shade wrote:Edit :
On a side note, to those who also play on Clementine, atm, you *should* install the D&H mod on a separate install : the Clem' patcher will modify the c350fa9e8747437372770fde752308a5 the next time you'll play online (and breaks your D&H install if you use the same game client for both offline and online modes).
Yeah... I'll need to talk to Adam about that at some point. We can work something out for this sort of thing moving forward (the final version uses a different file, so it won't be affected, this is for mission packs).
Was actually considering having it point at a different lobby file, too, so that a standard install would not have a crashing counter (I know how to do this).
Anyway, a word on how this actually works and why it's a problem to begin with:
In the lobby file, there's an entrance, it says to open counter 200 (I chose 200, it's arbitrary).
The game takes that and opens the counter file for it (xf_qe_table0200.afs) and reads the data out of it. This is fine, it doesn't conflict with anything.
When you select a mission in that counter, it takes the mission number from the counter (for instance, Bladed Legacy C first layout is 1035100) and looks up the mission number to find the actual filename. If the mission number is absent, it crashes.
This list is in c350fa9e8747437372770fde752308a5. (It actually loads the lobby mission from the same list--my personal D&H builds use a custom lobby mission, while standard .exes in the same directory load the original file.)
This would be fine, but... c350fa9e8747437372770fde752308a5 is the file that contains huge portions of the game data. It has all of the offline drop tables, offline character stat tables, offline PA/tech stats, various controls for attacks (want to remove a hitbox from Tornado Dance? you'll be modifying this file), and generally speaking anything that they could ever want to update. Pretty much
every online update touched this file for one reason or another. (Supplemental update clients also used an additional similar file, but both tended to be updated)
Fast forward to a few days ago. Clementine's finally got a patch server written, and someone accidentally dumps a random assortment of data files on it including (I believe) one of my modified copies of c350fa9e8747437372770fde752308a5. Seeing how we have no idea who has which of those files, the only really coherent fix was... to reset everyone to the default.
This... err... has its own issues. Some people are using an original from-disc US/EU client, some are using a final US/EU client, some are using a US .exe in a JP directory (and therefore the JP data files), some are using the JP client (I think the gameguard servers are down, so... people who are running server emulators, pretty much), and each of those have different (sometimes incompatible) versions of each file...
Basically, as always,
something needs to be done, but nobody's sorted out what that something is yet.
Note: the final goal is, of course, using a hacked version of the final JP client that supports everyone's preferred languages because trying to port all the supplemental content to a pre-supplemental client is... well, I was trying to do it, and it surpassed the limit of my abilities--attempting to activate a switch while equipping twin sabers would cause you to play the Blade Destruction animation, pretty much any elementally-colored weapon that did not use the "photon" effect (Ambicion, Traicion, Divine Elsydeon, etc) have its "elemental" things rendered blinding white, no new weapon visual effects (heaven punisher's bullets, most "creates sparks and uses unique bullets" weapons, etc) are available... and that's ignoring the huge pile of non-implemented features that I
didn't run into.