Bully-Board

Bully Modding Section => Bully Modding => MadmaN and Steman's Corner => Topic started by: MadmaN on September 22, 2011, 02:40:20 PM

Title: Locked Doors and Interiors
Post by: MadmaN on September 22, 2011, 02:40:20 PM
Figured I would go ahead and put this up since atm I am working to figure out how to go about unlocking the doors in the game..like the ones a few have been wanting to use like the auditorium or the roof access doors...etc and I have figured out where most the scripting is for them and how it works, tho those areas will not function without the proper map coords for the particular areas that each door is supposed to lead to so that will be the next step to figure out unless someone has already gotten to that step.


On a side note....since I mentioned this to Insanitygames a while back on xfire since he has me added to xfire since I dont use msn, There is a way to make the fighting styles and other similar character mods much easier by editing a single file and without any hex editing....and that would be default.idb which is located inside ide.img. That file is actually a encoded version of default.ide which is a plaintext version of the same file but the plaintext version is somehow overridden by the .idb version which atm I am trying to figure out how to decompile that back to the plaintext .ide using a few methods I used to use during my gta san andreas modding days in the beginning since Bully uses a lot of the same file formats and from what I can tell...the same game engine. Back to the main subject of this post  8) , On the doors I have managed to unlock a few areas like the nurses station outside the school which you can walk in but the room is a empty unfinished room not meant to be seen by the player, which this is a step in the right direction. If anyone wants to know how to go about messing with this to maybe have a team effort in figuring this out I can post in this thread what files to look at and what to change in them. There is no hex editing required for this.

Anyways, cool to finally get off my butt and register here after being a lurker forever, and cool to meet all of ya!

Title: Re: Locked Doors and Interiors
Post by: Red Blaster on September 22, 2011, 03:07:38 PM
Welcome to the website, and it's very nice to have an actual coder amongst us, something Bully is really lacking.

I would love to help, but I have no form of programming knowledge whatsoever (haven't messed around with any form of programming during all my 21 years). However, that should change in the next few years as I'm changing majors to software engineering and game design.

Anyways, that aside, and to main topic: I have been wondering for a while now what the significance of the default file is...I have tried messing around with it, but nothing changed, and what you just described really puts everything into context.
Title: Re: Locked Doors and Interiors
Post by: ArchDemon436 on September 22, 2011, 03:26:37 PM
you can maybe help us mod bully to the extreme so glad you joined us
Title: Re: Locked Doors and Interiors
Post by: MadmaN on September 22, 2011, 05:41:44 PM
Glad to be a part of the community so thanks for welcoming me. As far as coding goes I do have rather extensive knowledge but most of it is sadly out of date aside from a couple languages...and thats just due to the fact I have too many projects going on atm the largest of which happens to be a project I am doing with official permission from paramount on creating a complete 3d explorable version of the enterprise-D from star trek tng, which is getting most of my time since I am doing all the work on this myself which includes coding...3d modeling..skinning...etc and this project has no eta since its a one man deal due to it being a personal test of my accumilated knowledge and skills from my 18+ years working with, on and around computers..xD

That part aside....sry for going offtopic there, I do intend on helping in every way that I can providing that I am able to make the time, since I do divide that between my many projects plus running my gaming clan CrossFire Clan which thats what my clan tags |XF| stand for incase anyone wonders...lol

Anyways glad to be part of this wonderful community in the making and I hope to be able to help everyone out.
Title: Re: Locked Doors and Interiors
Post by: MadmaN on September 22, 2011, 06:04:21 PM
Ok...here is the one post I promised above.

What I am currently working on regarding the interiors is editing the files inside trigger.img.

Each of those files can be edited with a text editor, I suggest very highly notepad++ due to it being opensource and very versatile.

Here is a example of what the files contain and a rundown of what I have figured out:

Code: [Select]
NPATHS 0
NPOINTS 16
NPERIMETERS 5
NTRIGGERS 9
NPOIS 0
PERIMETER
BEGIN
PLACEMENT "NLock02B"
ISDOOR FALSE
HEIGHT 1.000000
DEPTH 0.000000
NPERIMETERPOINTS 0
END
NTRIGGERS 0
PERIMETER
BEGIN
PLACEMENT "NLock02B"
ISDOOR FALSE
HEIGHT 1.000000
DEPTH 0.000000
NPERIMETERPOINTS 0
END
NTRIGGERS 0
PERIMETER
BEGIN
PLACEMENT "ESCDoorL"
ISDOOR TRUE
HEIGHT 1.000000
DEPTH 0.000000
NPERIMETERPOINTS 4
PERIMETERPOINTX -1.500000
PERIMETERPOINTY -1.000000
PERIMETERPOINTX -1.500000
PERIMETERPOINTY 7.000000
PERIMETERPOINTX 0.000000
PERIMETERPOINTY 7.000000
PERIMETERPOINTX 0.000000
PERIMETERPOINTY -1.000000
END
NTRIGGERS 1
TRIGGER
BEGIN
TRIGGERNAME "DT_DormExitDoorL"
AREACODE 14
POSITION -502.385010, 306.834991, 31.398701
YAWPITCHROLL 0.000000, 0.000000, 0.000000
YAW -180.000000
ZHEIGHT 1.000000
ISMISSIONSPECIFIC FALSE
ISLOCKED FALSE
AMBIENT 149, 149, 149
USETIMECYCLE FALSE
HASPOPULATIONDATA 0
FORCEPOPREAD FALSE
HASAMBIENTVEHICLEDATA 0
FORCEVEHREAD FALSE
END
PERIMETER
BEGIN
PLACEMENT "ESCDoorR"
ISDOOR TRUE
HEIGHT 1.000000
DEPTH 0.000000
NPERIMETERPOINTS 4
PERIMETERPOINTX 0.000000
PERIMETERPOINTY -1.000000
PERIMETERPOINTX 0.000000
PERIMETERPOINTY 7.000000
PERIMETERPOINTX 1.500000
PERIMETERPOINTY 7.000000
PERIMETERPOINTX 1.500000
PERIMETERPOINTY -1.000000
END
NTRIGGERS 1
TRIGGER
BEGIN
TRIGGERNAME "DormExitDoorR"
AREACODE 14
POSITION -502.385010, 306.834991, 31.398701
YAWPITCHROLL 0.000000, 0.000000, 0.000000
YAW -180.000000
ZHEIGHT 1.000000
ISMISSIONSPECIFIC FALSE
ISLOCKED FALSE
AMBIENT 149, 149, 149
USETIMECYCLE FALSE
HASPOPULATIONDATA 0
FORCEPOPREAD FALSE
HASAMBIENTVEHICLEDATA 0
FORCEVEHREAD FALSE
END

Just a quick edit here since I forgot to mention this. DT_DormExitDoorL in the beginning of the code above tells us that this is a left hand exit door....in all reality this is the left door that you use to enter and exit the boys dorm (main entrance) and the other door will be labled DT_DormExitDoorR and have much of the same code.

This small sample of code is from BDorm_Doors.dat which is in the triggers.img file. Every file inside that archive is a dat file thats human readable.

this part of the code from the above section:
Code: [Select]
PLACEMENT "[color=red]ESCDoorR[/color]"
ISDOOR TRUE
HEIGHT 1.000000
is pretty easy to understand. The ISDOOR value is either true or false and it just tells bully wether that is in fact a door. PLACEMENT portion just is the name of this particular part in the bully map...basicly its node name for lack of a better way of describing it. The HEIGHT is the height of the door in question. That value should never need to be messed with since obviously a door set at too low a value will be so small you cannot fit through it....lol.

The NPERIMETERPOINTS parts are the coords of said door in the map which I think may be either different then the same coords used for spawn points...but they also may be linked in some way, have not exactly figured that part out just yet...lol.

This next code sample is what all of you can experiment with as I have been.....tho I will be messing with spawn points next to see if I can either link some or maybe override them somehow..
Code: [Select]
TRIGGER
BEGIN
TRIGGERNAME "DT_DormExitDoorL"
AREACODE 14
POSITION -502.385010, 306.834991, 31.398701
YAWPITCHROLL 0.000000, 0.000000, 0.000000
YAW -180.000000
ZHEIGHT 1.000000
ISMISSIONSPECIFIC FALSE
ISLOCKED FALSE
AMBIENT 149, 149, 149
USETIMECYCLE FALSE
HASPOPULATIONDATA 0
FORCEPOPREAD FALSE
HASAMBIENTVEHICLEDATA 0
FORCEVEHREAD FALSE
END

This section is where the door triggers are able to be modded tho I have only managed to unlock a couple doors so far....namely just the nurse station outside the school and some the normally locked doors in the boys dorm which leads me to believe that there may be a way to enable the second floor of the boys dorm like the girls dorm has since I do know for a fact the beta had that which was cut for the final game.

