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LiveCPK (sider 3) by juce and nesa24

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LiveCPK (sider 3) by Juce and nesa24


juce said:

Hello, guys.

I got a message from nesa24 about possibly making something for PES 2017. I haven't played the game other than the demo before that, but his note made me realise that i kinda miss PES editing... Ridiculous as it sounds, but true. Have the game now, and hopefully nesa24 and i will be able to work together on some tools/programs for PES. In fact, we already started... 001_smile.gif
More information later, when we make some progress.

For now, i adapted my Sider program from last year to work with 2017 version of PES.
Enjoy!

LiveCPK (Sider 3) for PES 2017

Introducing LiveCPK feature in Sider 3.0:

The idea isn't new, but rather old: if you used or heard of AFS2FS module for Kitserver, or - more recently - FileLoader by Jenkey1002, then LiveCPK will sound very familiar to you. It is a way to load content from files in folders on disk, instead of cpk archives.

Nesa contacted me via a PM, and mentioned that it would be nice to be able to load data from files, because it was tedious to repack cpks. I haven't been modding PES seriously for 3-4 years now, and was kinda curious to give it a try, especially since it'd be a fresh start, as i had never worked with CPKs before. Nesa already did some research and gave me a set of code and data addresses to look at. In turned out to be extremely useful and saved a lot of time.

We have the first version that is ready for people to try and test. It seems to work ok for many types of files. There are probably bugs, but we will try to fix them, as they get discovered.

How it works:
You organize the files into folders, with root folder specified in sider.ini, in "cpk.root" option. Inside the root folder you will have "common", and so on - as the structure of the game dictates. You can have multiple root folders, or "roots". Think of these roots as basically unpacked CPK archives.

Why use this:
Technically, this particular version, does not give much advantage over the alternative of using download folder and DpFileList.bin. But, I imagine LiveCPK can be useful for artists, who can iterate much quicker on their work: you don't even need to exit the game to modify a file - you simply Alt-Tab to you editing program, make changes, then switch back to the game, and see updated artwork right away, once the game reloads that particular file. Also, you can still use download/DpFileList.bin for some patches and LiveCPK for some other - there is no conflict, except LiveCPK content has priority.

Thoughts for future:
Using folders and files is one possibility. However, in principal, we could do more interesting things. For example, LiveCPK can be adapted to support Lua scripting and then functionality can be extended beyond just fixed files and folders. Perhaps, people would write Lua scripts that would implement a Stadium server, or a maybe do on-demand creation of DDS textures from PNG files, or maybe something with music. I dunno... Just some ideas.


Sider for Pro Evolution Soccer 2017
Schermata_2017_01_11_alle_08_56_02.png
- free sides select, including being able to move 1st controller into the middle

Schermata_2017_01_12_alle_10_30_44.png

- camera tweaks: extended sliders, angle modifier for Dynamic Wide camera

Schermata_2017_01_11_alle_15_54_08.png Schermata_2017_01_11_alle_15_54_12.png

Schermata_2017_01_12_alle_10_32_48.png Schermata_2017_01_12_alle_10_32_27.png

Sider 3.0.2
small update:
- added support for relative paths for cpk-roots.
- added example root with a ball by @-cRoNoS-
- sider now checks to see if it is already running, and won't start another instance of self if so.

Sider 3.1.0
- major update on how things work internally.
- fixed issues with handling of large files (such as movies, animated aboards, music, etc.)

Sider 3.1.1
- fixing problem with "live" file replacements, which 3.1.0 had. This works again.
- performance improvement: eliminate unnecessary seeks in game cpk-files
- re-worked internals once again to use less cpu/memory.

Sider 3.1.2
Small maintenance release:
- now works again on Mac, using wine, with Wineskin wrapper or PlayOnMac.
- normalized debug logging.

