UOCPatch

Post here for questions and discussion about scenario, art and sound modding.
Pannoniae
Major
Posts: 56
Joined: Fri Jul 03, 2015 2:13 pm
Location: Budapest
Contact:

UOCPatch

Unread postby Pannoniae » Thu Jun 07, 2018 4:41 pm

Hello!

While UoC2 is coming (and we are still on 1.05), I've spent approximately 2 years figuring out how to disassemble/patch the game.
My efforts have become fruitful by now... hereby I present you UOCPatch!

On its own, it does nothing now, and will not do automatically. You have to enable needed features from the .uocpatch file in the root directory of the game.
For testing, it has only one feature now: disabling AI disbanding of units.
Installation is simple, unzip the downloaded thing into base game folder. You can clean the game from it though, using `uocpatch.py clear`

http://github.com/Pannoniae/uoc-patch

Good luck, have fun!

(P.S. there is only one thing which is not possible in reasonable amount of time [read: within a couple of years from now], and that is porting it to newer Python versions. Sadly, due to how bytecode works, the whole game would be needed to manually pruned from bugs as decompilation causes errors and faulty control flow, and libraries would need to be updated. It is a nightmare to compile pango and cairo under Windows, but for cairo, there are prebuilt binaries.)

Pannoniae
Major
Posts: 56
Joined: Fri Jul 03, 2015 2:13 pm
Location: Budapest
Contact:

Re: UOCPatch

Unread postby Pannoniae » Thu Jun 07, 2018 10:04 pm

It now includes seeing supply on enemy territory (a long-requested feature...)

User avatar
Tomislav Uzelac
2x2 Games
Posts: 1716
Joined: Mon Apr 04, 2011 11:24 pm
Location: Zagreb, Croatia

Re: UOCPatch

Unread postby Tomislav Uzelac » Fri Jun 08, 2018 8:22 am

Hi Panno,

I have to ask you to take down this "uoc-patch" github repo. The repo contains our source code, which is copyrighted, and which we do not allow to be published.

Please take the repo down ASAP. If you don't I will have to talk to github directly, which I prefer not to but I will if needed.

I appreciate your dedication, and the technical achievement of reverse engineering the game is cool, but you can't publish our source code. Your "binary" mods are still OK though, like the one in this post: viewtopic.php?f=37&t=8038

Cheers,

Tomislav

Pannoniae
Major
Posts: 56
Joined: Fri Jul 03, 2015 2:13 pm
Location: Budapest
Contact:

Re: UOCPatch

Unread postby Pannoniae » Fri Jun 08, 2018 8:23 am

the mentioned ones are not binary ones, they are just portions of src...

User avatar
Tomislav Uzelac
2x2 Games
Posts: 1716
Joined: Mon Apr 04, 2011 11:24 pm
Location: Zagreb, Croatia

Re: UOCPatch

Unread postby Tomislav Uzelac » Fri Jun 08, 2018 8:27 am

You're right, I haven't looked carefully.

It would be OK if you compiled it to .pyc, but as source it's not.

Pannoniae
Major
Posts: 56
Joined: Fri Jul 03, 2015 2:13 pm
Location: Budapest
Contact:

Re: UOCPatch

Unread postby Pannoniae » Fri Jun 08, 2018 8:28 am

Well, then please take them down ASAP. Originally I tried to compile them, but I've failed because installing dependencies for 2.6 is awfully hard, and this is not 2.7.

Pannoniae
Major
Posts: 56
Joined: Fri Jul 03, 2015 2:13 pm
Location: Budapest
Contact:

Re: UOCPatch

Unread postby Pannoniae » Fri Jun 08, 2018 8:29 am

Or come up with a creative solution

User avatar
Tomislav Uzelac
2x2 Games
Posts: 1716
Joined: Mon Apr 04, 2011 11:24 pm
Location: Zagreb, Croatia

Re: UOCPatch

Unread postby Tomislav Uzelac » Fri Jun 08, 2018 8:32 am

I just removed the post.

You should take down the repo now.

Pannoniae
Major
Posts: 56
Joined: Fri Jul 03, 2015 2:13 pm
Location: Budapest
Contact:

Re: UOCPatch

Unread postby Pannoniae » Fri Jun 08, 2018 8:33 am

I did it.

User avatar
Tomislav Uzelac
2x2 Games
Posts: 1716
Joined: Mon Apr 04, 2011 11:24 pm
Location: Zagreb, Croatia

Re: UOCPatch

Unread postby Tomislav Uzelac » Fri Jun 08, 2018 8:36 am

Thanks!