ISLOCKED FALSE means that the door is not locked and can be opened by the player
like any other door and this also puts the blue circle in front of the door on the ground telling the player that its a door that can be interacted with by the player like any other door in the game.
ISMISSIONSPECIFIC means that if set to true then it is only available during a mission and when set to false means it is available all the time.

POSITION -502.385010, 306.834991, 31.398701 is the coords in the map where it is located...

and for the last bit of code for this post since its already a big one as it is...lol

here is the code specifically for getting the upstairs working however you will notice its missing the coords portions like the parts above.
Code: [Select]
POINT
BEGIN
POINTNAME "BdrDoorUpstairs5"
AREACODE 14
NPOINTPOINTS 0
END
POINT
BEGIN
POINTNAME "BdrDoorUpstairs4"
AREACODE 14
NPOINTPOINTS 0
END
POINT
BEGIN
POINTNAME "BdrDoorUpstairs3"
AREACODE 14
NPOINTPOINTS 0
END
POINT
BEGIN
POINTNAME "BdrDoorUpstairs2"
AREACODE 14
NPOINTPOINTS 0
END
POINT
BEGIN
POINTNAME "BdrDoorUpstairs1"
AREACODE 14
NPOINTPOINTS 0
END
POINT
BEGIN
POINTNAME "BdrDoorUpstairs6"
AREACODE 14
NPOINTPOINTS 0
END

If I could find the coords or have a listing of all known coords in the game....I could recode that and possibly get the normally inaccessible areas in the game accessible to everyone during any part of the game.


