Total servers: 1
Kurko's Nightbar
Liero v1.0 – 20lt
Game Mode: Death Match
Lives: 7
Max Kills: 20
Version: OpenLieroX 0.58 rc3
Pages: [1] 2 3 ... 10
 on: February 17, 2017, 01:22:37 pm 
Started by Thor - Last post by Herr Flick
Happy new year! :P

 on: February 01, 2017, 06:46:37 pm 
Started by Thor - Last post by Wander
* I'm also still alive!  ;D

 on: January 30, 2017, 12:01:40 am 
Started by Thor - Last post by Ruki
Thought you moved to China, didn't they celebrate New Year about a week ago?

 on: January 28, 2017, 12:46:28 pm 
Started by Thor - Last post by Thor
Just wanted to do the first post of 2017 here. I love you all! Love always wins.

You're all crap.

 on: December 17, 2016, 09:18:43 am 
Started by Punisher for real - Last post by crave
hey there!

 on: December 16, 2016, 09:47:16 pm 
Started by Punisher for real - Last post by Punisher for real
Games on? keh köh, 8 guest online i bet on you

 on: December 13, 2016, 09:12:33 pm 
Started by Midnight - Last post by satch

 on: December 13, 2016, 08:54:28 pm 
Started by Midnight - Last post by Midnight
For all you out there! [Str8] is still strong! :)


Herr Flick

I wish you pleasant holidays with much Liero intentions! :D

 on: November 24, 2016, 09:44:06 pm 
Started by Vergil*^^ - Last post by Bizkit
Member this cw again?

 on: November 06, 2016, 01:25:51 am 
Started by toastbrot21016 - Last post by MaxShadow

My idea was to make a game based on Liero, while keeping compatibility with the resources of LieroXtreme, specially the mod files, which I think is the most interesting part of this game. The thing is, these files appear to be compiled, so I can't parse them directly. That complicate things a bit. I couldn't find the source script that handles those files. There are a few other things that I would need the source for, like the physics (if I want to keep it the way it works in LieroX) and bot AI, but the rest shouldn't be too hard. GM has a simple language, it's easy to use. However, by doing things this way it would be almost impossible to make it cross-platform, If I ever manage to get the multiplayer part working. It's all in my head, but I'm not sure if I can make it happen.

Anyway, If I ever make some progress on it, I'll post it here.

The weapon data of each mod is compiled into a binary format which is then loaded by the game. CGameScript.cpp is probably the right file to start looking if you want to see how the weapons are loaded.

Yeah, I've been searching some files with Notepad++ and found the weapons are loaded in CGameScript.cpp, using a single function (fread_compat) declared in EndianSwap.h. As far as I can tell, it just does some kind of validation and then reads the bytes. It may be possible to read these files in GM, but I'll need to study that script to understand the sizes and structure of the data. It may take some time.

As an alternative, I wanted to decompile the mod files to take a look at the source. It would be much easier if I could work directly with the uncompiled files. I tried to compile the GameDecompiler, which is hosted in a Github repository. However, after getting all the dependencies (it has many), it threw many errors and the compilation failed. I guess I'm using the wrong dependencies.

I'll use the example files for the "Classic" gamemode for now. Later I'll try to find a way to load those binary files.

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