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ME3Tweaks ModMaker (OVERRIDE BALANCE CHANGES)


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#226
N7 Banshee Bait

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So in this day of ridiculous technology, nobody has figured out a way to mod console games yet? WTF is THAT about anyway?

 

We have cars that can drive themselves & planes that can fly themselves but modding a ****ing Xbox or Playstation is just too difficult? 



#227
Mgamerz

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There's no point. The limited resources make it pointless and the console owners will ban your console.

If you think it's so easy to mod on your own time while having a life and a job then please do show us how easy it is to do. I'll be waiting.

Buy a PC and don't be a peasant.
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#228
Caldari Ghost

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has there been anything that allows users to pit enemies against each other? I still want to see Cerberus fighting Collectors.



#229
BurningBlood

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https://me3tweaks.co...s/showcase?id=9


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#230
Mgamerz

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Mods published from now on require Mod Manager 3.1 RC2 (Build 36) which was just released.

It's got some interesting release notes: http://me3tweaks.mga...d-build-36.html that may cause some growing pains.



#231
Marksmad is waving goodbye

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So in this day of ridiculous technology, nobody has figured out a way to mod console games yet? WTF is THAT about anyway?

 

We have cars that can drive themselves & planes that can fly themselves but modding a ****ing Xbox or Playstation is just too difficult? 

Hi there N7BB, I see you're playing again, which is cool.

 

To expand on Meg's answer, it's not that it can't be done. People have modded consoles and the games. It's just that it's against the ToS, and if MS autodetected that you had modded your Xbox, it would mean a life ban for you, your XBL account, and your console would be perma-blocked from being online.

 

And then, even a modest PC by present standards has far more in the way of resources to cope with the extra compute load that most mods introduce. The X360 has 1/2 GB of RAM, whereas it's near impossible to buy any PC with less than 4GB right now and easy to find one with 8GB or 16GB.

 

I actually managed to play in a few modded lobbies with my laptop from 2010 and the games were playable, so you don't need the latest thing. Some extra cooling would be advisable though! ;)



#232
Operator m1

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Cant wait to replace all assault troopers with phantoms.



#233
Fuenf789

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Impressive mgamerz.
How many lines of code in total for this engine config interface?

I thought the public server overwrites some of the settings...
For perfornance reasons I presume the public game server engine communicate unencrypted with the joined players game engines -
Q: - have you slapped on a protocol analyzer already? reason - how high is the payload (ie How much is the main server just acting as relay/postman during the match)

#234
Mgamerz

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ModMaker alone is probably about 40,000 lines of code. I built extra tools into mod manager users can't access that I could copy/paste bioware's coalesced XML snippets and it'd auto generate it stats code, since a ton of stuff is repetative (like all weapons for example). There's essentially 5 parts to every different part of modmaker and then one for every update:

  1. SQL code to add to the genesis entry (bioware values)
  2. Fork Code
  3. Page Code (PHP interface code/Javascript validation code)
  4. Saving Code (PHP backend)
  5. Publishing code

Then I'd bundle up all the genesis mod additions and apply the defaults to every mod. Typically if I did each step individually for say, a power, it'd take about 3-4 hours each once I perfected the process. The main server mainly does matchmaking and telemetry data, the rest is P2P.

 

Additionally I have to capture images for just about everything, which for powers took signficant amounts of time (typically 1-2 hours for each power. Turiathar was a big help)

 

ModManager's code for ModMaker is probably about 3000 lines, the compiler is about 2000. The compiler is really straightforward but it has a ton of checks to fix bioware's problems.

 

As far as I am aware all communciations between blaze (the backend server) and your client ME3 are over SSL. A file called ME3BINI.bin is stored on the server and downloaded into memory every game startup that supercede *some changes*. Some changes are overridden but due to the way things are scanned for when you modify it it can't figure out how to replace it.


