Patchable archives

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Diamondback
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Re: Patchable archives

Post by Diamondback »

henk wrote: Sun Sep 05, 2021 5:41 pm you read the list wrongly ;)
It contains a list of all files that are read.
So game.rfa is read, but this list doesnt contain game_001.rfa so that file is not read
I wasn't asking about what can be read, I was asking about what archives can be patched. These archives are:

- texture.rfa
- standardMesh.rfa
- sound.rfa
- menu.rfa
- Map archives
See my Strasbourg map project here.
henk
Posts: 16
Joined: Sat Mar 07, 2020 7:10 pm

Re: Patchable archives

Post by henk »

You don't understand what I meant
Just check which files in the list have a _001
those can be "patched"

what you can also see from the list:
_002 will never work on archives, besides the level rfa (if im correct)
Diamondback
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Location: Canada
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Re: Patchable archives

Post by Diamondback »

henk wrote: Mon Sep 06, 2021 7:49 am You don't understand what I meant
Just check which files in the list have a _001
those can be "patched"

what you can also see from the list:
_002 will never work on archives, besides the level rfa (if im correct)
These files are the ones I just mentioned in my post above. How do you know _002 won't work? Did you test that.
See my Strasbourg map project here.
duffman
Posts: 55
Joined: Tue Apr 15, 2014 8:02 am

Re: Patchable archives

Post by duffman »

Had a quick look in file monitoring tool to see what is being loaded
from OS perspective, and what it "tries" to find but does not exist.
Running DC mod. The same process would apply to any mod really.

The files below with _001 in the filename are the only ones that
seem patchable but no file i/o request above _001.

Shaders dont appear to be patchable as no attempt was done to try to
load a shaders_001, even if file exists.

But it does try to load shaders.rfa from within a mod.

"\EA GAMES\Battlefield 1942\Mods\bf1942\Archives\shaders.rfa"

"\EA GAMES\Battlefield 1942\Mods\DesertCombat\Archives\shaders.rfa" (file not found)
"\EA GAMES\Battlefield 1942\Mods\DesertCombat\Archives\texture_001.rfa"
"\EA GAMES\Battlefield 1942\Mods\DesertCombat\Archives\standardMesh_001.rfa"
"\EA GAMES\Battlefield 1942\Mods\DesertCombat\Archives\menu_001.rfa"
"\EA GAMES\Battlefield 1942\Mods\DesertCombat\Archives\sound_001.rfa"
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Patchable archives

Post by freddy »

henk wrote: Sat Sep 04, 2021 11:22 am from the binary:
shaders.rfa
animations.rfa
font.rfa
treeMesh.rfa
texture_001.rfa
texture.rfa
sound_001.rfa
sound.rfa
standardMesh_001.rfa
standardMesh.rfa
ai.rfa
aiMeshes.rfa
menu_001.rfa
Bf1942/game.rfa
menu.rfa
Bf1942/Levels/mapName.rfa
Bf1942/Levels/mapName_x.rfa
henk wrote: Sun Sep 05, 2021 5:41 pm you read the list wrongly ;)
It contains a list of all files that are read.
So game.rfa is read, but this list doesnt contain game_001.rfa so that file is not read
What about Objects.rfa ?

And could we add a "Objects.rfa_x" to the server binary? That would makes SSM-modding a bit easier.
henk
Posts: 16
Joined: Sat Mar 07, 2020 7:10 pm

Re: Patchable archives

Post by henk »

I recently also noticed that objects.rfa is missing in this list. I dont think it is patchable
henk
Posts: 16
Joined: Sat Mar 07, 2020 7:10 pm

Re: Patchable archives

Post by henk »

But if you edit the objects.rfa in ssm everything gets messed up. I would advice you to use run the added objects in the game.rfa-materialManagerdefine.con. This file is loaded just before the staticObjects.con if im correct
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