Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Add a custom path for modding cso2 #21

Closed
GEEKiDoS opened this issue Feb 4, 2019 · 14 comments
Closed

Add a custom path for modding cso2 #21

GEEKiDoS opened this issue Feb 4, 2019 · 14 comments
Labels
enhancement New feature or request

Comments

@GEEKiDoS
Copy link
Contributor

GEEKiDoS commented Feb 4, 2019

It's a nice feature I guess?

@GEEKiDoS
Copy link
Contributor Author

GEEKiDoS commented Feb 4, 2019

The gameinfo of cso2 is hardcoded in filesystem.dll at 0xFD6A8, Im going to try replace it

-- Update --
Change that hardcoded gameinfo is not working, but hooking BaseFileSystem::OpenEx is working. Let me raise a pull request

Path:
qq 20190204173709
Effect:
qq 20190204173702

@GEEKiDoS GEEKiDoS changed the title Add a search path for modding cso2 Add a custom path for modding cso2 Feb 4, 2019
@GEEKiDoS
Copy link
Contributor Author

GEEKiDoS commented Feb 4, 2019

snd_rebuildaudiocache is not working for custom sound

update: looks like must use "-sndcachebuild" in order to use that concommand
update2:still not working
update3:It's working with UNPACKED files *but no generated allsound.cache

update4:You don't need to rebuild sound cache, Just create a empty allsound.cache in custom, you are good to go then

@L-Leite L-Leite added enhancement New feature or request wip Work in progress and removed wip Work in progress labels Feb 4, 2019
@GEEKiDoS
Copy link
Contributor Author

GEEKiDoS commented Feb 5, 2019

Notes(Tested stuffs):

  1. This method will sideload almost of game assets from custom folder.
  2. uncompressed VTFs and decrypted eTXTs(not tried other formats like eCSV)(Mistested,my bad) will loaded by game.
  3. Counter-Strike: Source or HL2 format BSPs won't load on CSO2 engine(no error, but the progress bar will stuck at 0% forever) , After editing the bsp version from 0x14 to 0x64, the cso2 loads bsp, but It says "funny lump size" at 5%, We need to edit the lump and compress them I guess.
  4. As Add a custom path for modding cso2 #21 (comment) says, You need to create a empty allsound.cache to get custom sounds works normally.
  5. If you want to replace encrypted file(have the 'e' in the extension), You will need this
    to encrypt it.
    Ochii got the game reads decrypted files. Not needed anymore
    (TBC)......

@organnerx
Copy link

Hello! Some questions: 1. Is it possible to translate game interface and options (settings)? 2. Is it possible to use voice files and english text from Chinese version? Their characters are speaking English and also as far as I remember when you press radio buttons (z, x, c) all text and voicing there also in English (enemy spotted, need backup, etc...). This could be helpful for teamplay when you know what to report to others, rather than Korean writings and voices. Please take a look at possibility of those features

@GEEKiDoS
Copy link
Contributor Author

GEEKiDoS commented Feb 6, 2019

Hello! Some questions: 1. Is it possible to translate game interface and options (settings)? 2. Is it possible to use voice files and english text from Chinese version? Their characters are speaking English and also as far as I remember when you press radio buttons (z, x, c) all text and voicing there also in English (enemy spotted, need backup, etc...). This could be helpful for teamplay when you know what to report to others, rather than Korean writings and voices. Please take a look at possibility of those features

Translate game interface and option already working in current release version. check -lang argument

@organnerx
Copy link

organnerx commented Feb 7, 2019

I don't have a client to check how -lang argument work. But I think you misunderstood me a bit. I mean complete interface translation - all room options that can be seen on your screenshot above and ingame radios and character voicing and etc. That could be a good addition to the game. Of course this is not priority number one in development, this just could be helpful and more attractive to a new players.

There is a file called "resource/cso2_koreana.txt" witch holds all ingame text. And this is the only translation file that basic game archives contains. And there is no english in it. So I assume -lang not doing a great translation. We can edit this .txt with English text (at least basic interface and menus strings), but can we force a game to use our updated file? This is the main question. If we can force game to use that, than we can translate a game completely

@GEEKiDoS
Copy link
Contributor Author

GEEKiDoS commented Feb 7, 2019

I don't have a client to check how -lang argument work. But I think you misunderstood me a bit. I mean complete interface translation - all room options that can be seen on your screenshot above and ingame radios and character voicing and etc. That could be a good addition to the game. Of course this is not priority number one in development, this just could be helpful and more attractive to a new players.

There is a file called "resource/cso2_koreana.txt" witch holds all ingame text. And this is the only translation file that basic game archives contains. And there is no english in it. So I assume -lang not doing a great translation. We can edit this .txt with English text (at least basic interface and menus strings), but can we force a game to use our updated file? This is the main question. If we can force game to use that, than we can translate a game completely

What does -lang do is replace the cso2_koreana.txt. for example, if you translate the cso2_koreana.txt to english, then you can name it cso2_english.txt, then place it in the Data/cstrike/resource/. And then start the game with -lang english. The game will load the cso2_english.txt instead of cso2_koreana.txt, that's what it do.

@organnerx
Copy link

organnerx commented Feb 7, 2019

Ok, now I got it, thanks. I started to work on game translation and after finishing I will publish it there

@L-Leite
Copy link
Owner

L-Leite commented Feb 9, 2019

Pull request #22 has been merged into master

@L-Leite L-Leite closed this as completed Feb 9, 2019
@LucaSoranota
Copy link

so in order to use custom/mods i need to decrypt the whole game?
or just add args to read decrypted files?

@GEEKiDoS
Copy link
Contributor Author

GEEKiDoS commented Feb 11, 2019

so in order to use custom/mods i need to decrypt the whole game?
or just add args to read decrypted files?

If yout just want to replace some of decrypted files, you just need to use -enablecustom to enable the custom folder to place the files(See #21 (comment)).

If you wanna decrypt whole filesystem then remove pkgs in Data(expect 1b87c6b551e518d11114ee21b7645a47.pkg), You just use -decryptedfiles instead.

@xRiseless
Copy link

so in order to use custom/mods i need to decrypt the whole game?
or just add args to read decrypted files?

If yout just want to replace some of decrypted files, you just need to use -enablecustom to enable the custom folder to place the files(See #21 (comment)).
If you wanna decrypt whole filesystem then remove pkgs in Data(expect 1b87c6b551e518d11114ee21b7645a47.pkg), You just use -decryptedfiles instead.

unpack all pkgs and remove they except 1b87c6b551e518d11114ee21b7645a47.pkg, and game give me this error
default

@L-Leite
Copy link
Owner

L-Leite commented Feb 15, 2019

@Riseless If you use UnCSO2 to unpack the files, it's broken at the moment. See UnCSO2/#3

@enesvtn
Copy link

enesvtn commented Feb 22, 2019

I didn't find what extension file needed to translate Sound and Interface Language in the game?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
enhancement New feature or request
Projects
None yet
Development

No branches or pull requests

6 participants