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Yep, beat you to ityou beat me to it
Yep, beat you to ityou beat me to it
That's wonderful! Can you please share what you've done or do you have a guide on how I could do it myself ? I also would like to add more to the world.Yes, it's possible. But it's not a repack — it's manual porting of each map and item. We do it ourselves, from scratch.
Gotcha, no worries, thank you for the reply !Tha that's part is being in development.. a lot of this we are doing blind hence no tools but it can be done we are in the "does this translate to that" "can that be this and work" phase if that makes sense
You can port items easily enough using the pig.exe and extract the live Hoggs for the latest steam version of the game
When you do this you get all the geo and item icons etc
Things will need translating in container type and values to drop for module 2 or you will get loads of errors and break ****
This is one of those sit and wait unless you understood 100% of the above because it is complicated and very very deep.. I don't have the time to teach.. I don't think rene13 does either
This is why we are in the active development stage
Before you even start working on adding models, you need to rewrite the source code for modern VS Studio, then port the code to x64 architecture, compile the server to run on Win 10/11, and only then start working on adding new item models, mounts/companions, or maps.Gotcha, no worries, thank you for the reply !
Crazy stuff. Seeing this I'm appreciating even more the work that you guys do, hehBefore you even start working on adding models, you need to rewrite the source code for modern VS Studio, then port the code to x64 architecture, compile the server to run on Win 10/11, and only then start working on adding new item models, mounts/companions, or maps.
I'd like to shed some light on this for those who want to achieve the same results the guys have.Dev update FX can now be ported tested strangler mount FX and they work as expected
Edit
Starangler
Autocorrect is dumb
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cfx work and can be ported along with the rest of the fx
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Ported every FX now but had to patch the gameclient due to amount limit.. works well
i wondered when you would show up.. leaveI'd like to shed some light on this for those who want to achieve the same results the guys have.
First, you need to be armed with AI agents - of course, none of this is done manually, that's a given. Restoring this much content by hand would take an enormous amount of time.
Second, you really do need to use AI as an operator to adapt the Module 2 source code to the latest Visual Studio versions, port it to x64, and compile the server to run on Win 10/11 - only then can you even start working on new item models, mounts, companions, or maps. On top of that, you'll have to add new data arrays, restore the structure and support for various functions, adapt the code for new parameters, etc.
As a starting point, you can use the leaked Module 9 files - you can ask AI to start reverse engineering so you can get the necessary code strings (Claude or Codex handle this well).
To restore effects, textures, models, FX, animations, and the like, it doesn't take a genius. Just unpack the client contents of any module via pig.exe, as the authors are doing, write instructions (prompts), and ask AI to port this or that over. The only real pitfall is translating container types and values for Module 2 - otherwise you'll get a pile of errors and a broken build. But even that is solvable if you give the AI proper context and verify the results iteratively.
Of course, there's still a fair amount of manual work involved. What the guys are doing is undeniably cool, but please don't describe it as some titanic feat. The difference is that with AI agents, the same amount of work gets done in days, not months.
I'll be posting my findings and instructions soon so everyone can access them.
P.S. Post files, not just screenshots and videos. A screenshot of a working FX is nice, but the script, the prompts, and the list of pitfalls are what actually moves the community forward.
There's absolutely no need to modify x64; it can be directly ported to the original Dnc release version M2.I'd like to shed some light on this for those who want to achieve the same results the guys have.
First, you need to be armed with AI agents - of course, none of this is done manually, that's a given. Restoring this much content by hand would take an enormous amount of time.
Second, you really do need to use AI as an operator to adapt the Module 2 source code to the latest Visual Studio versions, port it to x64, and compile the server to run on Win 10/11 - only then can you even start working on new item models, mounts, companions, or maps. On top of that, you'll have to add new data arrays, restore the structure and support for various functions, adapt the code for new parameters, etc.
As a starting point, you can use the leaked Module 9 files - you can ask AI to start reverse engineering so you can get the necessary code strings (Claude or Codex handle this well).
To restore effects, textures, models, FX, animations, and the like, it doesn't take a genius. Just unpack the client contents of any module via pig.exe, as the authors are doing, write instructions (prompts), and ask AI to port this or that over. The only real pitfall is translating container types and values for Module 2 - otherwise you'll get a pile of errors and a broken build. But even that is solvable if you give the AI proper context and verify the results iteratively.
Of course, there's still a fair amount of manual work involved. What the guys are doing is undeniably cool, but please don't describe it as some titanic feat. The difference is that with AI agents, the same amount of work gets done in days, not months.
I'll be posting my findings and instructions soon so everyone can access them.
P.S. Post files, not just screenshots and videos. A screenshot of a working FX is nice, but the script, the prompts, and the list of pitfalls are what actually moves the community forward.
Yeah, x64 isn't mandatory, fair enough. If 2 gigs is enough for you, it ports as is. You'll still have to fight the toolchain though - old code won't build on modern MSVC out of the box, and you'll be rebuilding the libs. But no, you don't need to rewrite it for x64 specifically, you're right about that.There's absolutely no need to modify x64; it can be directly ported to the original Dnc release version M2.
To restore effects, textures, models, FX, animations, and the like, it doesn't take a genius. Just unpack the client contents of any module via pig.exe, as the authors are doing, write instructions (prompts), and ask AI to port this or that over. The only real pitfall is translating container types and values for Module 2 - otherwise you'll get a pile of errors and a broken build. But even that is solvable if you give the AI proper context and verify the results iteratively.