just look in the root folder of your installation (where the “UruExplorer.exe” is ). Search the file called “SoundDecompress”. Just run it, and then you can go ! Yes, nothing else to do !

Well... there is still one thing you SHOULD do (no, I'm not kidding), even if you want to go to the Wall. Make a new file somewhere safe, maybe on an USB drive, and then copy/paste the files you added/changed.

For Offline-KI Users :
If you download it again after, you'll have some problems with the .pak and Garrison.age files. So, after downloading a new version, always do steps 5 and 8 again.


End
If everything works well, you can congratulate yourself. But there are still annoying minor bugs. Read the fourth post
Last edited by Sirius on Sun Dec 26, 2010 7:49 am, edited 2 times in total.
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Re: How to enable the Gahreesen Wall

Postby Sirius » Sat Sep 25, 2010 6:12 am

Third part: the CC footstep sounds.

This is the way to add two missing footsteps in Complete Chronicles. You can find them in the Wall area of Gahreesen, but only if you haven't patched it with Drizzle.

If you use the new footsteps sounds in a Fan Age, please tell it in the description of it that you use some of these sounds.
This is not a law, but it is still better to tell it.


The tools we'll use are PRPExplorer and PlasmaShop downloadable from here : http://www.the-deep-island.de/uru-tools/. We will need a Until Uru version of Uru. If you don't have it, download the “UU” patch, but you'll have to reinstall CC if you want it to work
We'll use also these tools: http://libhsplasma.googlecode.com/files/Plasma_Win32_r523.zip
Note: you can't use the current version of PRPShop for this, and PageEditor can't be found anywhere now... :(

Of course, you could use the GlobalAvatars_District_Audio from MOULa or UU, but the first is unreadable by CC, and the second will make the game crash in the swim regions.

Note: you should be able to use MOULa file, but PRPExplorer does not work with these file, so use UU.



1. So, let's get to work. Start PRPExplorer. Go into “SoundBuffer” (number “29”). Export all the files about “grsnMaintOnGlass” and “grsnMaintOnStone” in a safe folder. Do the same for Win32StaticSound (number “96”). Then, open PRPExplorer, browse to your CC/PotS installation. Open GlobalAvatars, right click on Audio and then Import. Go to the folder you created, use Ctrl+A and import all.

2. Open the file downloaded called libPlasma, and start the program called PageEditor.exe. Browse to your CC install and open the same file. Open the plSceneObject (number “01”). Open the file called “FootstepSoundObject”. You can now read it. Add these two sentences at the last line of the bigger paragraph.
Code: Select all
      <plKey Name="cSfxRndFeetMaintainerOnGlass" Type="plRandomSoundMod" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxRndFeetMaintainerOnStone" Type="plRandomSoundMod" Location="-6;3" LocFlag="0x0004" />


3. Now, click on “Save prc” (and not prp), give it a name and create a folder on your Desktop (easier to use after). I usually call it “Uoffile”. Cool, but look : the file is in .prc, and not in .uof, so we can't import it right now. We'll care about it later.
Open “plWinAudible” (number “14”). That makes a lot of script, right ? So, now add these sentences AT THE END OF THE BIG PARAGHRAPH, the place is very important.
Code: Select all
      <plKey Name="cSfxMaintGlaWalk10" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintGlaWalk09" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintGlaWalk08" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintGlaWalk07" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintGlaWalk06" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintGlaWalk05" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintGlaWalk04" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintGlaWalk03" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintGlaWalk02" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintGlaWalk01" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoWalk10" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoWalk09" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoWalk08" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoWalk07" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoWalk06" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoWalk05" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoWalk04" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoWalk03" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoWalk02" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoWalk01" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoneTurn05" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoneTurn04" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoneTurn03" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoneTurn02" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoneTurn01" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoneRun10" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoneRun09" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoneRun08" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoneRun07" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoneRun06" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoneRun05" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoneRun04" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoneRun03" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoneRun02" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoneRun01" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoneJump03" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoneJump02" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxMaintStoneJump01" Type="plWin32StaticSound" Location="-6;3" LocFlag="0x0004" />


Once again, save .prc in the folder you made.