And for reference here is the full code for the file mentioned above:
Code: [Select]
NPATHS 0
NPOINTS 16
NPERIMETERS 5
NTRIGGERS 9
NPOIS 0
PERIMETER
BEGIN
PLACEMENT "NLock02B"
ISDOOR FALSE
HEIGHT 1.000000
DEPTH 0.000000
NPERIMETERPOINTS 0
END
NTRIGGERS 0
PERIMETER
BEGIN
PLACEMENT "NLock02B"
ISDOOR FALSE
HEIGHT 1.000000
DEPTH 0.000000
NPERIMETERPOINTS 0
END
NTRIGGERS 0
PERIMETER
BEGIN
PLACEMENT "ESCDoorL"
ISDOOR TRUE
HEIGHT 1.000000
DEPTH 0.000000
NPERIMETERPOINTS 4
PERIMETERPOINTX -1.500000
PERIMETERPOINTY -1.000000
PERIMETERPOINTX -1.500000
PERIMETERPOINTY 7.000000
PERIMETERPOINTX 0.000000
PERIMETERPOINTY 7.000000
PERIMETERPOINTX 0.000000
PERIMETERPOINTY -1.000000
END
NTRIGGERS 1
TRIGGER
BEGIN
TRIGGERNAME "DT_DormExitDoorL"
AREACODE 14
POSITION -502.385010, 306.834991, 31.398701
YAWPITCHROLL 0.000000, 0.000000, 0.000000
YAW -180.000000
ZHEIGHT 1.000000
ISMISSIONSPECIFIC FALSE
ISLOCKED FALSE
AMBIENT 149, 149, 149
USETIMECYCLE FALSE
HASPOPULATIONDATA 0
FORCEPOPREAD FALSE
HASAMBIENTVEHICLEDATA 0
FORCEVEHREAD FALSE
END
PERIMETER
BEGIN
PLACEMENT "ESCDoorR"
ISDOOR TRUE
HEIGHT 1.000000
DEPTH 0.000000
NPERIMETERPOINTS 4
PERIMETERPOINTX 0.000000
PERIMETERPOINTY -1.000000
PERIMETERPOINTX 0.000000
PERIMETERPOINTY 7.000000
PERIMETERPOINTX 1.500000
PERIMETERPOINTY 7.000000
PERIMETERPOINTX 1.500000
PERIMETERPOINTY -1.000000
END
NTRIGGERS 1
TRIGGER
BEGIN
TRIGGERNAME "DormExitDoorR"
AREACODE 14
POSITION -502.385010, 306.834991, 31.398701
YAWPITCHROLL 0.000000, 0.000000, 0.000000
YAW -180.000000
ZHEIGHT 1.000000
ISMISSIONSPECIFIC FALSE
ISLOCKED FALSE
AMBIENT 149, 149, 149
USETIMECYCLE FALSE
HASPOPULATIONDATA 0
FORCEPOPREAD FALSE
HASAMBIENTVEHICLEDATA 0
FORCEVEHREAD FALSE
END
PERIMETER
BEGIN
PLACEMENT "BdrDoorL"
ISDOOR TRUE
HEIGHT 1.000000
DEPTH 0.000000
NPERIMETERPOINTS 4
PERIMETERPOINTX -1.500000
PERIMETERPOINTY -1.000000
PERIMETERPOINTX -1.500000
PERIMETERPOINTY 2.000000
PERIMETERPOINTX 0.500000
PERIMETERPOINTY 2.000000
PERIMETERPOINTX 0.500000
PERIMETERPOINTY -1.000000
END
NTRIGGERS 7
TRIGGER
BEGIN
TRIGGERNAME "BdrDoorDownstairs1"
AREACODE 14
POSITION -517.804016, 315.747986, 31.415001
YAWPITCHROLL 0.000000, 0.000000, 0.000000
YAW -180.000000
ZHEIGHT 1.000000
ISMISSIONSPECIFIC FALSE
ISLOCKED FALSE
AMBIENT 149, 149, 149
USETIMECYCLE FALSE
HASPOPULATIONDATA 0
FORCEPOPREAD FALSE
HASAMBIENTVEHICLEDATA 0
FORCEVEHREAD FALSE
END
TRIGGER
BEGIN
TRIGGERNAME "BdrDoorDownstairs2"
AREACODE 14
POSITION -507.493011, 315.806000, 31.415001
YAWPITCHROLL 0.000000, 0.000000, 0.000000
YAW -180.000000
ZHEIGHT 1.000000
ISMISSIONSPECIFIC FALSE
ISLOCKED FALSE
AMBIENT 149, 149, 149
USETIMECYCLE FALSE
HASPOPULATIONDATA 0
FORCEPOPREAD FALSE
HASAMBIENTVEHICLEDATA 0
FORCEVEHREAD FALSE
END
TRIGGER
BEGIN
TRIGGERNAME "BdrDoorDownstairs4"
AREACODE 14
POSITION -488.197998, 315.829987, 31.415001
YAWPITCHROLL 0.000000, 0.000000, 0.000000
YAW -180.000000
ZHEIGHT 1.000000
ISMISSIONSPECIFIC FALSE
ISLOCKED FALSE
AMBIENT 149, 149, 149
USETIMECYCLE FALSE
HASPOPULATIONDATA 0
FORCEPOPREAD FALSE
HASAMBIENTVEHICLEDATA 0
FORCEVEHREAD FALSE
END
TRIGGER
BEGIN
TRIGGERNAME "BdrDoorDownstairs8"
AREACODE 14
POSITION -516.554993, 321.075989, 31.415001
YAWPITCHROLL 0.000000, 0.000000, 0.000000
YAW 0.000000
ZHEIGHT 1.000000
ISMISSIONSPECIFIC FALSE
ISLOCKED FALSE
AMBIENT 149, 149, 149
USETIMECYCLE FALSE
HASPOPULATIONDATA 0
FORCEPOPREAD FALSE
HASAMBIENTVEHICLEDATA 0
FORCEVEHREAD FALSE
END
TRIGGER
BEGIN
TRIGGERNAME "BdrDoorDownstairs7"
AREACODE 14
POSITION -511.307007, 321.052002, 31.415001
YAWPITCHROLL 0.000000, 0.000000, 0.000000
YAW 0.000000
ZHEIGHT 1.000000
ISMISSIONSPECIFIC FALSE
ISLOCKED FALSE
AMBIENT 149, 149, 149
USETIMECYCLE FALSE
HASPOPULATIONDATA 0
FORCEPOPREAD FALSE
HASAMBIENTVEHICLEDATA 0
FORCEVEHREAD FALSE
END
TRIGGER
BEGIN
TRIGGERNAME "BdrDoorDownstairs6"
AREACODE 14
POSITION -490.471008, 321.096008, 31.415001
YAWPITCHROLL 0.000000, 0.000000, 0.000000
YAW 0.000000
ZHEIGHT 1.000000
ISMISSIONSPECIFIC FALSE
ISLOCKED FALSE
AMBIENT 149, 149, 149
USETIMECYCLE FALSE
HASPOPULATIONDATA 0
FORCEPOPREAD FALSE
HASAMBIENTVEHICLEDATA 0
FORCEVEHREAD FALSE
END
TRIGGER
BEGIN
TRIGGERNAME "BdrDoorDownstairs5"
AREACODE 14
POSITION -486.895996, 321.097992, 31.415001
YAWPITCHROLL 0.000000, 0.000000, 0.000000
YAW 0.000000
ZHEIGHT 1.000000
ISMISSIONSPECIFIC FALSE
ISLOCKED FALSE
AMBIENT 149, 149, 149
USETIMECYCLE FALSE
HASPOPULATIONDATA 0
FORCEPOPREAD FALSE
HASAMBIENTVEHICLEDATA 0
FORCEVEHREAD FALSE
END
POINT
BEGIN
POINTNAME "DormExitDoorL"
AREACODE 14
NPOINTPOINTS 1
POINTPOINT -501.584991, 301.246002, 32.119999
POINTYAWPITCHROLL 270.000000, 0.000000, 0.000000
POINTLABEL ""
POINTPICKUPNAME ""
POINTSFXID ""
POINTSOUNDBANKID ""
POINTSFXVOLUME 1.000000
STREAMFADEINTIME 0
STREAMFADEOUTTIME 0
POINTSML 0
STARTHOUR 0
ENDHOUR 0
WEATHERMASK ""
USEOCCLUSION FALSE
POINTMISSIONSPEC FALSE
MISSIONNAME ""
POINTPERMANENT FALSE
POINTTAG 0
PICKUPBUTES ""
END
POINT
BEGIN
POINTNAME "DormExitDoorR"
AREACODE 14
NPOINTPOINTS 1
POINTPOINT -503.669006, 301.252014, 32.090000
POINTYAWPITCHROLL 270.000000, 0.000000, 0.000000
POINTLABEL ""
POINTPICKUPNAME ""
POINTSFXID ""
POINTSOUNDBANKID ""
POINTSFXVOLUME 1.000000
STREAMFADEINTIME 0
STREAMFADEOUTTIME 0
POINTSML 0
STARTHOUR 0
ENDHOUR 0
WEATHERMASK ""
USEOCCLUSION FALSE
POINTMISSIONSPEC FALSE
MISSIONNAME ""
POINTPERMANENT FALSE
POINTTAG 0
PICKUPBUTES ""
END
POINT
BEGIN
POINTNAME "BdrDoorDownstairs2"
AREACODE 14
NPOINTPOINTS 1
POINTPOINT -507.014008, 314.026001, 31.514999
POINTYAWPITCHROLL 90.000000, 0.000000, 0.000000
POINTLABEL ""
POINTPICKUPNAME ""
POINTSFXID ""
POINTSOUNDBANKID ""
POINTSFXVOLUME 1.000000
STREAMFADEINTIME 0
STREAMFADEOUTTIME 0
POINTSML 0
STARTHOUR 0
ENDHOUR 0
WEATHERMASK ""
USEOCCLUSION FALSE
POINTMISSIONSPEC FALSE
MISSIONNAME ""
POINTPERMANENT FALSE
POINTTAG 0
PICKUPBUTES ""
END
POINT
BEGIN
POINTNAME "BdrDoorDownstairs1"
AREACODE 14
NPOINTPOINTS 1
POINTPOINT -517.297974, 313.852997, 31.424999
POINTYAWPITCHROLL 90.000000, 0.000000, 0.000000
POINTLABEL ""
POINTPICKUPNAME ""
POINTSFXID ""
POINTSOUNDBANKID ""
POINTSFXVOLUME 1.000000
STREAMFADEINTIME 0
STREAMFADEOUTTIME 0
POINTSML 0
STARTHOUR 0
ENDHOUR 0
WEATHERMASK ""
USEOCCLUSION FALSE
POINTMISSIONSPEC FALSE
MISSIONNAME ""
POINTPERMANENT FALSE
POINTTAG 0
PICKUPBUTES ""
END
POINT
BEGIN
POINTNAME "BdrDoorDownstairs4"
AREACODE 14
NPOINTPOINTS 1
POINTPOINT -487.683014, 314.033997, 31.705000
POINTYAWPITCHROLL 90.000000, 0.000000, 0.000000
POINTLABEL ""
POINTPICKUPNAME ""
POINTSFXID ""
POINTSOUNDBANKID ""
POINTSFXVOLUME 1.000000
STREAMFADEINTIME 0
STREAMFADEOUTTIME 0
POINTSML 0
STARTHOUR 0
ENDHOUR 0
WEATHERMASK ""
USEOCCLUSION FALSE
POINTMISSIONSPEC FALSE
MISSIONNAME ""
POINTPERMANENT FALSE
POINTTAG 0
PICKUPBUTES ""
END
POINT
BEGIN
POINTNAME "BdrDoorUpstairs5"
AREACODE 14
NPOINTPOINTS 0
END
POINT
BEGIN
POINTNAME "BdrDoorUpstairs4"
AREACODE 14
NPOINTPOINTS 0
END
POINT
BEGIN
POINTNAME "BdrDoorUpstairs3"
AREACODE 14
NPOINTPOINTS 0
END
POINT
BEGIN
POINTNAME "BdrDoorUpstairs2"
AREACODE 14
NPOINTPOINTS 0
END
POINT
BEGIN
POINTNAME "BdrDoorUpstairs1"
AREACODE 14
NPOINTPOINTS 0
END
POINT
BEGIN
POINTNAME "BdrDoorUpstairs6"
AREACODE 14
NPOINTPOINTS 0
END
POINT
BEGIN
POINTNAME "BdrDoorDownstairs5"
AREACODE 14
NPOINTPOINTS 1
POINTPOINT -487.510986, 322.996002, 31.660000
POINTYAWPITCHROLL 270.000000, 0.000000, 0.000000
POINTLABEL ""
POINTPICKUPNAME ""
POINTSFXID ""
POINTSOUNDBANKID ""
POINTSFXVOLUME 1.000000
STREAMFADEINTIME 0
STREAMFADEOUTTIME 0
POINTSML 0
STARTHOUR 0
ENDHOUR 0
WEATHERMASK ""
USEOCCLUSION FALSE
POINTMISSIONSPEC FALSE
MISSIONNAME ""
POINTPERMANENT FALSE
POINTTAG 0
PICKUPBUTES ""
END
POINT
BEGIN
POINTNAME "BdrDoorDownstairs6"
AREACODE 14
NPOINTPOINTS 1
POINTPOINT -490.937988, 322.984009, 31.684999
POINTYAWPITCHROLL 270.000000, 0.000000, 0.000000
POINTLABEL ""
POINTPICKUPNAME ""
POINTSFXID ""
POINTSOUNDBANKID ""
POINTSFXVOLUME 1.000000
STREAMFADEINTIME 0
STREAMFADEOUTTIME 0
POINTSML 0
STARTHOUR 0
ENDHOUR 0
WEATHERMASK ""
USEOCCLUSION FALSE
POINTMISSIONSPEC FALSE
MISSIONNAME ""
POINTPERMANENT FALSE
POINTTAG 0
PICKUPBUTES ""
END
POINT
BEGIN
POINTNAME "BdrDoorDownstairs7"
AREACODE 14
NPOINTPOINTS 1
POINTPOINT -511.734985, 322.713013, 31.715000
POINTYAWPITCHROLL 270.000000, 0.000000, 0.000000
POINTLABEL ""
POINTPICKUPNAME ""
POINTSFXID ""
POINTSOUNDBANKID ""
POINTSFXVOLUME 1.000000
STREAMFADEINTIME 0
STREAMFADEOUTTIME 0
POINTSML 0
STARTHOUR 0
ENDHOUR 0
WEATHERMASK ""
USEOCCLUSION FALSE
POINTMISSIONSPEC FALSE
MISSIONNAME ""
POINTPERMANENT FALSE
POINTTAG 0
PICKUPBUTES ""
END
POINT
BEGIN
POINTNAME "BdrDoorDownstairs8"
AREACODE 14
NPOINTPOINTS 1
POINTPOINT -517.101013, 322.906006, 31.605000
POINTYAWPITCHROLL 270.000000, 0.000000, 0.000000
POINTLABEL ""
POINTPICKUPNAME ""
POINTSFXID ""
POINTSOUNDBANKID ""
POINTSFXVOLUME 1.000000
STREAMFADEINTIME 0
STREAMFADEOUTTIME 0
POINTSML 0
STARTHOUR 0
ENDHOUR 0
WEATHERMASK ""
USEOCCLUSION FALSE
POINTMISSIONSPEC FALSE
MISSIONNAME ""
POINTPERMANENT FALSE
POINTTAG 0
PICKUPBUTES ""
END
POINT
BEGIN
POINTNAME "DT_DormExitDoorL"
AREACODE 0
NPOINTPOINTS 1
POINTPOINT 271.162994, -116.274002, 6.415840
POINTYAWPITCHROLL 90.000000, 0.000000, 0.000000
POINTLABEL ""
POINTPICKUPNAME ""
POINTSFXID ""
POINTSOUNDBANKID ""
POINTSFXVOLUME 1.000000
STREAMFADEINTIME 0
STREAMFADEOUTTIME 0
POINTSML 0
STARTHOUR 0
ENDHOUR 0
WEATHERMASK ""
USEOCCLUSION FALSE
POINTMISSIONSPEC FALSE
MISSIONNAME ""
POINTPERMANENT FALSE
POINTTAG 0
PICKUPBUTES ""
END

hope some of this has made any sense to the non coders out there.  :cool:


Any ideas in this thread are much appreciated.
Title: Re: Locked Doors and Interiors
Post by: Red Blaster on September 22, 2011, 07:33:55 PM
Doors, you say. That's Steman's job. He can be of great help there.

