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COH2 CheatCommands Mod

1 Dec 2013, 08:24 AM
#42
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11

Updated to 1.26:
Code

[1.12.2013] [Version 1.26] Updates, Additions
- Updated to CoH2 version 3.0.0.11384
- Added Soviet Officer
- Added Util.StartBlizzard and Util.StopBlizzard
- Don't spam these actions! Give them time to transition.
11 Dec 2013, 12:24 PM
#43
avatar of Mr. Someguy

Posts: 4928

1.26 doesn't seem to work as of the Dec/11 update, mod will not launch and instead brings up the bug reporter.

Great mod though! Loved the CoH1 version (are you the same creator under another alias?)
11 Dec 2013, 12:42 PM
#44
avatar of Le Wish
Patrion 14

Posts: 813 | Subs: 1

If i remember correctly they stated in their stream yesterday that mods are no longer available in coh2. However think dev mode is
11 Dec 2013, 13:04 PM
#45
avatar of Mr. Someguy

Posts: 4928

Wait, you're saying they completely disabled all mods? For what reason? Is it going to be reverted or are people just gonna end up trying to brute-force their way into modding?
11 Dec 2013, 16:08 PM
#46
avatar of AmiPolizeiFunk
Admin Black Badge
Patrion 15

Posts: 16697 | Subs: 12

They closed a possible exploit, which will break current mods. Mods will need to be rebuilt around the new code. I hope that great modders like janne252 won't have too much trouble with new workarounds. I'm eager to hear how it goes.
11 Dec 2013, 22:14 PM
#47
avatar of Marcus2389
Developer Relic Badge
Donator 11

Posts: 4559 | Subs: 2

11 Dec 2013, 22:20 PM
#48
avatar of AmiPolizeiFunk
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Patrion 15

Posts: 16697 | Subs: 12

This sounds very, very bad for the modding community. (pasted from Marco's link above)

"nachocheese" quoted Relic's response to his email:
response to my email:

The point of us signing our archives is to ensure that no one can modify them. Giving the community a way to sign archives would be akin to distributing our private keys; it would completely defeat the purpose. It would not make sense for the community to sign archives with their own private keys, as they would have to provide the public key, and any method of doing so that does not go directly through us could be circumvented (this would limit their ability to develop and distribute mods).

Any additional mods we decide to permit will be distributable by the Steam Workshop and bundled up into a single unsigned archive created by Archive.exe. It is possible that a dependency system might be introduced whereby mods can depend on other mods.

Internally, we have not decided to enable the loading of unsigned archives in -dev mod as this could easily be used to “steal” DLC, and would permit user content that conflicts with types of DLC we wish to make.

The direct answer is that we haven’t added the ability to create any mods other than multiplayer scenarios at this time, but are exploring which types of mods we will permit in the future. Any future mods will follow a similar pattern to the scenario packs (a single archive distributed via Steam Workshop), and not that of past CoH mods (-mod <module>).


Relic needs to support modders as they obviously grow the overall interest in the game. Shutting them down would be a horribly shortsighted mistake.
11 Dec 2013, 22:58 PM
#49
avatar of Marcus2389
Developer Relic Badge
Donator 11

Posts: 4559 | Subs: 2

Read further, Noun posted.
12 Dec 2013, 07:08 AM
#50
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11

This version of CheatCommands Mod is probably never going to work. I'm eager to see how Relic is going to implement Steam Workshop support for mods.
12 Dec 2013, 19:33 PM
#51
avatar of HelpingHans
Strategist Badge
Donator 11

Posts: 1838 | Subs: 17

Is this mod still out of action? I extracted all the files to my steam coh2 folder and added the extra launch codes but when I launch the game nothing happens. =?
12 Dec 2013, 20:01 PM
#52
avatar of AmiPolizeiFunk
Admin Black Badge
Patrion 15

Posts: 16697 | Subs: 12

All mods are out of action until Relic enables steam workshop support of mod tools. :(
12 Dec 2013, 20:48 PM
#53
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11

I hope we'll get Workshop support for mods before the end of the year. I know there are not that many mods published yet that I know of, but apparently quite a few people were working on mods.
I wish I could sign up for a CoH2 Modding Workshop beta or something.
14 Dec 2013, 13:09 PM
#54
avatar of Mr. Someguy

Posts: 4928

Same, it's a real shame that this happened. Worrying too, I hope the new workshop support comes quickly and isn't too strict.

Mods didn't chance the flow of online play anyway, which means this must be almost entirely related to the "DLC" issue.
15 Dec 2013, 18:48 PM
#55
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11

Same, it's a real shame that this happened. Worrying too, I hope the new workshop support comes quickly and isn't too strict.

Mods didn't chance the flow of online play anyway, which means this must be almost entirely related to the "DLC" issue.


That's what I'm hoping too. Steam Workshop would be 3rd version of CheatCommands Mod, which I hope to be the final. Here's a short history:

1st version: Open Beta, quickly punched in the face by Release version, blocking usage of -dev mode.

2nd version: Some quiet time after closing CoH2 Open Beta and then, all the sudden Corsix finds this sneaky Lua exploit and a new version of CheatCommands Mod is out again! Original plan was to support some basic features from the Open Beta version but it got way out of hands.

3rd version: Steam Workshop version? Hopefully the final version?
24 Dec 2013, 11:48 AM
#56
avatar of zidanez64

Posts: 2

Win7 x64
COH2 3.0.0.9704
CheatCommands Mod v1.26

why it happens like this?:(


but it never happened in TOW mission :)
24 Dec 2013, 15:58 PM
#57
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11

Is the game stuck / paused? That is just the initialization message at the startup. I know there are some issues with the mod but I am unable to fix them due to recent CoH2 updates.
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