4. Third file : ArmatureEffectSound (number “E4”) Open the file. You can see the name of all the footsteps sounds. Look at the lines with NULL = "True".
These are lines for the missing footsteps sounds. 5 in total. We are looking for the two called beginning with “MaintainerOn...”, so the best location would be ? The two empty line following each other, logical. The order in the two ? We should take the alphabetic order, don't you think ? So clear these two lines and place this :
Code: Select all
      <plKey Name="cSfxRndFeetMaintainerOnGlass" Type="plRandomSoundMod" Location="-6;3" LocFlag="0x0004" />
      <plKey Name="cSfxRndFeetMaintainerOnStone" Type="plRandomSoundMod" Location="-6;3" LocFlag="0x0004" />


Be careful of the indentation, the order etc., and save this file.
You can notice that there are still four other sounds missing. I don't know where to find them, but I'll add them if I ever find the files needed (if you know, feel free to tell it).

5. Now, open the file from UU, and go to plRandomSoundMod (“79”). Open the file called cSfxRndFeetMaintainerOnGlass. See the green and red “Index=”[number]”” ? For Age writers, don't you remind something about Sequence Prefix ? And for the “Page” (.prp file) of an Age ? Yes, it works (almost, and from a point of view) the same way, in the file from WinAudible, it is the line where the sound is placed (WITHOUT the 5 first lines). For people using Python, you should know that the first word in a list, letter in a word etc. bear the number 0 and not the number 1. So we must change this number, and remove 1. Make it look like below :
Code: Select all
      <plRandomSoundModGroup GroupedIdx="-1">
         <Sound Index="274" />
         <Sound Index="273" />
         <Sound Index="272" />
         <Sound Index="271" />
         <Sound Index="270" />
         <Sound Index="269" />
         <Sound Index="268" />
         <Sound Index="267" />
         <Sound Index="266" />
         <Sound Index="265" />
      </plRandomSoundModGroup>
      <plRandomSoundModGroup GroupedIdx="-1">
         <Sound Index="274" />
         <Sound Index="273" />
         <Sound Index="272" />
         <Sound Index="271" />
         <Sound Index="270" />
         <Sound Index="269" />
         <Sound Index="268" />
         <Sound Index="267" />
         <Sound Index="266" />
         <Sound Index="265" />
      </plRandomSoundModGroup>
      <plRandomSoundModGroup GroupedIdx="-1">
         <Sound Index="274" />
         <Sound Index="273" />
         <Sound Index="272" />
         <Sound Index="271" />
         <Sound Index="270" />
         <Sound Index="269" />
         <Sound Index="268" />
         <Sound Index="267" />
         <Sound Index="266" />
         <Sound Index="265" />
      </plRandomSoundModGroup>
      <plRandomSoundModGroup GroupedIdx="-1">
         <Sound Index="274" />
         <Sound Index="273" />
         <Sound Index="272" />
         <Sound Index="271" />
         <Sound Index="270" />
         <Sound Index="269" />
         <Sound Index="268" />
         <Sound Index="267" />
         <Sound Index="266" />
         <Sound Index="265" />

Save the file, do the same for MaintainerOnStone with these numbers :
Code: Select all
      <plRandomSoundModGroup GroupedIdx="-1">
         <Sound Index="284" />
         <Sound Index="283" />
         <Sound Index="282" />
         <Sound Index="281" />
         <Sound Index="280" />
         <Sound Index="279" />
         <Sound Index="278" />
         <Sound Index="277" />
         <Sound Index="276" />
         <Sound Index="275" />
      </plRandomSoundModGroup>
      <plRandomSoundModGroup GroupedIdx="-1">
         <Sound Index="299" />
         <Sound Index="298" />
         <Sound Index="297" />
         <Sound Index="296" />
         <Sound Index="295" />
         <Sound Index="294" />
         <Sound Index="293" />
         <Sound Index="292" />
         <Sound Index="291" />
         <Sound Index="290" />
      </plRandomSoundModGroup>
      <plRandomSoundModGroup GroupedIdx="-1">
         <Sound Index="289" />
         <Sound Index="288" />
         <Sound Index="287" />
         <Sound Index="286" />
         <Sound Index="285" />
      </plRandomSoundModGroup>
      <plRandomSoundModGroup GroupedIdx="-1">
         <Sound Index="302" />
         <Sound Index="301" />
         <Sound Index="300" />


6. Now, we must convert these .prc. In the file where you found PageEditor, copy/paste “HSPlasma.dll” and “prcc.exe” to your folder you created. We'll use prcc, but you can't start it by clicking on it. Click on the button on the lower left-hand corner of your Desktop. Choose “Start” (don't know if it is called the same way in English). Then, type “command”. You should have a black window. Type “cd [folder where your prc files are]” (example : cd Desktop\Uoffile). Now, type “prcc Prcfile.prc” (of course choose the good file). Check in your folder, a file called “out.po” should appear. Rename it to be sure it ends in “.uof”. Do this for every files, but rename them one by one.