So far, all that has been found and shared in Bully is the following:

- Spawning characters and changing their fighting style
- Changing the player's fighting style (though not the complete style, only one guy has accomplished that with Juri's style).
- Boss styles...Derby needs a bit of work though.
- Beta styles
- Changing skins.
- Altering bike speeds
- Spawning the future racer vehicles in free roam
- Spawning certain weapons (even the superspudgun, though only one guy figured this out)
- Entering interiors by altering the dorm exit
- Editing most of pedstats and pedpop and Attitude

I think that covers what is shared, now what has been shown but not shared yet:

- How to spawn peds in interiors
- Spawning the roof of the school
- Using the full style of a character, as mentioned before
- Spawning flags (different auditoriums, halloween and Christmas stuff, etc.)

Edit: And I think you're just the break we needed. Seriously, with a programmer amongst us, I think we're finally gonna make some headway.
Title: Re: Locked Doors and Interiors
Post by: MadmaN on September 22, 2011, 08:05:08 PM
Well, all I can do is simply try...and besides....I am a serious believer in the fact that anything is possible and that nothing is impossible  since I personally have gone thru a lot of experiences in life that most ppl would call simply impossible...but thats a topic for a diff discussion  8)

Far as the help...I am just glad to have a chance to try to help since I see potential here and really...as long as everyone works together...shares ideas....share work...etc then we all can succeed. When someone makes a mod and refuses to share or just tells ppl to figure it out themselves with no help....then thats very counterproductive and gets everyone nowhere really fast.
Title: Re: Locked Doors and Interiors
Post by: MadmaN on September 22, 2011, 08:09:11 PM
and btw....in regards to editing the bike speeds that you mentioned in your post....I know a lot more about what and how to change regarding the vehicles as far as performance goes as well as what each vehicle actually is in the game. I will make a seperate topic regarding what I know about all that.
I may request that a mod might possibly create a section for me to post my findings in and have it stickied like insanitygames has so that way its more organised and easier to find certain posts.

I do plan to make several tutorials complete with gfx illustrating what to edit...how to edit...etc for some the things that I do know just to give things a nice jump start which is what we all really need.
Title: Re: Locked Doors and Interiors
Post by: Red Blaster on September 22, 2011, 08:13:09 PM
I'm just a section moderator, so it's not in my power. However, I could ask an admin. For now, though, I'll sticky this thread.
Title: Re: Locked Doors and Interiors
Post by: MadmaN on September 22, 2011, 08:15:45 PM
sounds good. and for that thx.

btw
if you want to chat on xfire regarding some my other findings just add me to xfire if you use it...nick is madmancorp
Title: Re: Locked Doors and Interiors
Post by: Carlosvc92 on September 22, 2011, 09:38:35 PM
Welcome, and thanks alot, i've been literally breaking my back trying to figure this out, I was able to place the blue marker for autoshop near its door a while back but sadly I had to reinstall the game and forgot exactly what I did :(, so you've come to the rescue!! Haha
Title: Re: Locked Doors and Interiors
Post by: MadmaN on September 22, 2011, 09:57:21 PM
Hey no problem!

This is what happens when ppl share ideas and info rather then keep it to themselves...
Title: Re: Locked Doors and Interiors
Post by: Carlosvc92 on September 22, 2011, 10:34:34 PM
Hey no problem!

This is what happens when ppl share ideas and info rather then keep it to themselves...

Do you have a picture of what the nurse station looks like??
Title: Re: Locked Doors and Interiors
Post by: MadmaN on September 23, 2011, 12:25:42 AM
This is what you see:

(http://i54.tinypic.com/jsehd5.png)
(http://i51.tinypic.com/2zp6ql3.png)
(http://i51.tinypic.com/xpr0he.png)
(http://i56.tinypic.com/1zmkqdf.png)

And here is the shop class:

(http://i53.tinypic.com/11viag2.png)
(http://i55.tinypic.com/23w5r0i.png)
(http://i56.tinypic.com/2zxmuix.png)
(http://i55.tinypic.com/25z2ic3.png)

the shop is fully explorable and even has a working fraffy machine  :biggrin:
Title: Re: Locked Doors and Interiors
Post by: Carlosvc92 on September 23, 2011, 01:04:24 AM
Yeah, I remember the auto shop, how did you do it though?
Title: Re: Locked Doors and Interiors
Post by: BloodChuckZ on September 23, 2011, 01:18:14 AM
Wow, what detail in there !  Any idea of what the 'Hoo Ya !' sign is in reference to ?
Title: Re: Locked Doors and Interiors
Post by: MadmaN on September 23, 2011, 01:20:47 AM
Did it by modifying the trigger.img file contents. I will document fully how and what to modify soon since I am close to enabling the roof access door....av room door on the second floor and the auditorium door on the lower floor....plus working on unlocking all the other normally locked doors like the classrooms...the various dorm rooms in the boys dorm...permanetely unlocking the preps dorm...etc

Been at this all day today with little break aside from dinner and a shower...lol and will work another hour and then bed.
Title: Re: Locked Doors and Interiors
Post by: Carlosvc92 on September 23, 2011, 01:33:00 AM
Aite sweet!!
Title: Re: Locked Doors and Interiors
Post by: BloodChuckZ on September 23, 2011, 02:07:56 AM
One fellow, a ‘Smackie T’ had shown us some screenshots of the stairs to the roof access.  I had 3 shots, showing the steps doubling back on themselves (stairs, landing, then 180 degree turn to another set of stairs), with a door to the attic to the right at a landing at the top.

http://www.xfire.com/profile/cocky256/screenshots/?view#111545174 (http://www.xfire.com/profile/cocky256/screenshots/?view#111545174)

The thread is 'Bullworth: Secret Areas' from last March....

http://bully-board.com/index.php?topic=13687.msg119538#msg119538 (http://bully-board.com/index.php?topic=13687.msg119538#msg119538)
Title: Re: Locked Doors and Interiors
Post by: Red Blaster on September 23, 2011, 04:04:33 AM
You rule. Seriously.

Edit: And unfortunately, I don't have Xfire just yet.
Title: Re: Locked Doors and Interiors
Post by: Prosecute on September 23, 2011, 12:36:38 PM
Hi Madman, welcome to the bully board :cheernutz:!!!1
after reading your posts its great to see a modder who is all action on this board as opposed to all talk, youv'e certainly shed some light onto trigger.dat with your first post which deserves many congratulations, great to see someone looking into new and varied things, rather than the endless amount of 1 trick ponys fighting style talk which has plagued this board ever sinse its god damn release!

anyway here is a old list iv'e done with each interior and their corresponding area code/co-ords