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#235
Mgamerz

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Mod Manager 3.1 is now default download (no more 3.0). RC2.01: Fix issue where modmaker window wouldn't appear if biogame directory was not correctly set.

 

Uploading videos for a couple of mods, if you have one, I can set a video for you.


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#236
Mgamerz

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Still processing at 100% on youtube... -_-

 

Zombie by DJMstrone-FR

 

This didn't seem very zombie like (maybe we were supposed to pick reapers) but it was pretty hilarious for a little while. The wave budget scaled way too fast though so I don't think anyone would ever actually beat it. By wave 9 it was like 180,000 which is about 90x longer than normal.

 

Pucks Immersive Mod by puckhead73

 

Hard at first and monotonous, got better in the end. Good payout. Waves need to be less long though, that's about my only complaint. Maybe a few more enemies so its less camping. He has a lot of invisible enemies according to the new wavelist validator:

 

tnMQ2KO.png

 

This tool is SUPER useful, found 7 bad waves in my zombie mod...!


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#237
Mgamerz

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Platinum Redux Mod by Terca

 

Actually was pretty fun. Compared to the masochist mods we were playing earlier.


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#238
TheShadyEngineer

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Still processing at 100% on youtube...  -_-

 

Zombie by DJMstrone-FR

 

This didn't seem very zombie like (maybe we were supposed to pick reapers) but it was pretty hilarious for a little while. The wave budget scaled way too fast though so I don't think anyone would ever actually beat it. By wave 9 it was like 180,000 which is about 90x longer than normal.

 

Pucks Immersive Mod by puckhead73

 

Hard at first and monotonous, got better in the end. Good payout. Waves need to be less long though, that's about my only complaint. Maybe a few more enemies so its less camping. He has a lot of invisible enemies according to the new wavelist validator:

 

 

Ah yes, Pucks immersive, also known as the anti Deerber mod. Geth ****** everywhere.

 

Pretty good mod for those who like a hold the line/campy type play though. And if we take it from there, I'd say the guy who made the mod hit the sweet spot when it comes to amount of enemies active. Any less and it would have been too much waiting for them to come to us but any more and we'd have been overrun. 

 

Zombie mod looks goofy as hell even without the ridiculously high wave budget and standard payout at the end. No bueno, I personally wouldn't play it.

 

Plat redux looks alright. Like vanilla plat but without as many banshees and a little more difficult as a result of more enemies active at once. Not bad at all.

 

 



#239
Mgamerz

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You can now see the wave composition of published mods in their mod page.

#240
Mgamerz

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My Zombie mod + HATT. One of my favorite mods. The difficulty is just right and its just so fun. Quite a few people on the forum can attest to it.
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#241
Mgamerz

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You can now see the paytable for mods. Lots of people seem to have found my sites credit cap =]

You can now get a good deal of information about a mod before playing it.
https://me3tweaks.com/modmaker/mods/66
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#242
Fuenf789

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In the gold solo HoF, most PC solos are modded for triple pizzas. There are no other mods in that thread (i.e., mods that boost players' health/nerf enemy damage and health aren't allowed).



How many downloads have u had till now?

When Nightslasher remarked that modmaker is absolutely, beyond any doubt, only used for triple pizza's in the solo hall of fame - it struck me like mighty limited use of its potential. So as a marketing campaign of ur effort:

Maybe we can start a reverse competition: -Since u know modmaker probably the best
1) you mod, solo and submit it to the hall of fame, explicitly stating that it has been modded.
2) we let the proclaimed guru's see if they can detect which nerf/buff or nerf&buff was applied.
In these threads.
Your goal is to hide it. Their's is to find and point it out. Is 5/10 a doable ? Can u rock it?
( At least give 1 week to seperate chaff -me also's from wheat -true blues early on. And wait ca. 5 days to give all a fair chance to look for it). For the rest of us it can help us improve our modmaker radars.