7. Start PrpExplorer, go to the good file, delete :
-FootstepSounds in E4
-FootstepSoundObject in 01
-cSfxWBridgeRun05 in 14
Import the files you made.

8. Now, you'll crash as soon as you start the game.
Go in the “sfx” folder you have in your MOULa, copy the files called “grsnMaintOnStone/Glass...” in your sfx folder from CC.

9. Your game will still crash this way...
Open PlasmaShop. Open the file called “GlobalAvatars.sum”. Click on “Auto Build Sumfile”. Save it.

10. And again, you will still crash. So, let's go on...
Open the folder of your CC installation, run SoundDecompress.exe
You can now start Uru... If you still have an unmodified version of the file Garrison_District_WallRoom.prp, you'll be able to walk around the Wall !

Note for the Writers : you can now use these footsteps by putting “maintainerglass” and “maintainerstone” for a footsteps sound region in Blender. The sound for the glass was used for the Wall climbing, so it looks weird on a floor as there is no sound for the run and jump, but you can use it the same way for ladder sounds.
Last edited by Sirius on Sun Dec 26, 2010 7:54 am, edited 2 times in total.
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Re: How to enable the Gahreesen Wall

Postby Sirius » Sat Sep 25, 2010 6:20 am

3rd Part: Other Hacks

These are things working on CC as well as on UU. You can add them if you want.

1. Suit machines
This is for CC only.
Now, if you did everything well, you won't be able to have the maintainer suit back in your Relto if you play with a new avatar, because we changed the suit machines. So, you can use the /suitup option, but it has a problem as you can't reverse it quickly. So if you want to have it in the Relto, bring back the backup you made about Garrison_District_grsnWallRoomClimbingPhys.prp and Garrison_District_grsnTeamRoom01/02.prp in the dat folder and use Plasmashop to update the .sum file. Once you have it, it will stay in Relto and you can bring back the other files.
Melting the two version of the suit machines to place the suit in your closet and avoid problems when having the suit already should be possible, unfortunately that's complicated.



2. The journals covers
In both CC or UU, the journals covers are the Relto ones. And the pages are as the linking books pages, we need the blanks with blue lines, and the Wall journal cover. I'm not sure if it worked in UU.

The cover problem is coming from the cover image name. As there is no valid name set, the Relto cover is displayed as the default one. Not really logical. We've got to change the wrong files.

Short version (Diafero updated this in the Offline-KI before I posted this, but I still leave this paragraph as you can put the Wall in a non-patched version of Uru)
Open the “journal.pak” file in the Python folder with Plasmashop. Choose “Extract All”, and this time decompyle all the files (if you want to decompyle only the needed file you can do it with Drizzle or UruPython. This will take less time). Then, open the file called “grsnWallHelpJournalEnglish.py” (of course take the good language) with Plasmashop again. Go to the first red sentence : “cover src="xGarrisonWallJournalCover_eng*1#0.tga" (the “eng” changes depending of the language of course). Change “.tga” to “.hsm”. Be sure you have the *1#0.
Save this file. Then, open “journals.pak” again and select “Add file”. Now, choose the file you modified, and select “No” to the question. Fixed !

You now have a bad texture for the journal, but at least it looks good. If you want another less-detailed texture but without the strange squares, change “1#0” to “0#2”. However the cover is impossible to read this way, even if it looks right. That's why we mustn't stop and continue with next paragraph...

Long way
Just do everything you already did. Then, open the two other files for other languages and replace the sentence, even though you don't need them. Then, add them all to the Journal.pak. If you are in an English version of Uru, you'll now see a good cover, detailed, but also looking realistic.
For others languages, you have to do another thing. Re-read the part where I explained how to add the textures from UU to CC (§ number 4). Use this same way to open the GUI file you saved. Open PRPExplorer. Browse to the file BkBookImages. Open the file MipMap (number 0004). Right click on the two files called xgarrisonwalljournalcover_fre*1#0.hsm and xgarrisonwalljournalcover_ger*1#0.hsm. Export (not as an image) and put it in a safe file. Now, put back the old GUI file from your CC install, and import these files.
Now you need to tell the file to use these images. Start PageEditor. You should have it from the tutorial for the footsteps sounds, remember ? Then open the file called plImageLibMod (number 0112). Open the file in it. Add the sentences to the main paragraph :
Code: Select all
      <plKey Name="xgarrisonwalljournalcover_fre*1#0.hsm" Type="plMipmap" Location="-2;54" LocFlag="0x0004" />
      <plKey Name="xgarrisonwalljournalcover_ger*1#0.hsm" Type="plMipmap" Location="-2;54" LocFlag="0x0004" />


Save this file as a prc, use prcc to put it in a uof file, and import it in GUI_District_BkBookImages.prp. Cool, it should now work. Just make sure you update the sum file for the GUI age, then go to Gahreesen.
Note that I can't test this method, because I use an English version of Uru.

