08.10.2008, 10:24
My best understanding is that those .class files that were provided have got to be hashed first, or they won't be read by the game at all. This can be done with the class hasher by qTim.
I did just that yesterday (the files then go just into mods/aimod/ as the hash name is the encrypted path and name) and lo and behold, like another poster already posted, the game crashed as soon enemy ai got into dotrange. I could watch them from externals, but my game crashed three times trying to confirm this bug.
A reasonable explanation would be that as soon the ai code is activated, due to incompatibilities with some other class files of the game, it just crashed to desktop.
So in the end those files would need to be compared (current and old ones) and the desired changes implemented accordingly. But for that one would need pretty good knowledge of the internal structure game and Java, both of which I unfortunately don't have.
Maybe someone who can do this will surface, but i'm afraid not. :? :o
I did just that yesterday (the files then go just into mods/aimod/ as the hash name is the encrypted path and name) and lo and behold, like another poster already posted, the game crashed as soon enemy ai got into dotrange. I could watch them from externals, but my game crashed three times trying to confirm this bug.
A reasonable explanation would be that as soon the ai code is activated, due to incompatibilities with some other class files of the game, it just crashed to desktop.
So in the end those files would need to be compared (current and old ones) and the desired changes implemented accordingly. But for that one would need pretty good knowledge of the internal structure game and Java, both of which I unfortunately don't have.
Maybe someone who can do this will surface, but i'm afraid not. :? :o