#243
Mgamerz

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You won't be able to tell if the only change is pizzas. The only way you could tell is if you see polonium/chakram (19 assault rifles)/vibration damper, geth turret flamethrower text/Juggy turret improved damage (to match GE). But since vids won't show those things you won't know.

#244
Fuenf789

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Sad. So you're saying that 99.99% of the members won't detect a nerfed solo in the hall of fame - even if they wanted to (and of course you don't make blatant obvious mods...). That's a 1:0 vs veterans? Ps- Since WV has launched an public me3 server it's technically possible via the patched bi...w.dll proxy for the consoles also.

#245
Mgamerz

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Sad. So you're saying that 99.99% of the members won't detect a nerfed solo in the hall of fame - even if they wanted to (and of course you don't make blatant obvious mods...). That's a 1:0 vs veterans? Ps- Since WV has launched an public me3 server it's technically possible via the patched bi...w.dll proxy for the consoles also.

Its a private server not a public server. And dll files aren't used on consoles. There isn't even a need for it on the console as DLC is not verified. That's not how the server works anyways.

Does it really even matter?

Also here's end game by Subject-IV, it was pretty fun.


#246
Fuenf789

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Its a private server not a public server. And dll files aren't used on consoles. There isn't even a need for it on the console as DLC is not verified. That's not how the server works anyways.
...


Do u mean the same private server can host both PC and PS3? I would like to understand, then -Why would WV release a patched bi....dll for PC and the certificate check for PS3, still in 2015, if it's not checked by private server anyway? Intention was to have an public cloud hosted server...


...Does it really even matter?

Probably not for all...
Let me explain. So we agree that the hall of fame could be full of modded undetected achievements (10%-90%).

Now for the next bastion- let's take the current running tournament- that would also be virtually impossible to detect an in-game hidden mod. Does it only apply to the host- or can non-hosts have their own mod-flavours?(of course this is all hypothetical what-if's)

#247
Mgamerz

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Do u mean the same private server can host both PC and PS3? I would like to understand, then -Why would WV release a patched bi....dll for PC and the certificate check for PS3, still in 2015, if it's not checked by private server anyway? Intention was to have an public cloud hosted server...


Probably not for all...
Let me explain. So we agree that the hall of fame could be full of modded undetected achievements (10%-90%).

Now for the next bastion- let's take the current running tournament- that would also be virtually impossible to detect an in-game hidden mod. Does it only apply to the host- or can non-hosts have their own mod-flavours?(of course this is all hypothetical what-if's)

You can just say it. Binkw32.dll. It's no secret.

I'm not aware he's released the PS3 certificate. The one in PSE (not PS3!) is so he can do a Man in the middle attack and decrypt the comms between blaze and me3. He used this to reverse engineer the blaze sdk commands and wrote a server that can translate me3 commands and send them to other computers. The cloud hosted item you describe is matchmaking and I don't see Warranty Voider caring much about that.

Just fixed the javelin not working bug if you modify javelin. I've update the DB to fix this. I might go in and manually modify the mod deltas so they won't need to be republished.

#248
Fuenf789

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Understood. I think...
So 4 PC players - each, hypothetically ,compiling their coalesced's etc. for the tournament - and joining in the same match -does it mean that 4 different scoring mechanisms apply?

#249
Mgamerz

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Nope. Host gets the control of *most* variables. Just depends on what is being synced. Sometimes clients will desync cause of mods and the server will accept their desynced vars (like reviving themselves after death)

Score is controlled by the host. Clients may see differently but ultimately the final results screen shows the hosts values.

#250
Fuenf789

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Aah.

1) so, if B1B1 have ensured 4 eyes principle on the hosts - ie ensured a vanilla host - then it would be "mostly" a predictable outcome. Probably he won't like to think/hear about these workarounds at this stage...
2) but if a vanilla host leave, and the server round-robin my modded client as host, then probably all clients are flushed and reloaded with new modded values, or?