Sider 3.2.0
Little update with some research magic from @nesa24:
- turn off the black bars during the matches - to use more of your monitor and see more of the field 001_smile.gif

Sider 3.2.1
- with updated sider.ini, so that it works with PES 2017 exe 1.04

Sider 3.3.0
added lua scripting with trophy server
For Lua scripting, see docs/scripting.txt - it tries to explain things
For Trophy server, see the source of it: in modules/trophy.lua

Sider 3.3.1
What's new: Lua support fixes and new features:
- [FIX] tournament_id is now available in the context as early as possible
- [NEW] set_stadium event: you can change stadium, timeofday, weather, and season
- [NEW] set_match_time event: change match duration (number of minutes)
See examples of using these new features in modules/
For all details: read updated documentation in docs/scripting.txt

Sider 3.3.2
- [FIX]: stadium thumbnail and name are now correctly shown before kick-off
- [NEW]: match_info in context: can be used to determine if the match is a final
- [NEW]: match_leg in context: is set to 1 or 2, for two-legged knocked-out rounds
Alright, a good version is available now. I downloaded and tested it twice, and it all seems good this time:

Sider 3.3.2.1
- [bUG-FIX] : match_info is now available in the context. (3.3.2.0 didn't have it)
See docs/scripting.txt for information about "match_info". It varies based on what the match is.
See modules/stadium.lua - for how to determine a tournament final. Basically it's like this:
How to activate: you will need to modify your sider.ini - notice the new "black.bars.off" setting there. By default it is set to 0 - meaning no action, keep the black bars. If you change that to 1, then the black bars will be gone during the matches, and also in the main menu. (Some other menus and edit mode will still have the bars).
Kudos to Master Nesa, who found the code location!

Sider 3.3.3
- [New]: get_ball_name event - for use with ball-server
- [New]: is_edit mode field in the context object (and new events for entering/exiting edit mode)
- [New]: memory library - to search, read, and write memory.

See doc/scripting.txt for details on all of the new stuff.

Sider 3.3.4
This is mostly a maintenance (bug-fix) release:

- [FIX]: In Master League games context object was filled with garbage after a goal or a foul (replay). This was also causing crashes, due to bad memory accesses. This is now fixed.
- [NEW]: get_stadium_name event : useful for stadium-server ... You know, if there is one in the future wink2.gif
- [CHANGE]: set_stadium event has been split into two different ones: set_stadium and set_conditions. Both events provide information about stadium, time-of-day, season, and weather, but they allow to change different parts of it: set_stadium - stadium only, set_conditions - timeofday, season, weather.

Sider 3.4.0
- [bug-fix]: memory.write can now correctly write arbitrary binary strings (with zeros inside)
- [new]: memory.pack and memory.unpack - for converting between Lua numbers and their binary representations
- [new]: "close.on.exit" and "start.minimized" options in sider.ini. This is useful if you (like @Energia) use a batch file to start sider right before the game, and then when the game exists, you want sider to automatically quit also.
- [new]: gameplay lua library: makes it simple to alter some gameplay aspects (researched for you by @nesa24) - see docs/scripting.txt, the Gameplay section - for all the details. Also included are example modules: gameplay.lua and gameplay2.lua.
- [new]: new context field: ctx.stadium_choice and corresponding "set_stadium_choice" event. These allow for potentially more nuanced behaviour of a stadium-server in exhibition modes. (We'll need @zlac to take a look at this, and see if he can use it in his awesome StadiumServer)

Sider 3.4.1
this is a small maintenance release, mostly to support the soon-to-come new version of Stadium Server:

- [fix]: the stadium_choice variable in context object is now correctly set and cleared for non-steam exe
- [new]: support for better replay-handling: new fields in context object, available only during watching replays in "Replay Gallery" mode: is_replay_gallery and replay_tournament_type. Sider will also try to help the game to load a replay, which uses stadium that doesn't exist, by switching it to an existing stadium.
And one last note:
also, included in modules directory - aspectratio.lua. It's not for everyone, but for those who like to poke the bytes - it demonstrates the use of "memory" library to force the game into a custom aspect ratio. Again, all credit to @nesa24 for research work.

Sider 3.4.2
- [fix]: correction for context object, when in replay-gallery mode


Sider 3.4.3 with Snow
- [new]: the context object now has weather_effects, and "set_conditions" event provides current value of weather_effects in the options table. To force falling snow/rain - you need to set weather_effects to 2 in the options table and return the table. (See snow-mod.lua - as example of that)

Sider 3.5.0
- [new]: gameplay settings: ball_magnus and ball_scale_{xyz}
- [new]: gfx library: 4 visual effects, including brightness and sharpness. See gfx.ini and modules/gfx.lua
- [new]: game.speed option in sider.ini
- allows for fine-tuning of game speed.
- change: performance improvement for lua modules that use livecpk_* events.
All gameplay, gfx, and game.speed options were made possible @nesa24 's research. Big kudos to him!

