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FPSC Classic Scripts / How to Hack Multiplayer without Modded EXE (response to Kyias post)

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rabid rabbit
19
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Joined: 28th Aug 2005
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Posted: 25th Oct 2006 06:10
Allowme to explain.

The various levels of a game are all in files\levelbank as ZIP files.

The type of Multiplayer game is defined in Setup.ini

Thus...

The only thing you need do is write a shell exe, like FPSPack. Use Microsoft C# Studio Express, or Game Maker (a game making program not made by TGC) This EXE runs your game, changing the game setting when you run it to either
1) Most kills within time limit
2) First to reach certain kill level
3) First to reach objective

This much I know for sure will work. This 2nd part I need help with.

Now build your multiplayer game as a Single player game with all your levels. This is so the finished folder has all your media.

Now build it as a multiplayer game with only one level, in a different folder. Go to the first built game, and copy it's EXE and "setup.ini". Paste them in the new folder, replacing the old ones. Rename the extensions of all the level files except 1 to something other than ZIP. The 1 remaining needs to be called level1.zip

This second part doesn't work, but I think it would if I just knew all the files that need to be there. Help?

Watch out, this bunny bites...
rabid rabbit
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Posted: 25th Oct 2006 06:17
I figured it out!
The secret lies in languagebank. Replace the languagebank folder of the singleplayer build with the languagebank from the multiplayer build.

Hint: Use the same skys, or edit the level FPI somewhere. When the multiplayer level looks for its sky in the singleplayer folder and doesn't find it, there is no sky.

Watch out, this bunny bites...
rabid rabbit
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Posted: 26th Oct 2006 04:42
If you like this, pleeeezzz respond!

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rabid rabbit
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Posted: 26th Oct 2006 05:53 Edited at: 26th Oct 2006 05:53
I get it, since most on this board are n00bs with questions, no one understands it. Or is it old news?

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Nue B
19
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Joined: 20th Nov 2005
Location: Indy
Posted: 30th Oct 2006 02:13
Yes, I am a Noob @ the Multi-plr Mode. So I don't even know why anyone would want to "Hack the multi player without modded EXE"

What's the point?
What's the benifit?
I just want dynamics in MultiPlr, not a lot.. only a few.
dose this HACK help?

Nue B. or not Nue B. That is the question.
Kyias
18
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Posted: 31st Oct 2006 17:36
Ok i kinda understand. Do you have msn Rabid?

I have used VB to create the menu for my users to select what kind of game they want and how many players. But.. This means iw ould have to make 56 different variations of my levels. Kinda horrible way round and would cause the donwload to be absolutley huge.

Maybe we can chat over MSN onw hat you are talking about.
CLiPs
18
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Joined: 20th Jan 2006
Location: California
Posted: 1st Nov 2006 05:34
This sounds like a multiplayer game with multi maps to it....
But okay I kinda see where your going with this but here is the question for you... most frags and time limit will finish the game but what about map rotation? or does the map rotate once its done with the first sequence?



Have you downloaded your CLiPs today.
rabid rabbit
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Posted: 3rd Nov 2006 03:24
@ Kyias This will save space, because when you build a game, it saves all the models and media you need in the FIles folder. By doing this, you consolidate all this. For example: If you use a thug character it only need to have 1 thug model, 1 thug texture, so on. You dont need to include a full build of every level. This is why you build as a singleplayer with all the levels.

Also, the Game EXE for every FPSC game is the same. Just a renamed version of FPSC-GAME.EXE in hte program files folder. So if you have 6 levels, you only need 1 FPSC exe + your custom loader exe, thereby saving about 72 megs.

Watch out, this bunny bites...

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