NAME         AREACODE   CO-ORDS

MAIN_MAP      0      0.00, 0.00, 0.00
EVERYWHERE   ERROR   1
SCHOOLHALLWAYS      2      -632.325012, -285.636993, 8.523100            
??? (OBSELETE)   ERROR   3
CHEMISTRY CLASS      4      -596.921021, 322.786987, 36.532001
PRINCIPALS OFFICE   5      -700.955017, 201.244995, 32.653000
BIOLOGY         6      -709.780029, 312.730011, 33.379501
???      ERROR   7
JANITORS      8      -752.901001, -70.235001, 8.759220
LIBRARY         9      -774.791992, 196.037003, 90.131500
???      ERROR   10
???      ERROR   11      
???      ERROR   12
GYM         13      -630.187012, -70.771896, 67.727303
BOYS DORM      14      -501.584991, 301.246002, 32.119999
ENG/MATHS/GEOG      15      -560.408020, 315.862000, -1.950740
MUSIC         15      -535.408020, 315.862000, -1.950740
DRAGONWING STORE1   15      -515.408020, 315.862000, -1.950740
DRAGONWING STORE2   15      -490.408020, 315.862000, -1.950740
DRAGONWING STORE3   15      -470.408020, 315.862000, -1.950740
TRAILER (cant enter)   16      -655.908020, 81.574997, 9.991680 (Fixed in V1 Flags)
ART         17      -527.947021, 383.117004, 14.042800
AUTOSHOP      18      -422.721985, 368.216003, 80.844498
AUDITORIUM      19      -768.471008, 288.024994, 80.952904
CHEMICAL PLANT      20      -755.687988, 96.273102, 30.861700
???      ERROR   21
???       ERROR   22
STAFFROOM      23      -649.495972, 222.126007, 0.439980
???      ERROR   24
???      ERROR   25
GROCERYSTORE      26      -574.916992, 392.436005, 2.670250
BOXINGRING      27      -715.062012, 373.959015, 295.053986
BOXINGROOM      27      -726.921021, 381.609985, 345.053986
???      ERROR   28
BIKESHOP      29      -785.145020, 384.995003, 0.008086
COMICBOOK STORE      30      -723.096008, 36.172600, -2.328500
???TESTAREA   ERROR   31
PREPPIES      32      -566.291992, 133.397003, 48.464600
PREPPIES CLOTHING   33      -698.400024, 266.799988, 0.030000
POOR CLOTHING      34      -647.132019, 261.338989, 0.931481
GIRL DORMS      35      -430.667999, 317.761993, -2.361660
TENFIRES ENTRANCE   36      -544.599976, -49.039600, 31.007700
FUNHOUSE SCAFFOLD   37      -723.806030, -401.364990, 12.415400
ASYLUM         38      -713.270996, 494.204987, 2.000010
BARBERS         39      -654.849976, 129.748993, 2.989000
OBSERVATORY      40      -694.966980, 75.752701, 20.251301
???   ERROR      41
GOKART TRACK      42      -310.600006, 496.364990, 1.000010
JUNKYARD MISH      43      -676.331970, -621.603027, 3.349510
JUNKYARD CENTRE      43      -753.546997, -606.705994, 6.752230
???   ERROR      44      
CARNIVAL STRIKEOUT   45      -793.770020, 90.966797, 9.967950
CARNIVAL 2      45      -790.817993, 73.966797, 9.967950
CARNIVAL 3      45      -811.817993, 73.966797, 9.967950
CARNIVAL 4      45      -831.817993, 73.966797, 9.967950
CARNIVAL 5      45      -850.817993, 73.966797, 9.967950
CARNIVAL 6      45      -869.817993, 73.966797, 9.967950
CARNIVAL 7      45      -890.817993, 73.966797, 9.967950
HAIR SALON      46      -770.323975, 18.423700, 4.517230
???   ERROR      47
???   ERROR      48
???   ERROR      49
CARNIVAL SOUVENEERS   50      -790.598999, 54.708900, 7.278910
RACETRACK1      51      -88.389297, 68.735497, 26.634399
RACETRACK2      52      -36.880199, 38.910599, 0.459147
RACETRACK3      53      -39.788101, 62.388302, 62.154202
SPENCER SHIPPING INTER   54      -671.099976, -142.108002, -0.022696
FREAKSHOW      55      -469.709015, -77.744102, 9.061740
FREAKSHOW SKELETON   55      -455.709015, -66.744102, 9.061740
FAT HEFF      55      -440.709015, -54.744102, 9.061740   
SIAMESE   TWINS      55      -450.859009, -36.141102, 9.803410
BOXING MIDGETS      55      -463.266998, -47.828602, 9.803410
PAINTEDMAN      55      -477.042999, -38.299000, 9.803410
MERMAID         55      -486.369995, -50.406601, 9.803410
HAIRPOOR      56      -667.619995, 386.825012, 2.432060
TOWNIES HIDEOUT      57      -656.534973, 249.649002, 15.230700
???   ERROR      58
JOCKS HIDEOUT      59      -746.359009, 351.735992, 3.517150
PREPS HIDEOUT      60      -768.898010, 360.372009, 6.421100
GREACERS HIDEOUT   61      -698.974976, 347.765991, 3.355210
SKATEPARK      62      -737.765991, 646.687012, 29.102699

I can see us working well together, i'll pm you and explain about the vehicle spawner so you can have a butchers at it.
@Red carlos helped with the superspud gun mod btw, also i'll get round to flags v soon, its looking lovely jubbly atm, i started work on the vid yday it should be done soon, soz about not releasing in time as promised, iv'e just been a bit waylayed
Title: Re: Locked Doors and Interiors
Post by: MadmaN on September 23, 2011, 01:37:41 PM
I do appreciate you posting the area coords that you compiled even if its a older listing since that will come in handy with what I am trying to accomplish...figure a concentrated team effort on this will move things in the right direction since I will be honest about somthing...and this comes from years of game modding.

If ppl want to crack the fighting styles....the best way is to start from a different direction and in this case, get the interiors working first and while working on that, simply crack the format of encoding the default.idb script file is in since its the exact same file as default.ide which holds all of the data for changing fighting styles and animations...models for each ped...etc. and in all reality if ppl wish to continue hex editing the fighting styles in...its so much easier to just extract the default.idb file...hex edit that and then replace it in the ide.img file since you do not have to worry about the file size with that file...since a archive like the img files have to have things balenced a certain way or it will crash bully. mod the default.idb file instead and replace it in the img file then you dont have to worry about anything and its much easier even if its a extra step or two.

I am just tackling this like I do with any problem....with pure cold logic and its served me well so far.

Far as the vehicle spawner goes, I will deffo be glad to take a crack at that since I do happen to know how to code in quite a few languages....lua, c, C++, delphi, java, etc plus a few others. Would rather not list everything I know here since I most definately dont want to come across to anyone as a insufferable know it all....lol which I most definately am not. Just another very passionate gamer that wants to be part of somthing good.

The one thing I do wish I had tho was a  easy way to decompile the lua scripting since bully uses luap scripts which is a pain in the butt to decompile, tho very very easy to code in once you have a script source to work with. Figure I will spend all day working more on the interiors and see where that gets me since I am very close to getting the doors fully unlocked since I just know that I am missing somthing important and somthing that is most likely easy.


and btw, thanks for the welcome Steman and I also look forward to working together with you on modding bully. If you have xfire please add me  (xfire nick: madmancorp) and we can talk more there since there are a few things I would like to bring to your attention first on some of the ideas I have regarding the interiors and hopefully a plan for some possible collaboration.

ill make some more posts later today about what I have found so far since I have found  few more things but trying to be sure about them before I make any posts about them.
Title: Re: Locked Doors and Interiors
Post by: MadmaN on September 23, 2011, 03:52:50 PM
Here is a small list of what I have discovered so far regarding the doors themselves. this is the list of doors I have found so far inside the school complete with area codes and coords:

Code: [Select]
                      List of doors located inside the school

    TRIGGERNAME                     AREACODE                                POSITION                                                                   

DT_ischool_HallWind                    2                        -674.716980, -309.580994, 7.824080                 
ischool_StoreArea                      2                        -613.288025, -313.191010, -0.154999
RAIL_HALLWAY01                         2                        -626.724976, -302.882996, 0.824315
RAIL_HALLWAY02                         2                        -630.523987, -302.954987, 0.618483
RAIL_HALLWAY03                         2                        -623.669983, -300.377014, 3.096210
RAIL_HALLWAY04                         2                        -633.603027, -300.209991, 3.222830
ischool_StoreDoor                      2                        -609.922974, -311.117004, 0.007792
ischool_Door00                         2                        -654.713013, -291.688995, -0.022400
DT_ischool_Door01                      2                        -672.888000, -291.675995, -0.022400
ischool_Door02                         2                        -664.879028, -300.007996, -0.022400
ischool_Door05                         2                        -642.676025, -323.628998, -0.022400
ischool_Door06                         2                        -654.468018, -315.667999, -0.022400
ischool_Door09                         2                        -654.471985, -315.419006, 5.480890
DT_ischool_Classroom                   2                        -664.882996, -300.181000, 5.480890
DT_ischool_Art                         2                        -671.481995, -291.666992, 5.480890
DT_ISCHOOL_BIO                         2                        -650.838013, -291.679993, 5.480890
DT_ischool_Janitor                     2                        -610.674011, -308.084015, -0.019108
ischool_Door19                         2                        -612.877014, -323.619995, -0.019108
ischool_Door21                         2                        -590.057007, -313.536987, -0.019108
DT_ischool_Staff                       2                        -588.007019, -294.519989, -0.019108
ischool_Door23                         2                        -600.554993, -299.601990, -0.019108
ischool_Door24                         2                        -604.880981, -291.682007, -0.019108
ischool_Door25                         2                        -608.715027, -290.917999, 5.480890
ischool_Door28                         2                        -589.343018, -314.266998, 5.480890
DT_ISCHOOL_CHEM                        2                        -588.286011, -293.337006, 5.480890
ischool_Door30                         2                        -601.049011, -298.838013, 5.480890
DT_ischool_AuditorBalc                 2                        -619.375977, -293.114014, 5.493050
DT_ischool_FrontDoorL                  2                        -628.643982, -328.214996, -0.017000
DT_ischool_FrontDoorRight              2                        -599.111023, -331.710999, 0.001764
DT_ischool_BackDoorLeft                2                        -597.622009, -283.654999, 0.001764
DT_ischool_BackDoorRight               2                        -660.344971, -283.654999, -0.018236
DT_ischool_AuditorDoorL                2                        -619.010010, -293.291992, 0.043852
ischool_CafDoor2R                      2                        -619.008972, -293.291992, 0.044000
ischool_FrontDoorR                     2                        -628.643005, -328.212006, -0.014000
DT_ischool_RoofDoor                    2                        -618.974976, -285.700012, 14.615400
JanDoor02                              2                        -606.841003, -322.794006, 5.505000
ischool_Door24                         2                        -604.051025, -289.278992, 0.000000
ischool_Door23                         2                        -601.377014, -301.954987, 0.000105
ischool_Door22                         2                        -585.856018, -295.306000, 0.000106
ischool_Door18                         2                        unknown
ischool_Door20                         2                        -585.528015, -326.170990, 0.000109
ischool_Door19                         2                        -613.583984, -326.016998, 0.000109
ischool_Door28                         2                        -591.697021, -313.472992, 5.556470
ischool_Door29                         2                        -585.875000, -293.946991, 5.538710
ischool_Door30                         2                        -601.721985, -301.244995, 5.521880
ischool_Door25                         2                        -608.026978, -288.681000, 5.496200
ischool_Door32                         2                        unknown
ischool_Door33                         2                        unknown
ischool_Door34                         2                        unknown
ischool_Door31                         2                        unknown
ischool_Door06                         2                        -656.788025, -314.955994, -0.038341
ischool_Door05                         2                        -643.385010, -325.838989, -0.038639
ischool_Door01                         2                        -672.127014, -289.277008, -0.038638
ischool_Door00                         2                        -653.890015, -289.273987, 0.026361
ischool_Chem                           2                        -662.573975, -300.737000, -0.040263
ischool_Door07                         2                        unknown
ischool_Door08                         2                        unknown
ischool_Door10                         2                        -670.617981, -326.433990, 5.492900
ischool_Door14                         2                        -662.500977, -300.971985, 5.549280
ischool_Door12                         2                        -670.672974, -289.239014, 5.506740
ischool_Door13                         2                        -650.067017, -289.239014, 5.514040
ischool_Door09                         2                        -656.883972, -314.683990, 5.483800
ischool_Door16                         2                        unknown
ischool_Door17                         2                        unknown
ischool_Door15                         2                        unknown

POINTNAME                          AREACODE                               POINTPOINT

DT_ischool_FrontDoorL                  0                        212.738007, -73.084396, 8.312900
DT_ischool_BackDoorRight               0                        159.106995, -94.910698, 7.674100
DT_ischool_BackDoorLeft                0                        159.100006, -51.671600, 7.669780
DT_ischool_FrontDoorRight              0                        212.201004, -51.784199, 8.271720
DT_ischool_FrontDoorLeft               0                        211.929001, -94.691200, 8.485220
DT_ischool_Door01                      4                        -599.176025, 325.846008, 34.222500
ischool_FrontDoorL                     2                        -628.088013, -329.467010, 0.015000
ischool_FrontDoorR                     2                        -629.304016, -329.437012, 0.045001
DT_ischool_Janitor                     8                        -770.405029, -62.238899, 12.378700
ischool_BackDoorLeft                   2                        -598.414001, -282.450989, -0.000000
ischool_BackDoorRight                  2                        -660.976013, -282.441986, -0.000000
ischool_FrontDoorLeft                  2                        unknown
ischool_FrontDoorRight                 2                        -598.403015, -332.912994, -0.000000
DT_ischool_RoofDoor                    0                        182.048004, -66.534798, 26.377600
DT_ischool_AuditorDoorL               19                        -778.486023, 290.867004, 77.903503
DT_ischool_PrincipalDoorL              5                        -696.710999, 229.227997, 31.549700
DT_ischool_Staff                      23                        -654.195007, 227.294006, 0.000000
ischool_Door21                         2                        -592.356018, -312.751007, 0.087820
DT_ISCHOOL_BIO                         6                        -709.780029, 312.730011, 33.379501
DT_ischool_AuditorInL                  2                        -618.205994, -296.230988, -0.000000
DT_ischool_AuditorBalc                19                        -778.414001, 292.653015, 82.294899
DT_ischool_HallWind                    0                        164.789001, -75.008598, 14.820600
DT_ischool_Classroom                  15                        -561.630005, 316.816010, -1.950740
DT_ischool_Art                        17                        -537.564026, 380.084991, 14.740500
Title: Re: Locked Doors and Interiors
Post by: Red Blaster on September 23, 2011, 03:56:16 PM
Is this in trigger?
Title: Re: Locked Doors and Interiors
Post by: MadmaN on September 23, 2011, 04:15:39 PM
The list i pasted specifically isnt in trigger as it is...but all of the variables however are. I just made a nice neat list of them and their spawn points plus their proper area codes. I will post soon as I compile it  list of all the area codes and what area they belong to. Since each areacode is linked to a specific area.
Title: Re: Locked Doors and Interiors
Post by: UltimateGamer1 on September 23, 2011, 11:46:49 PM
Wow. The Exitlocs.dat and Bliplocs.dat have something to do with the doors but nice finding the codes tho. The doors themselves have codes but you have to replace the code it has with another code and the door can unlock. I actually have seen Governmentman123 new video and found a way to spawn peds in interiors and different places. Bully SE funny fight - Jocks vs. Townies (http://www.youtube.com/watch?v=9ZK8JsQkUMo#) This video shows peds in the graveyard. Also do you no how to get the roof to spawn without crashing I spawned the full roof before but it crashed when I went to it. The usual mission scripts have different characters in the game that spawn as boss peds. That is the reason in certain missions they would spawn a certain place. In the mission Tad's House the characters there spawn as bosses only. There also might be a way to spawn the full character from a mission like Derby from Dishonorable Fight and lots of things I will explain more soon.
Title: Re: Locked Doors and Interiors
Post by: MadmaN on September 24, 2011, 12:22:53 AM
From what I have seen thus far while I have been tearing the game apart...the roof has several spawn coords..not just one. Counted at least 3 of them but I think one is possibly for the bliplocs that the radar and map use. Not exactly sure about the others yet since I have yet to try swapping the coords around to see what I get. Will probably do that after this post just to see what I turn up since atm what I been concentrating on is mapping out all the doors and interior spawn points with the intention of making a detailed list of them for further study by not just me...but everyone else thats interested in cracking this.

I did however manage to get the auditorium doors to open which when walked thru caused the game to crash rather colorfully and I have no idea which edit caused that since I been also doing mass edits...since this is the same technique that I used in the beginning of the gta modding community when i helped get that started with several other ppl.

I am just mentally kicking myself in the butt for not accepting the offer to beta test bully when it was in testing before it was released for pc since the beta copies would have been extremely useful here.
Title: Re: Locked Doors and Interiors
Post by: MadmaN on September 24, 2011, 07:12:55 PM
As I play around with the coords more and more I am starting to think that it will be possible to get the hidden interiors working with their respective doors without many problems like crashing and such. The biggest problem tho is mapping every interior coord to its respective door that is supposed to lead to it. I am experimenting with a couple things and will report back here a bit later after I play around with the coords a bit more since I seem to be getting closer and closer to figuring this part out.
Title: Re: Locked Doors and Interiors
Post by: eellliioottt123 on September 25, 2011, 05:44:24 AM
I have a problem. You said changing the size of default.idb dosen't matter but when I change the size of that it crashes.
Title: Re: Locked Doors and Interiors
Post by: MadmaN on September 25, 2011, 01:01:56 PM
??? Very strange since I have not experienced that problem myself... It is possible that I could be wrong on that. I will change some things around in my default.idb and see if I get the same problem that you have .

I really do want to find out how the .idb files are generated tho and find a way to generate new ones since each of the idb files in the ide.img have the exact same data in them as the .ide files with the same names. But I think the .ide files are just simply overridden by the .idb so any change to the ide is probably ignored.