Sider 3.5.1
- new: events "after_set_conditions" and "after_set_conditions_for_replay". These events can be useful, if your module does not want to make any changes to weather or stadium selection, but just want the latest information about what the stadium is and what conditions have been chosen. (see docs/scripting.txt for documentation)
- change: updated gameplay.ini with newest supported options (ball_magnus, ball_scale_*)





Sider 3.5.1
https://mapote.com/pes/sider-3.5.1.zip

- new: events "after_set_conditions" and "after_set_conditions_for_replay". These events can be useful, if your module does not want to make any changes to weather or stadium selection, but just want the latest information about what the stadium is and what conditions have been chosen. (see docs/scripting.txt for documentation)
- change: updated gameplay.ini with newest supported options (ball_magnus, ball_scale_*)


All gameplay, gfx, and game.speed options were made possible @nesa24 's research.
Big kudos to him!

IMPORTANT: As usual, for all the details - see doc/scripting.txt. inside DOC Folder
Enjoy!



PS: search some .lua modules created by users on the other threads of this forum ;)

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L'hai provato? Per adesso a me non funge...

 

PS: ok funge.....ma credevo che potevamo mettere dei file .png o .dds direttamente e non dei .bin come in effetti avevo fatto con una struttura leggermente diversa e utilizzando lo stesso numero di file da cambiare.

Avevo preso la maglia dell'Inter (c01191g1.dds) e cambiando il numero (c0327p1.dds) che corrisponde alla maglia azzurra del Napoli.

Praticamente cosi':

common/character0/model/character/uniform/texture/c0327p1.dds

invece appunto va cosi:

common/character0/model/character/uniform/team/108 e con dentro i .bin (108 è il Barça, esempio di Nesa)

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per il momento è più adatto per i file makers che vogliono testare i loro lavori al volo mentre il gioco rimane aperto, e senza bisogno di impacchetarli ogni volta in dei cpk... non mi sono impegnato più di tanto a capire come aggiungere i files... al momento sono a posto coi miei cpk

 

Io ne godo per la telecamera che mi sono impostato io da molto in alto (camera sliders=80) e che uso al posto della telecamera dall'alto che usavo prima

 

Quest'ultima versione inoltre è comoda perchè non ti devi ricordare di premere un tasto della tastiera per attivare le funzioni del sider

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Ho voluto fare una prova: aprire il file ptepatch_kit.cpk con il programma cpk_manager e vedere di usare il tool di Juce e Nesa con la path usata da me nel test precedente visto che la PTE ha la precedenza su alcuni file konami. La cosa strana è che il cpk_manager non riconosce il file ptepatch_kit.cpk quindi non me lo apre. Veramente strano essendo pur sempre un .cpk

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Si quello va bene per aprirli ma per vedere cosa c'è dentro e cambiare esempio le maglie ho sempre usato il cpk_manager.

Questa è per esempio la maglia del Barça, se io sopra ci metto quella della juve avro' il Barça a strisce.

 

post-11483-0-99333700-1485011719_thumb.jpg

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Sider 3.2.0

Little update with some research magic from @nesa24:

- turn off the black bars during the matches - to use more of your monitor and see more of the field

 

DOWNLOAD:

http://mapote.com/pes/sider-3.2.0.zip

 

How to activate: you will need to modify your sider.ini - notice the new "black.bars.off" setting there. By default it is set to 0 - meaning no action, keep the black bars. If you change that to 1, then the black bars will be gone during the matches, and also in the main menu. (Some other menus and edit mode will still have the bars).

Kudos to Master Nesa, who found the code location!

