Darn, now what do I do?!
#1

OK, so I finally found and extracted the weapons files and... now I am stuck with them because I have no clue what to do next. I have tried everything from notepad, hex editors and java to no avail so what program do I have to use to edit them?

Basically I am interested in one thing, need to find out why the 250 SC bomb is "accurate" than the others. Any help will be gladly appreciated.

The files are named like this: com.maddox.il2.objects.weapons.BombGunFAB500 no extention.

:?:
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#2

Download I think DJ Java Decompiler and then open the Text up with a program called Jext and then re write the lines. Assuming you can do Java etc, in fact I just extracted those sorta Fm Files out of the Archive yesterday lol.

It has no extension because it is a BombGunFAB500File, that is the extension.
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#3

Class resolver
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#4

Will try both. It can't hurt, right?

Big Grin

I will let you know if I encounter more problems.

Thankx in advance guys!

Ok, tried both methods and both work, also tried the classhasher.jar and it does work as well. The problem persists since I can resolve classes and hash them back only if I use the files provided by Up or HSFX, but the ones from Maddox nope, the weapons file give me the same error, no class at all.

Any ideas?

BTW I use the SFS extractor and something caught my eye, sometimes when I read a file with it, states something like: found 7 files out of 15. Availabily of 46%. Maybe when I unpack the files, it misses some files and that is why I can't resolve the weapon classes.

Cry
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#5

I think you can just add the .class extension to them and maybe work?

SFS extractor only extracts what is in the Filelist but I don't think that say two weapon classes are related, not sure, I don't know but try some other similair files.
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#6

The class files are hashed just to make everything more complicated, so the class resolver "resolves" them.
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#7

Alright, let's update this thing.

I finally was able to find the weapon files (all of them) thankx to some russian guy who uploaded the complete classes.

After trying (and downloading) tons of programs, I found 2 of them really valuable the first one is called ce.jar and the other javabite with javaloader incorporated to it. Both of them are awesome to edit .class files without decompile them so they are handy (at least to me) since the manual compilation was giving me a headache. Also I found a way to open the CMD screen in whatever dir I am in so I save time and my fingers appreciate it.

:wink:

So, here is the frigging deal.

So far I can edit the file and hash it, make a folder called Test and inside of this folder I made another one called files. Place it inside the JGSME folder and load the "mod" run the game and nothing happens, I have checked that the file in question is placed in the right place so now I am lost.

Do I need to do something else so the mod can be recognized?
This whole thing is a test and so far is kind of frustrating, I have thought that maybe the game doesn't let you mod the weapon files so I am thinking of "creating" one from scratch since I have compared the structure of the so called fatman and i am sure I have done everything in the right way.

Anyone willing to help?

Big Grin
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#8

If the game doesn't start up I believe that means you have corrupet java files.

Btw what exactly are you trying to do anyway?
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#9

Does the games start up or can't you see any changes?
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#10

The game runs just fine. I wish it crashed so I could have a clue where to look but nah it runs. I selected several quick missions, tried the plane with the "modded" bomb and it behaved the same than always, I even modded the power to notice if the changes were implemented but no chages were displayed at all.

I am trying to find out why the SC250 is more accurate (using bomb table 2) than the other bombs. I belive it could be the massa value but so far I can't tell for sure since I have not been able to force the game to recognize the modded file.
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#11

Have you tried making a MODS folder (assuming you don't have one) and placing the mod in there? The order required is MODS/Folder(name doesn't matter)/your modded files.

I don't know about introducing mods to the JSGME but this should work.
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#12

stormende Wrote:So far I can edit the file and hash it, make a folder called Test and inside of this folder I made another one called files. Place it inside the JGSME folder and load the "mod"
Is your hashed file inside \Test\Files\ ?

Some mods work by just dumping them into the Files folder, but some don't. It's possible you need to duplicate the complete path to where those files reside in the game. I would suggest doing that in the MODS folder, rather than the Files folder, so you don't accidentally pooch your game.
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#13

Ok the path I use is this one, since I have up 2.01 with HSFX incorporated or whatever is the name for that merged install.

C:\Games\IL-2 Sturmovik 1946\jsgmemods\Test\files

All of the hashed files are inside the files folder but since it didn't work nor change a darn thing, I decided to duplicate the hashed files also in the main root so now i have them inside the C:\Games\IL-2 Sturmovik 1946\jsgmemods\Test\files and C:\Games\IL-2 Sturmovik 1946\jsgmemods\Test with no changes noticed at all.

I tried as well duplicating the whole path for each single file (not hashed but class) and no changes were noticed as well. I am not new with JGSM, I use it a lot with SH3 and 4 and never gave me any trouble. I like to think that the game will search first for uncompressed files instead the sfs one, that is what most games do but with this one, I am not so sure.

Yesterday, I downloaded a modded F_86J and made it work so I can't believe this thing is eluding me.

:|

Las night (or day) I went to bed at 4:00 A.M! If this is not obssesion then I do not what the heck it is... Thank God I am not married so I do not have to fight with the wife trying to explain why this thing is so darn important.

Big Grin
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#14

I suggest you downlod my mod" New chimmney Smokes and bird effects" here:http://allaircraftsimulations.com/forum/...18&t=29391 and test it if it works, then mix your hashed class files with mine and test again, besides if your hashed files is not correct compiled the game will crash! what is the name of the file you try to change? are you sure you compilde the right file?
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#15

Ok, so the way you've set that up, when activating in JSGME, all those hashed files get copied to IL-2 Sturmovik 1946\Files\

and end up in there with all those other hashed files already there. A lot of mods work that way.

But look at other mods we have, and there is the original path recreated that is there in the SFS files.

For example, buttons is placed in \gui\game\

air.ini is located in \com\maddox\il2\objects\

cockpits are in \3do\cockpit

Now, I don't know for sure, but just suggesting that you may need to do the similar thing for the files you have modified, and recreate some or all of the path where they are located in the .SFS files

Without that, they may not be seen when the game loads. Or does hashing the file incorporate that path?
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