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Forum: simcity - debug mode on

14.03.2013 14:46
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1
krisfield
19
Centurion
Image

simcity - debug mode on

OK więc tak
aby odpalić debug mode należy skopiować ten plik ( http://localhostr.com/DHL3POuCPqTD )

do katalogu Origin Games\SimCity\SimCityData a następnie wcisnąć
ESC po czym pojawi się Menu gdzie rozwijamy tzw, Debug UI ( http://i.imgur.com/FxZ3nFOh.png )

Miłej zabawy ! :)

14.03.2013 14:55
2
odpowiedz
krisfield
19
Centurion

a to juz nalazłem. Jak właczyc pierwsze MODy i aplikowac poprawki zrobione przez uzytkowników

Okay so I have done a bit of snooping around and have found a number of tools which make this a very simple task. I assume Maxis had actually accounted for the fact people wanted to mod the game and made it seemingly easy to do from the get go. I assume they are waiting a bit until after launch to officially release tools.
This is a very basic guide to get people who have experience in modding started. I will show you how to create a very very simple population mod to show the real values - I do not currently know if this will adjust the AI at all (I doubt it). I am unsure of the current capabilities of this but have succesfully loaded some custom javascript into the game UI etc and would like others to help explore the possibilities.
What you need to begin with:
Some Javascript knowledge.
SimCityPak
s3pe Development Release
A text editor (Preferably Sublime Text 2) - Notepad will work but will be a pain in the fucking arse.
What we do with SimCityPak
We will use SimCityPak as our general .package file viewer, the reason being is because it has built in model viewer and various other functions that I personally find easier to use than s3pi (unless I am missing something obvious).
Open up SCP and navigate to the install folder of Sim City from the open file dialog. Go into the SimCityData folder - this is where most of the assets are located. Most of the files are named appropiately but the one we will be looking at is "SimCity_Game.package". Open that up. On the left hand side it lists all the files in the package. Have a look around and try to find interesting files. The most interesting ones are usually large in file size and are type JSON or Javascript.
This is general information by the way and not entirely related to the basic visual mod we are going to do - its just to show you how to navigate the files for yourself. You are safe to close SimCityPak.
On to the actual mod
Load up S3PE and open "SimCity_Game.package". CLOSE ALL INSTANCES OF SIM CITY. The file we want is JSON in the TAG column and is large in file size. So click the headings at the top to sort by Filesize. As this is a generic tutorial I cant specifically say what its reference is as I have to assume it changes from patch to patch. The file we are looking for is a huge compressed javascript file which likely starts with:
'use strict'; var COMPILED = !0,
Here is a screenshot of the uncompressed code (Sorry only copy I have): http://i.imgur.com/hG7cy44.png
Now export that by rightclicking the line in the table and clicking Export. Load it into your text editor and if it has syntax highlighting either turn it off or change it to javascript.
To make the code at all readable I recommend you plop it into http://jsbeautifier.org/ (making sure you turn off the fancy text box or prepare for mass lag).
And replace the code on there with your code.
Now you have 100% editable UI/Whatever else is in there code. For this quick tutorial we are going to find the line that starts with
simcity.GetFudgedPopulation() = function
I assume you know how to edit javascript so it should be self explanitory but two lines after put
return a;
Save the file, hop back on over to s2pe and right click the line in the table with the unmodified code and click "Replace", find your new file that you edited and replace with it. Now click File > Save - wait until it finishes - and make sure you close s3pe before loading up sim city to test it out.
If you did it correctly your cities and I guess other peoples cities should now be showing the actual population
Wrapping up
As I said this is a generic "off the press" sort of tutorial not designed to do anything other than show people how it can be done on a very basic scale and see what other people can come up with with more time.
Edit another file that looks promising: SimCity_App.package Filter by JSON then order by size, should be top one.

14.03.2013 15:02
3
odpowiedz
krisfield
19
Centurion

http://madsciencecomic.com/mesh1.jpg

What is SimCityPak?
Simply put, it's a work-in-progress tool that will hopefully eventually be the iLive Reader equivalent for SimCity 2013.

What does the tool allow us to modify?
As of yet; nothing. You have to understand that to be able to modify any files, we must first be able to understand what's in them. While some of the file formats carry over from previous Maxis games like Spore and The Sims 3, in general there are many new things that have to be tediously reverse-engineered. While the tool will eventually be able to save and write to package files, for now it's main use is to facilitate the process of understanding the game files and what they're for.

What will we eventually be able to modify?
Nobody knows - the only way we'll be able to find out is through experimentation. People have expressed concern that because the game partially runs on Maxis' servers, we won't be able to modify anything at all - personally I have good hopes that we'll at least be able to mod things on the city level (possibly only in sandbox mode), although that's merely speculation at this point.

----

First of all, this tool was born when I realized that SimCity uses the same DBPF version as Spore, and that there were already a few Spore Modding tools out there that I could base my research on. I was lucky to come across SporeMaster (https://code.google.com/p/sporemaster/), an open-source .NET based tool. While this tool was made specifically for Spore (and there are quite some differences between the .RW4 model files for example) I managed to reuse a lot of the underlying object model to build my own tool from the ground up (I've been in contact with the creator of SporeMaster and have permission to use his work). From there, I've been trial-and-error'ing my way through the files to see what I can open and how.

For those of you who want to help building the tool (which is in C#/.NET/WPF with a dash of Xna thrown in), I've uploaded the source code over at https://simcitypak.codeplex.com/ . I'm not sure if anyone can just download the source code using TFS, but if you need access, give me your codeplex account and I'll make it so.

I've also uploaded an executable version of the tool. Let me know if it doesn't run or if anything goes wrong when opening a package. There will undoubtedly still be hundreds of bugs but most of them will be caused by unexpected data in the package files.

LINK TO THE LATEST VERSION: https://simcitypak.c...ses/view/102217

Changelog:

0.003
Added Hex view to all file types (even the already identified ones)
Added Hex view to subsections of a RW4 file to identify the unknown ones
Added 3D preview for RW4 Mesh sections (warning, meshes aren't read correctly yet, so it still looks like crap)
Fixed most bugs when loading properties. Only 'Transform' type properties still have some issues
Added a context menu to Key Properties so that you can open the file it links to in a new window (right click the value and select "open in new window..."
Ability to export textures. From the RW4 Texure view, you can select a file and save it to the .dds format.
0.004
Added 3D view for RW4 meshes
0.005
Added first attempt as a viewer for RASTER files (which are surprisingly not building textures... wondering where those are hidden)
Added instance regisrty (Add custom names and comments to specific instances by right-clicking on the instance number in the main grid to make identification easier)
Modified properties view to be easier on the eyes
NOTE: While the properties files are being read a lot better than in previous versions, it still has a few bugs that I hope to be able to iron out soon.
0.006
Export to package - export one single TGI index to its own seperate package file
Properties files will now be read correctly - all properties will be read
Added relevant information to RASTER and PNG file displays (should be expanded)
Started refactoring of back-end object model code
0.1.0.0
Added textures in 3D viewer for vehicle models
Added Loading of Locale files from Settings screen (will load localized strings for PROP files)
Added About window

14.03.2013 15:53
Jeremy Clarkson
4
odpowiedz
Jeremy Clarkson
133
Prezenter

czuje że będą bany za wejścia w debug mode :D

14.03.2013 16:15
XineX
5
odpowiedz
XineX
68
Professor Chaos!
14.03.2013 20:36
ArtoseruS
6
odpowiedz
ArtoseruS
75
Zero Trzy

SimCity: Do it yourself!

Forum: simcity - debug mode on