The way it is supposed to work: as every versions (=languages) of the journal file tells the same name for the texture (without the three letters about the language), the bad texture in the Texture file of Gahreesen is no longer used, the texture in the GUI Age(Graphic User Interface, which means KI, books, etc) is used instead, and this texture is not damaged. So, for other languages, you just added the missing texture file and it now works.



3. The journals Pages
Open “xJournalBookDefsEnglish.py” (or another language of course) in Journal.pak. Look to the last very long line. You can see the names of the journals in red and the filename in black. You can notice that the name in black is sometime followed by “, 'bkNotebook''. It is the way to tell Uru that this journal is a notebook. If not, the book will be a linking book (or a special journal). So, look for the line :
'GrsnWallHelp': (1.0, 1.0, xGrsnWallHelpJournalEnglish)
and make it look like below :
'GrsnWallHelp': (1.0, 1.0, xGrsnWallHelpJournalEnglish, 'bkNotebook')
Now, as you guess : save the file, import it in journal.pak and save...



4. The Panel Bug
As you surely see if you start playing with the panels, you always get out of the chair if you don't click exactly on the blockers and buttons.
I am NOT SURE at all if it really works, but it is still better to have it as it is easy and quick to do.
Open Garrison SDL file. To the part with the green sentence “# climbing wall variables”, add these sentences to the end of the paragraph and save the file.
VAR BYTE northWall[20]
VAR BYTE southWall[20]
VAR BYTE southCount[1]
VAR BYTE northCount[1]
VAR BYTE southCountLimit[1]
VAR BYTE northCountLimit[1]
VAR BYTE nChairState[1]
VAR BYTE sChairState[1]
VAR BYTE lastChangedIndexS[1]
VAR BYTE lastChangedIndexN[1]

5. More people on the Wall
This is something useless right now ;) .
The Age Gahreesen is limited to 10 people in every version.

It take few clicks.
Open Garrison.age with Plasmashop. Then, go to the line “MaxCapacity=10”. Let's say we want to be able to be 20 in the Age. Change this to “MaxCapacity=20”. Then save the file.

Avoid using 100 because the more people in an Age, the more lag and bugs you have. Try to go in Bevin for the St Patrick's day in MOULa...
This method can be used for every Ages.

6. If you really want to climb the Wall...
You cannot use the climb, so you can use /jump 75 but it is not funny. We'll use the closest action of the climbing: the ladder.
So, open Blender. We'll do it quickly: so you must already know a little of Blender before starting.

Delete every meshes. Select Add → PyPRP → Add a (Generic) Logic Region. Now, go on layer 2 and select the region. Then, add two string properties with “regiontype climbing” and “page_num 125”. Rename it something as “ladderClimb1”. Now, make 3 copies, rename them with 2, 3 and 4 and grab them to these places:
Code: Select all
ladderClimb1:
- X: 4
- Y: 169,46
- Z: -17,23

ladderClimb2:
- X: -4
- Y: 169,46
- Z: -17,23

ladderClimb3:
- X: -4
- Y: 181,67
- Z: -17,23

ladderClimb4:
- X: 4
- Y: 181,67
- Z: -17,23


Now, rotate the region #1 180 degrees on the Z axis. Do the same for #2
Use Add → PyPRP → Create a New Book, then go into the Text Editor, pick up Book (delete Text by the way), add this line after “Page”:
Code: Select all
      - index: 125
        name: "WallClimb"

Now, change the sequence prefix to “2” instead of 100. Then, go to AlcScript text. Add these lines:
Code: Select all
ladderClimb1:
   type: region
   region:
      type: ladder
      ladder:
         direction: up
         style: twofeet
         loops: 34.5

ladderClimb2:
   type: region
   region:
      type: ladder
      ladder:
         direction: up
         style: twofeet
         loops: 34.5

ladderClimb3:
   type: region
   region:
      type: ladder
      ladder:
         direction: up
         style: twofeet
         loops: 34.5

ladderClimb4:
   type: region
   region:
      type: ladder
      ladder:
         direction: up
         style: twofeet
         loops: 34.5


Now, go to File → Export → PyPRP and All as full Age (.age). Don't export it in you Uru folder !
Export it as Garrison.age into an empty folder.
Then, exit Blender and go to this folder and pick up the file called “Garrison_District_WallClimb.prp”. Copy it in your “dat” Uru folder. Then, add the line “Page=WallClimb,125” in Garrison.age and update the sum file. You'll now be able to climb the Wall as if it was a ladder.

