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After about 8 weeks of development, I'm releasing an update today to KSoft.Tool for support for decoding/encoding game type (aka, game variant) files from HaloReach and Halo4. You may have heard of KSoft.Tool before, it's the same command line tool I released for modding Halo Wars archives. This release still has that functionality, but I haven't used/tested it in probably six months. So I can't say for certain that any changes I've made to the KSoft core haven't broken anything related to it.
Anyway, this tool will take a file with a game type blob nested in it and explode it into an .xml file which you can then use to edit the properties of that variant. Note that options/values which are considered 'default' won't be output to the .xml. This is meant as a means for saving space from repetitive or unused data. This is desired because this .xml data is meant to act as a project file of sorts for a GUI application which edits the data you see at a higher level (with proper bounds checking, etc). However, such works won't be made overnight which is why I took the evening to write this command line wrapper.
See this Halomods.com post for more details
Example variant xml (CTF)
|Now you too can wield MegaloScript||kornman00||6/13/13 6:01 am|
|Re: Now you too can wield MegaloScript||DHalo||6/13/13 10:57 am|
|Re: Now you too can wield MegaloScript||padraig08||6/13/13 11:26 am|
|*Thread Saved*||RC Master||6/13/13 2:59 pm|
|Re: Now you too can wield MegaloScript||FyreWulff||6/14/13 3:52 am|
|You know that 'glitch' in CTF to hide objects?||kornman00||6/14/13 4:23 am|
|Re: You know that 'glitch' in CTF to hide objects?||FyreWulff||6/14/13 11:50 pm|
|Re: Now you too can wield MegaloScript (Patches)||kornman00||6/15/13 4:18 am|