 

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nuovo aggiornamento:

 

Sider 3.3.1
https://mapote.com/pes/sider-3.3.1.zip

What's new: Lua support fixes and new features:
- [FIX] tournament_id is now available in the context as early as possible
- [NEW] set_stadium event: you can change stadium, timeofday, weather, and season
- [NEW] set_match_time event: change match duration (number of minutes)

See examples of using these new features in modules/
For all details: read updated documentation in docs/scripting.txt

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Sider 3.3.2
https://mapote.com/pes/sider-3.3.2.zip

- [FIX]: stadium thumbnail and name are now correctly shown before kick-off
- [NEW]: match_info in context: can be used to determine if the match is a final
- [NEW]: match_leg in context: is set to 1 or 2, for two-legged knocked-out rounds

See docs/scripting.txt for information about "match_info". It varies based on what the match is.
See modules/stadium.lua - for how to determine a tournament final. Basically it's like this:

Code:
-- check if this is UEFA CL final:if ctx.tournament_id == 13 and ctx.match_info == 53 then    ...end

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Sider 3.3.3
https://mapote.com/pes/sider-3.3.3.zip

- [New]: get_ball_name event - for use with ball-server
- [New]: is_edit mode field in the context object (and new events for entering/exiting edit mode)
- [New]: memory library - to search, read, and write memory.

See doc/scripting.txt for details on all of the new stuff.

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nuovo aggiornamento by juce:

 

Sider 3.3.4
https://mapote.com/pes/sider-3.3.4.zip

This is mostly a maintenance (bug-fix) release:

- [FIX]: In Master League games context object was filled with garbage after a goal or a foul (replay). This was also causing crashes, due to bad memory accesses. This is now fixed.
- [NEW]: get_stadium_name event : useful for stadium-server ... You know, if there is one in the future Immagine Postata
- [CHANGE]: set_stadium event has been split into two different ones: set_stadium and set_conditions. Both events provide information about stadium, time-of-day, season, and weather, but they allow to change different parts of it: set_stadium - stadium only, set_conditions - timeofday, season, weather.

As usual, for all the details - see doc/scripting.txt.
Enjoy!

 

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Ed ecco un ottimo modulo per il sider

modulo lua per sider:

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

[sider module] Stadium-server by Zlac:

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Here's the StadiumServer Lua module for PES 2017 Sider.

Current version: 1.0
Minimum version of Sider required: 3.3.4

Features:
  • GDB-style unlimited stadium management
  • mostly unchanged stadium packaging - entire stadium directory tree (starting with "common" folder) can be copy-pasted into one top-level folder (usually indicating stadium name)
    • supported folders from the usual stadium-related cpk-tree:
      • commonbgmodelbg
        • ad, audi, bill, cheer, effect, pitch, scarecrow, sky, stadium, staff, tv
      • commondemofixdemo
        • end, ent
      • commonrendermodelbghit
        • bill, stadium
      • commonrenderthumbnailstadium
    • IMPORTANT: db files (commonetc...) for stadium registration are not required. DO NOT INCLUDE THOSE!!
  • stadium assignment to individual home teams via map_teams.txt file
  • stadium assignment to competitions via map_competitions.txt file - i.e. all teams participating in particular competition will use identical stadium
    • IMPORTANT: by default, competition assignment always takes priority over team assignment in all modes except Exhibition mode matches
      • but, there's a way to override that behavior for any individual competition - by slightly modifying StadiumServer.lua script itself, you can add/remove competition IDs in override_competitions table, thus defining more or less competitions where team assignment takes priority over competition assignment
    • support for optional stadium to be used in final match only (not tested yet, hopefully it works)
  • correct stadium previews and stadium names are displayed in game menus (where available, depending on game mode) and scoreboards
  • while in edit mode, stadium server does nothing
Current limitations/issues:
  • adboards handling - by default, stadium server will load commonbgmodelbgbill related files (including config.xml!!) if they exist within custom stadium files. If you'd like to use your already configured .cpk adboards packs, you can comment-out single line of code in StadiumServer.lua to disable adboards serving (see the code, it is noted where that line of code is)
  • IMPORTANT: cooperation with other .lua scripts that use "set_stadium" event - unfortunately, because of the way the stadiums are structured and handled by the game, it was necessary for StadiumServer.lua to use set_stadium event to force the game to use the exact stadium ID of the new stadium, in order to load all the files that belong to that stadium. Another approach, which would not "steal" set_stadium event (i.e. trying to override the files of any stadium that the game would like to use) did not prove successful, because stadiums simply are not file-for-file compatible, causing various artifacts when trying to replace e.g. stadium using ID 016 with custom stadium using any other ID
  • Bottom-line - if you want StadiumServer to work, you must not use any other .lua scripts that use set_stadium event to change stadium_id
  • you can still use additional .lua scripts to modify stadium conditions (day/night, weather, summer/winter) by using newly introduced set_conditions event (see Sider 3.3.4 release notes) - just to be on the safe side of the story, place your set_conditions related scripts below StadiumServer.lua in sider.ini