7. MOULa's panel
A BIG thanks to Agenotfound for this !
In MOUL and MOULa, you can see that the panels are quite different. You can have them on CC if you want.
Open Drizzle, go to Advanced → Manual Conversion → Moul → Process a single file... and choose the WallRoomClimbingPhys.prp.
Start it, and then copy the file to your CC folder. You'll need the new textures:
    grsnwallrefl_up*0.hsm
    grdnlampmarblegreen*0#0.hsm
    grdnlampmarbleorange*0#0.hsm
    grsncntrlpnllightadd*0#0.hsm
    grsncntrlpnllightbase*0#0.hsm
    grsncopperstriplght*0#1.hsm
    grsnwallcntrlbttnarrow*0#0.hsm
    grsnwallcntrlpnlbutton10*0#1.hsm
    grsnwallcntrlpnlbutton15*0#1.hsm
    grsnwallcntrlpnlbutton5*0#1.hsm
    grsnwallcntrlpnlbuttonactiv*0#1.hsm
Now you can play it.
The climbing blockers will be annoying if you want to walk near the Wall, and the climb triggers will make you crash.
You can try to export all the files in plSimpleRegionSensor (called only 0x0107 in PRPShop) from UU to this version and it should fix it.
Last edited by Sirius on Sun Dec 26, 2010 8:12 am, edited 3 times in total.
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Re: How to enable the Gahreesen Wall

Postby Sirius » Sat Sep 25, 2010 6:27 am

Now, you have the Wall on CC as Watson said the DRC would do in Kirel ;) . I hope it will be useful to someone...
Once again, if you have a problem, tell it. My English might not be very good, and you might be confused as well... the Wall on CC is not easy.

For the CC problems, they are only two: you can't climb the Wall, and the panels are always buzzing once you put the Wall on. It was in UU as well.
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Re: How to enable the Gahreesen Wall

Postby diafero » Sat Sep 25, 2010 6:59 am

Wow, this is awesome, thanks a lot! I'll have to go over that when I have the time to actually do this.

I think this should not drown in some thread down here, it should also go into the wiki (then at least it drowns in two different places and is a bit more likely to be found again ;-) . Would you mind me making wiki pages for this, or doing it yourself?
I prefer e-mails to "diafero arcor de" (after adding the at and the dot) over PMs.

"Many people's horizon is a circle with a radius of zero. They call it their point of view."

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Re: How to enable the Gahreesen Wall

Postby Sirius » Sat Sep 25, 2010 8:02 am

I'm glad you like it. It took me months.

If you don't mind, I would prefer you to do the wiki page. I'm still new and I haven't found how to create wiki pages... :lol:
Anyway, it is still good to have it here, this way it will be easyer to answer questions and edit it if there is a part not working.
Last edited by Sirius on Mon Feb 21, 2011 7:13 am, edited 1 time in total.
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Re: How to enable the Gahreesen Wall

Postby Wamduskasapa » Sat Sep 25, 2010 8:16 am

Soooooooo will we shortly have the ability to also use this in multiplayer mode on the Shards???

Or is that still a dream...
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Re: How to enable the Gahreesen Wall

Postby Sirius » Sat Sep 25, 2010 8:31 am

Sorry, this is still a dream... it seems the only way to be able to climb the Wall is to hack the UruExplorer.exe, and it is almost impossible. If you want to play it, you can still use the first method but it is alone, and without PotS Ages.

However, Delin and Tsogal weren't supposed to work either, and Dustin (I think it's him ?) wrote a python file to replace the missing part of this file. I guess it is the same for Jalak as the objects take a very long time to warp.

But it would be better to have the original.
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Re: How to enable the Gahreesen Wall

Postby Agenotfound » Sat Sep 25, 2010 8:42 am

Addtionally you can also use the climbing physics prp from Moul/Moula (but using page editor of plamashop) with the same results except:

-you'll get a new pannel in the team room
-slightly different textures
-and you'll need an addtionnal hack as the Moul files do trigger the climbing but then the game crashes yet again..
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