Tho if I am wrong on anything please feel free to correct me since there is still quite a lot that is unknown even to me in bully and some things I have simply just been theorizing on based on what has been found out so far by not only myself but other modders too.
Title: Re: Locked Doors and Interiors
Post by: MadmaN on September 25, 2011, 01:11:24 PM
How about for now any editing of the .idb with hex should be done in the same way that has been done with the ide.img...this way most problems can be hopefully avoided but in this case...editing would be a bit easier anyways since you would only be seeing just this file and not all of them combined into one. I do highly suggest keeping backups of the ide.img in a backup folder incase somthing does not work right and go from there. If I was not concentrating so hard on the interiors I would dedicate the time to figuring that file out and how it was made so new edited ones could be painlessly made. Maybe one of the other modders could possibly take a crack at figuring out just what format the .idb really is in...since even tho this may be totally off base...I strongly suspect its a type of text encoding like utf-8 for example or utf-7....etc.
Title: Re: Locked Doors and Interiors
Post by: eellliioottt123 on September 25, 2011, 01:45:27 PM
When trying to make the door markers appear I think changing pointispermanent false to true might help but I'm not sure.
Title: Re: Locked Doors and Interiors
Post by: MadmaN on September 25, 2011, 03:54:36 PM
I think you may have somthing there  :cool:


*EDIT

Checked that out and that flag doesn't seem to work, however that just means that it could possibly work another way. Changing the coords around doesn't really seem to be the solution either since that has a random effect...either crashing the game or causing things to not work quite right....but I am also starting to figure out more about what all the flags mean so I will experiment more with those and make a writeup of what those do according to my findings
Title: Re: Locked Doors and Interiors
Post by: UltimateGamer1 on September 26, 2011, 12:23:02 AM
Can you upload a video of some interior mods also I think there is a file called the npc that maybe spawns characters in interiors and exteriors maybe we could crack a big mod even greater than gman. I was looking at some files and they have mission scripts.
Title: Re: Locked Doors and Interiors
Post by: MadmaN on September 26, 2011, 01:15:36 AM
atm I wont bother with making or uploading any vids due to low hdd space atm...since both 1tb drives i have on this pc are pretty much full due to all my ongoing projects atm. I am however working on the interior part still and just decompiled the bully.exe to assembly language and am making more headway with that since I discovered the following in the decompiled bytecode:

.data:00AE9148                 dd offset aAreaisdoorlock ; "AreaIsDoorLocked"
.data:00AE914C                 dd offset sub_5B77A0
.data:00AE9150                 dd offset aAreasetdoorloc ; "AreaSetDoorLocked"
.data:00AE9154                 dd offset sub_5B78C0
.data:00AE9158                 dd offset aAreaisdoorlo_0 ; "AreaIsDoorLockedToPeds"
.data:00AE915C                 dd offset sub_5B79E0
.data:00AE9160                 dd offset aAreasetdoorl_0 ; "AreaSetDoorLockedToPeds"
.data:00AE9164                 dd offset sub_5B7B00
.data:00AE9168                 dd offset aAreaisdooropen ; "AreaIsDoorOpen"
.data:00AE916C                 dd offset sub_5B7C20
.data:00AE9170                 dd offset aAreasetdoorope ; "AreaSetDoorOpen"



this is code that seems to suggest that the door locking part is likely hardcoded into the bully.exe and if that is the case I may be able to patch it to enable opening of any/all doors and then work on a way to change where some doors spawn the player to.

Here is another portion of the same code controlling interaction with the doors:

.rdata:00923BD8 aAreasetdoorope db 'AreaSetDoorOpen',0  ; DATA XREF: .data:00AE9170o
.rdata:00923BE8 aAreaisdooropen db 'AreaIsDoorOpen',0   ; DATA XREF: .data:00AE9168o
.rdata:00923BF7                 db    0
.rdata:00923BF8 aAreasetdoorl_0 db 'AreaSetDoorLockedToPeds',0 ; DATA XREF: .data:00AE9160o
.rdata:00923C10 aAreaisdoorlo_0 db 'AreaIsDoorLockedToPeds',0 ; DATA XREF: .data:00AE9158o
.rdata:00923C27                 db    0
.rdata:00923C28 aAreasetdoorloc db 'AreaSetDoorLocked',0 ; DATA XREF: .data:00AE9150o
.rdata:00923C3A                 db    0
.rdata:00923C3B                 db    0
.rdata:00923C3C aAreaisdoorlock db 'AreaIsDoorLocked',0 ; DATA XREF: .data:00AE9148o
.rdata:00923C4D                 db    0
.rdata:00923C4E                 db    0
.rdata:00923C4F                 db    0
Title: Re: Locked Doors and Interiors
Post by: MadmaN on September 26, 2011, 01:19:40 AM
I am also working on reverse engineering some gta modding tools that I have and have made two compatible with bully fully in order to make some things more easy which I will release in their own respective threads. One such tool is a img editor that works similar to imgtool but also lets u make new .img archives from the files extracted from another .img, since this is what I have been doing to make modding way easier and painless. Another is a ped editing tool that should make editing the pedstats far easier for those that dont feel like loading the file in a text editor and trying to make sense of what to change. Both tools will be released here soon with credit given to their original authors. Doing both of these minus permission since I cannot contact either author since both projects are no longer maintained.
Title: Re: Locked Doors and Interiors
Post by: MadmaN on September 26, 2011, 01:31:46 AM
The game decompiled to pure assembly is extremely complex and my assembly skill is very rusy as well since I havent touched assembly since my windows 98 days making viruses using assembly...(long story there that I really dont want to get into here) so going thru all this will take some time. I am also currently downloading gamebryo which is the game engine bully uses and its related dev tools to get a idea how some of the game file formats are done all up  so hopefully I will have somthing for everyone soon regarding interiors. I will also post the fully decompiled bully.exe assembly source for anyone with assembly knowledge to take a crack at as well since all I am doing is trying to get the ball rolling on figuring out the main stuff for this game.
Title: Re: Locked Doors and Interiors
Post by: UltimateGamer1 on September 26, 2011, 08:34:42 AM
So maybe you could finally crack this game completely. The only thing is that you could extract the game scripts and everything but at what extent. They could maybe crash because of wrong coding or changing the hard-coded codes in the game. I know there is a way to change every single script in the game and even bring back every beta item that was deleted. I noticed in some game files that not only are the beta's hidden they are in the files but coded differently. There is also a way to get Jimmy to spawn at different interiors when you leave the boys dorm. Someone has managed to do this spawning some hidden interiors from modding the trigger.img its pretty cool because changing the trigger.img is a big step to figuring out the game code because I noticed the trigger.img controls most triggers meaning doors and switches. Controlling even character spawning switches. There is just allot of things in this game to mod and find out.
Title: Re: Locked Doors and Interiors
Post by: MadmaN on September 26, 2011, 01:03:47 PM
Yea...but what I am trying to do is avoid the current way of modding the game since changing the door on the boys dorm to spawn you elsewhere will work...but it just isnt the best way to go about this if you think about it the same way I have. Atm what my goal is is to find a override for the default.idb script and change it so the game reads the .ide versions of the scripts instead...or find a handle on some other hardcoding and just create a set of different patches to change those parts without worrying about decompiling the game and recompiling it. The game has some sort of encryption on the bully.exe that prevents the entire game from being decompiled to assembly but I did manage to get almost the entire exe decompiled which I will upload here rared up for others to take a peek at the code from since even those that dont understand assembly can make sense of some parts of it....however the decompiled exe is massive...takes up 505 mb and is a single .asm file which I have not attempted to recompile yet nor will I since there is missing code...unless I can reconstruct most of it. The game is written in visual c++ which I do know that language but there are no decompilers for visual c++ that I know of that can even come close to reconstructing all of the source code. but the assembly source will give me a handle on what areas to patch using hex since assembly gives me a better idea regarding what parts are what in the .exe when loaded into hex since most of the code in the .asm does not show up when you take a peek at the .exe with a hex editor.

The bully.exe does seem to have the door locking hardcoded in which I have put in two samples of the code in my other post above which is what has my interest since I may be able to allow all peds to open or close any door and enter whatever door they want...or even chase the players into any interior including the teachers and prefects or other adults....like for example being chased into the boys dorm by the prefects and encountering them inside the dorm after trying to run from them....since you can encounter them in the girls dorm...why not the boys dorm too?

If I am not making any sense to anyone pls let me know...lol since I am tackling the whole bully modding in a totally different direction when what others have taken.

Now if I had a surefire way to decompile the lua scripting I could do this much easier but we will see. I might try my hand at decompiling the lua into assembly bytecode and see if I can work on things that way.....its always possible that might work.
Title: Re: Locked Doors and Interiors
Post by: Prosecute on September 26, 2011, 02:57:53 PM
...I don't see what your beef is with my method when you say "it isn't the best way", it works well, it has worked well, and its worked fine for everyone, ontop of that it can teleport the player to any custom set position right on the doorstep when you load the game, its the best way we have so far unless that dude releases his scripthook, but theirs more chance of platting fog than that happening anytime soon.
on topic i'm nearly done with the flags and i'll send you a pm about the ingame car spawner soon, i'm just finishing a few things for the upload.
Title: Re: Locked Doors and Interiors
Post by: MadmaN on September 26, 2011, 03:35:23 PM
ah I have no beef with it at all. Just working to figure out easier methods which would allow much more to be modded, so pls dont take offense to how I worded that...lol Not intended to be taken in a bad way.