Recommended way to package stadiums that are available in .cpk files

  • Although extracted stadium packs may work without any problems, I'd recommend to use only one stadium per folder in contentstadium-server.
  • It is recommended to remove any files that are not directly related to stadium (especially commonetc... files)
How to use:
  • Unpack the archive and copy folders 'content' and 'modules' inside your sider 3.3.4 folder
  • Add lua.module = "StadiumServer.lua" near the top of the Extension modules section in sider.ini
  • Customize map_teams.txt and map_competitions.txt files and add more stadium folders in contentstadium-server folder
  • Please, read carefully all the comments inside map_teams.txt and map_competitions.txt files! Always use leading zeroes when writing stadium ID's!
Credits:
  • @juce and @nesa24 for sider
  • Stadium master-pieces used in this demo-release: @Yucel11 "Fenerbachce Ülker Stadium" and "Türk Telekom Arena"

Changes and fixes:
-

Download:
Link v1.0
Please, do not re-upload to other services

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

stadium server by zlac with Serie A stadiums pack inserted by sonosfsam69

 

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ed ecco anche il modulo liveloader realizzato da sonofsam69con tutti gli scoreboards per le varie competizioni e tv:Liveloader v4.part1.rarhttp://www80.zippyshare.com/v/4OnvPZgA/file.htmlLiveloader v4.part2.rarhttp://www80.zippyshare.com/v/USEZxI2Z/file.htmlLiveloader v4.part3.rarhttp://www80.zippyshare.com/v/2xj0mNu3/file.htmlLiveloader fix.rarhttp://www95.zippyshare.com/v/MqvT8eGO/file.htmlLittle update & fix for Skybet sb & Eredivisie just drop to liveloader folder under content overwrite files for fixes.

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il mio con 36 gb di roba occupati dal gioco è già più completo della versione PS4

 

Ho pure tutti gli adboards animati dei principali campionati e pure tutti gli stadi di serie A aggiunti tramite lo stadium server

 

quando uscirà pes 2018 avrò solo una involuzione ;) sperando che nel frattempo la PTE PATCH per pes 2017 abbia aggiunto il mercato estivo prima dell'uscita di pes 2018... in modo che potrò godermi pes 2017 ancora fino a quando non usciranno patch decenti per il 18

 

poi giocandoci con l'ultimo exe 1.04 modificato (che toglie lo scripting ladronesco della cpu nella master league) ora il gioco per me è bellissimo

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nuovo aggiornamento:

 

Sider 3.4.0
https://mapote.com/pes/sider-3.4.0.zip

- [bug-fix]: memory.write can now correctly write arbitrary binary strings (with zeros inside)
- [new]: memory.pack and memory.unpack - for converting between Lua numbers and their binary representations
- [new]: "close.on.exit" and "start.minimized" options in sider.ini. This is useful if you (like @Energia) use a batch file to start sider right before the game, and then when the game exists, you want sider to automatically quit also.
- [new]: gameplay lua library: makes it simple to alter some gameplay aspects (researched for you by @nesa24) - see docs/scripting.txt, the Gameplay section - for all the details. Also included are example modules: gameplay.lua and gameplay2.lua.
- [new]: new context field: ctx.stadium_choice and corresponding "set_stadium_choice" event. These allow for potentially more nuanced behaviour of a stadium-server in exhibition modes. (We'll need @zlac to take a look at this, and see if he can use it in his awesome StadiumServer)

And one last note:
also, included in modules directory - aspectratio.lua. It's not for everyone, but for those who like to poke the bytes - it demonstrates the use of "memory" library to force the game into a custom aspect ratio. Again, all credit to @nesa24 for research work.

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