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Author Topic: Decompiling .lur files is it possible?  (Read 4762 times)

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Offline Zephrelial

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Decompiling .lur files is it possible?
« on: October 22, 2013, 02:14:28 AM »
   Hi guys.I was having a look within the scripts.img file with imgtoolv2.0.I was wondering if it is possible at all,to decompile those .lur files,edit them  use lua and then compile them back ?

  I read at another forum(related gta) that decompilers for .lur files didn't work with Bully.Basically there are few changes I opt to make such as flagging Biff and Johny as paid allies,and make it so that preppies will spawn at lighthouse hideout and harrington house,and trigger other indoor locations accessible etc. Thanks in advance :)

Offline SWEGTA

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Re: Decompiling .lur files is it possible?
« Reply #1 on: October 22, 2013, 07:08:51 AM »
For now the only decompiling for .lur files that has been done has been with Fred Tetra's decompiling software. And that was done between him and MadMan.
Pretty hardcore-secret-area-51-stuff.  8)

It hasn't been released due to it not being very... eerrrh... stable. Not entirely finished, if you will.
I could upload all decompiled mission scripts for you guys to look through, but keep in kind that they're not very functional, as they have some decompiling errors and flaws in them.

I would not recommend compiling them and using them as ingame mission, UNLESS you plan on dedicating a various amount of time to fixing those scripts and making them fully compatible with Bully. That is if you actually want to put yourself through it.  :sleep:

Offline c00ld0c26

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Re: Decompiling .lur files is it possible?
« Reply #2 on: October 22, 2013, 07:12:56 AM »
Well, no one has managed to do that but Fred Tetra, currently MadmaN is the holder of all the games decompiled scripts, but he wont share them with anyone who is out of his team.

Offline SWEGTA

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Re: Decompiling .lur files is it possible?
« Reply #3 on: October 22, 2013, 07:16:34 AM »
Next time he signs on xfire, I'll see if I can have his permission to share them. At least a select few of them.

Offline Zephrelial

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Re: Decompiling .lur files is it possible?
« Reply #4 on: October 22, 2013, 07:42:03 AM »
Thanks for the detailed explainations guys.Still it's good to know that regardless of errors in scripts someone have actually managed to decompile them.

Offline Red Blaster

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Re: Decompiling .lur files is it possible?
« Reply #5 on: October 28, 2013, 07:07:32 AM »
As SWEGTA said, the problem is they aren't fully decompiled. Many locals and tables, among other important functions, are missing from these decompiled files.

To this day, we haven't heard back from Fred Tetra shortly after releasing the partially decompiled scripts (which I have), and the compiler.

It would be great if someone else can take his place, but the only people we know of who may pull  this off are the people at XeNtaX (or whatever), or NTAuthority, and NT has washed his hands of Bully a long time ago due to the community.

Offline MadmaN

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Re: Decompiling .lur files is it possible?
« Reply #6 on: October 28, 2013, 08:30:06 PM »
Rise and I are both capable of rewriting the damaged portions of the scripts....however since I am now retired until such a time I can come back to modding....Rise is basicly the only one that has the knowledge needed to rewrite pretty much everything in the damaged scripts.....and this will take quite some time to do since he is only one guy where if we had a full team working on them....a LOT of ground could be covered really fast.

Even though I am retiring...I still only allow ONLY the biblio-techa mods modding team to have full access to those scripts and will not allow them to be released to the general community in their damaged state.

The reason behind this is simple....if the damaged scripts were released as they are now....the modding section here would be flooded with ppl asking why this isnt working...or why that is not working....and ppl will have their hands full playing tech support for people that have a hard time realizing that the scripts are incomplete instead of having time to do their own mods or working on the scripts a little at a time.

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Re: Decompiling .lur files is it possible?
« Reply #7 on: October 29, 2013, 06:28:10 AM »
Good point Mad, I can see the reason behind not letting anyone have these.....Yet.