Author Topic: Mod creators / running "unhelled" vs. hglzap  (Read 3666 times)

NiteHawk

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Mod creators / running "unhelled" vs. hglzap
« on: Jul 29, 2009; 08:53 AM »
:arrow: The information here was duplicated from previous posts for future reference. While the 'old' forum is still available, you can read the original thread here: http://www.hellgateaus.info/forum/viewto ... 561#p11561.
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Quote from: "Shayagor"
Quote from: "Malachor"
It depends on whether you want to spend the time reinstalling, or going through and cleaning your install Shayagor.
Unless you're playing with files, there's no reason to have every file unhelled.

I eventually hope to fiddle around with the files and see if there's a way to help. Maybe I'll just leave it as it. I don't mind the loading times. Just reminds me of alpha, when it took like 20-30 mins to log in from main menu to char selection screen :lol:
It's your decision.

Just my 0,02€: Even if you'd like to fiddle around with some files, there would be no need to have them all unhelled. hglzap is explicitly designed for this. Just make sure you keep a backup of your (original/unmodified) .IDX around.

Then simply place all the (mod) files you'd like to keep 'outside' the .DATs in their proper location. Run hglzap and it will adjust the .IDX files accordingly. (After that the game will use the additional files 'direct' from disk, and you can edit them to your liking.) If you've had enough (or accidentally made a mistake), restore the original .IDX versions, remove any surplus / unwanted mods and hglzap again... Wash, rinse, repeat. :)

[For example: It's a no-brainer to combine the current Revival "fun patch" with the "nude patch". Drop Tessera's files into the right directory (dataunitsplayersbodiesfemale), run hglzap and you're good to go.]

Regards, NiteHawk
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Please also see: viewtopic.php?p=159#p159
"'Chocolate Park' sounds... suspiciously cute."

ndarkstar

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Re: Mod creators / running "unhelled" vs. hglzap
« Reply #1 on: Jul 31, 2009; 12:15 AM »
these are still replacement mods being created, correct?

NiteHawk

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Re: Mod creators / running "unhelled" vs. hglzap
« Reply #2 on: Jul 31, 2009; 09:01 AM »
Yes, that's right.

Basically hglzap should function very much the same as unhell, except that you work with fewer files (only those that actually contain modifications). They both also make / rely on the same assumptions:
- The game is expected to actively request / use the file in question, and
- Hellgate actually 'falls back' to "direct" loading (retrieving the file straight from disk) when it's not found within the .IDX/.DAT.
hglzap and unhell are helpless, if this doesn't apply. For example it seems not possible to exchange videos (.BIK files) this way, as the game simply won't load them "direct" (?).

If you think of 'adding' data, I would expect that it has to be identical in structure to some of the existing files, plus you'll probably have to modify one of the existing tables to 'point' to the new files, or they won't get used. E.g. adding weapons or armour would require 'valid' mesh and texture files, and you'd have to extend Hellgate's existing item lists somehow to include the new ones. They will likely also be limited to the 'functionality' that's already in the game, which we cannot change - e.g. a weapon can't introduce a new attack/damage type, but will have to use something that's already there (including the games internal damage calculation).

For now (until we learn a lot more about Hellgate's inner workings), most mods will probably be exchanging graphics/textures and 'tweaking numbers' within existing data...

Regards, NiteHawk
"'Chocolate Park' sounds... suspiciously cute."

Norak

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Re: Mod creators / running "unhelled" vs. hglzap
« Reply #3 on: Jul 31, 2009; 10:51 AM »
So, Nitewawk, is the best/only way to get movies working a ReHELL?
Or do you think that with some tweaking it could be done with this?
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NiteHawk

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Re: Mod creators / running "unhelled" vs. hglzap
« Reply #4 on: Jul 31, 2009; 12:59 PM »
Quote from: "Norak"
is the best/only way to get movies working a ReHELL?
To put it short: Yes. I am already considering various ways to do non-destructive backups of the information within the .IDX and of overwriting/adding data (files) within the .DAT. And this would be hglzip, not rehell... ;) :D 8-)

Regards, NiteHawk
"'Chocolate Park' sounds... suspiciously cute."

Jaknet

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Re: Mod creators / running "unhelled" vs. hglzap
« Reply #5 on: Jul 31, 2009; 01:28 PM »
Like your new name colour NiteHawk.

Well deserved....  :D

Cheers for all your help.
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Norak

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Re: Mod creators / running "unhelled" vs. hglzap
« Reply #6 on: Jul 31, 2009; 02:15 PM »
Congrats on the color Nitehawk!
Nice work!
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NiteHawk

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Re: Mod creators / running "unhelled" vs. hglzap
« Reply #7 on: Jul 31, 2009; 03:32 PM »
Thanks folks (and Maeyan! :D )
"'Chocolate Park' sounds... suspiciously cute."

freekyjason

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Re: Mod creators / running "unhelled" vs. hglzap
« Reply #8 on: Aug 09, 2009; 05:18 PM »
i have a problem, and this seems to be the best place to put it atm :P

ive recently moved, and still have a lot of stuff packed. i also recently updated my OS from vista to windows 7, both 64bit. i dont have access to my game to reinstall it properly so i copied my old install over to another drive, and its been running just fine.

i decided to try out your hglzap to cut down on load times, and unhelled files, but it cant find my game. can anyone tell me where the registry keys are located so i can set the install path, because until i can unpack several large boxes of computer crap i cant find that damn disc :/
"We create... to destroy" Seditius the Cursed

NiteHawk

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Re: Mod creators / running "unhelled" vs. hglzap
« Reply #9 on: Aug 09, 2009; 05:48 PM »
Hi freakyjason!

The path that hglzap queries to find your Hellgate installation is HKEY_LOCAL_MACHINESOFTWAREFlagship StudiosHellgate LondonHellgateKey. Hellgate's regular installer would duplicate the value stored there under HKEY_LOCAL_MACHINESOFTWAREFlagship StudiosHellgate LondonHellgateCUKey, too.

You might use this as a workaround: Copy the following text (without the leading "Code:") to an editor window (notepad.exe), save it to hellgate.reg, and afterwards import that .reg file into your registry (double-click it). (You may of course need to adjust Hellgate's path, if necessary)
Code: [Select]
Windows Registry Editor Version 5.00

[HKEY_LOCAL_MACHINESOFTWAREFlagship StudiosHellgate London]
"HellgateCUKey"="C:\Program Files\Flagship Studios\Hellgate London\"
"HellgateKey"="C:\Program Files\Flagship Studios\Hellgate London\"
After that, try running hglzap.exe again and see if it finds your 'installation'...

Regards, NiteHawk
"'Chocolate Park' sounds... suspiciously cute."

freekyjason

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Re: Mod creators / running "unhelled" vs. hglzap
« Reply #10 on: Aug 09, 2009; 05:53 PM »
much appreciated nitehawk, ill check that out

EDIT: found it, had to add those keys into the wow6432node though, and now running. again thanks heaps nitehawk, saved me a week of searching for my disc :P
"We create... to destroy" Seditius the Cursed