I just happen to have a totally different approach to modding when it comes to any game. I just simply look for the easiest way to do more while making it as friendly to everyone as possible wether the person is a coder or the person is not or even if the person is brand new to computers in general...thats my goal. and in all reality, your methods do work and quite well I might add, so I have absolutely no problems with any of that.

I did figure a few things out tho regarding all the files in the ide.img.

Every file in that is just a compiled or encoded version of the same named .ide files since if you look at the console versions of the game, you will not find any of those .ide files...which means the bully devs goofed up bigtime putting those in the pc version since not a single one of those files seems to be read by the game itself, they all seem to be ignored which makes sense since they are the source files for the .idb files. I been doing some serious file analyzing to see if I can crack the format those .idb files are in since if I can get that figured out...then nearly all of our collective problems will be solved aside from finding a way to decompile the lua scripts since then the fighting styles could be changed without using a hex editor, adding custom objects to the world map anywhere you want would be doable, such as spawning the mower anywhere without having to be in a mission to get it, or even the possability of spawning custom vehicles.

That is my goal currently along with figuring out the interiors. I have already taken a look inside the decompiled bully.exe in assembly and am figuring out its workings since there is quite a lot of things hardcoded but also a lot of hints as to how some the scripts are loaded so all I need on this is just some time and maybe even a little luck, so we will see.

and again, sry if you took offense to my comment about the current way of modding not being the best way, it was never meant to be taken out of context like that and for that I apologise. :)

and far as the ingame vehicle spawner goes, I will help you with that soon as you are ready so no worries. I do wish tho that ntauthority would release the modded lua decompiler since I really would love to take a look at that. But then...I think everyone is really waiting on that one but I somehow doubt that will happen anytime soon if at all.
Title: Re: Locked Doors and Interiors
Post by: Red Blaster on September 26, 2011, 03:53:20 PM
@Steman: I think what he's trying to say is that instead of using the boy's dorm to access different interiors, it's better to have interiors accessed through their respective doors.

Still, you were the first person to at least figure out how to enter inaccessible interiors, as well as getting the superspudgun to work, amongst other mods, so you're still a great modder in the eyes of many Bully fans. :)

@MadmaN: Do you think there's a way to access interiors without having to open doors? I ask because of the junkyard interior. Perhaps there's a way to add an entrance marker just at the path, and then an exit in the same place (in the interior version of the map)?

Also, another question I have is about the triangle markers this guy was talking about: http://bully-board.com/index.php?topic=11311.0 (http://bully-board.com/index.php?topic=11311.0)

Have you ever seen them yourself? He says he found one under the school entrance, and under the junkyard (not sure if this is in the exterior or interior).
Title: Re: Locked Doors and Interiors
Post by: MadmaN on September 26, 2011, 04:05:58 PM
@ Red Blaster

Yea you grasped what I was trying to say....lol and thanks for clearing that bit up for me since somtimes I have a hard time explaining what im trying to do clear enough.

As far as accessing interiors without opening doors, to be honest, I have never looked into that part. But i will however check into it as a alternative for the time being possibly. Far as the triangle markers goes I think I know what is being talked about there since they are the ones that show up on the radar. I have seen them before but didnt know what they were for at the time. I will investigate that as well since it might be worth checking out.
Title: Re: Locked Doors and Interiors
Post by: Prosecute on September 30, 2011, 04:16:09 AM
anyway iv'e finished the flags v1 for the moment, tell me what you think of it, i'll upload the download link tonight
Bully Scholarship Edition Hidden Interiors Mod Part 2 (http://www.youtube.com/watch?v=Xb9U8j0hJHw,#)
@madman seen as iv'e now got free time i can work on that car spawner mod with you tonight, i'll send you it and fill you in, hopefully we will get sommet workin >:D
Title: Re: Locked Doors and Interiors
Post by: InsanityGames on September 30, 2011, 07:28:18 AM
what coding you use for spawner?
Title: Re: Locked Doors and Interiors
Post by: Prosecute on September 30, 2011, 07:49:55 AM
its in scripts
Title: Re: Locked Doors and Interiors
Post by: MadmaN on September 30, 2011, 12:37:10 PM
ill definately take a look at it since I have some ideas if this spawner is coded how i think it is. Insanitygames is working with me to possibly get the interiors cracked and to also try to crack default.idb since that file is the key to cracking all of the fighting styles, stances, animations...etc so I have my editor put on the backburner for the next few days or so before I release another beta version of that since I am also working to get the file formats cracked to where my editor shows things labeled as they are in the comments for the files themselves.
Title: Re: Locked Doors and Interiors
Post by: Carlosvc92 on October 13, 2011, 04:25:27 PM
This is what you see:

(http://i54.tinypic.com/jsehd5.png)
(http://i51.tinypic.com/2zp6ql3.png)
(http://i51.tinypic.com/xpr0he.png)
(http://i56.tinypic.com/1zmkqdf.png)

And here is the shop class:

(http://i53.tinypic.com/11viag2.png)
(http://i55.tinypic.com/23w5r0i.png)
(http://i56.tinypic.com/2zxmuix.png)
(http://i55.tinypic.com/25z2ic3.png)

the shop is fully explorable and even has a working fraffy machine  :biggrin:

What exactly determines this again? The Paths in trigger.img??
Title: Re: Locked Doors and Interiors
Post by: Prosecute on October 13, 2011, 04:37:24 PM
open trigger and search and replace all "islocked true" to "islocked false"
Title: Re: Locked Doors and Interiors
Post by: Carlosvc92 on October 14, 2011, 10:29:10 AM
Ahh, ok thanks.
Title: Re: Locked Doors and Interiors
Post by: Bully1337 on October 15, 2011, 08:17:02 AM
What other places can you go in? And is it possible to go into other classes?
Title: Re: Locked Doors and Interiors
Post by: MadmaN on October 15, 2011, 09:47:33 AM
Right now I am working on unlocking every door and combining my efforts with Steman to make custom points in front of doors as well as pretty much anywhere so that you can simply enter any door and be taken to the specific area that the door in question is meant for. For classes you will be taken to a generic classroom and for the specific classes like english...chemistry..etc you will be taken to the actual classroom that each class resides in normally. I just have not posted much on this subject due to the complexity of this mod but will be posting info soon on what I have done so far. I have managed to remove every door and get to all those areas including the roof access door...etc but adding custom markers to the map will be very hard.
Title: Re: Locked Doors and Interiors
Post by: Jimmy109 on September 07, 2013, 04:44:45 AM
open trigger and search and replace all "islocked true" to "islocked false"
This crashed my game D:
Title: Re: Locked Doors and Interiors
Post by: c00ld0c26 on September 07, 2013, 07:15:04 AM
open trigger and search and replace all "islocked true" to "islocked false"
This crashed my game D:

Then you propebly did it wrong, put on your backup and try again.
Title: Re: Locked Doors and Interiors
Post by: Jimmy109 on September 07, 2013, 07:31:03 AM
open trigger and search and replace all "islocked true" to "islocked false"
This crashed my game D:

Then you propebly did it wrong, put on your backup and try again.
I've tried it like 10 times, http://gyazo.com/05066b7db5b672a9804e45fae2b74262 (http://gyazo.com/05066b7db5b672a9804e45fae2b74262) and all I get when i press story mode is "bully.exe has stopped working" :/
Title: Re: Locked Doors and Interiors
Post by: Unknownsoldier on May 04, 2014, 08:54:12 PM
I am so glad MadmaN joined us! Where would we be in Bully modding, without him?
Title: Re: Locked Doors and Interiors
Post by: WhenLifeGivesYouLemons on May 04, 2014, 10:47:34 PM
I am so glad MadmaN joined us! Where would we be in Bully modding, without him?
Probably still stuck with IDE modding
Title: Re: Locked Doors and Interiors
Post by: Unknownsoldier on May 07, 2014, 09:34:27 PM
I managed to unlock the autoshop, but what's the triggername for the nurse?
Title: Re: Locked Doors and Interiors
Post by: Mizok on December 03, 2014, 08:36:21 PM
Bump!
Maybe this can be good on MP.
Title: Re: Locked Doors and Interiors
Post by: madnesscombatfan212 on December 03, 2014, 08:53:01 PM
Bump!
Maybe this can be good on MP.
Honestly, I do not think it would make very much of a difference.
Title: Re: Locked Doors and Interiors
Post by: SWEGTA on December 04, 2014, 02:31:20 AM
Bump!
Maybe this can be good on MP.

Unlocking doors can easily be done via Lua.
This wouldn't be much of help, sadly.