[360 Games Patcher 3.0.5.19

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Vida Hubbert

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Jun 12, 2024, 6:41:09 AM6/12/24
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Hi, have just come back to the game after being away for 4 days and when Im logging in and get to the point of choosing the server this message box pops up : 'Wrong game version, run patcher and reconnect, server 2019.08.22, client 2019.06.05' and then it takes me back to putting in my password. So where and how do I do this? Run patcher from where? a Link? Somewhere on my computer? I would greatly appreciate any help. Cheers in advance

Same process, just make sure you're using the right manifest and close and re-open or Re-Validate (it's called something else for Island Rum IIRC) to make sure it patches. If that doesn't work, triple check your manifest is pointing to the correct one:

360 games patcher 3.0.5.19


Downloadhttps://t.co/DWJSoUf4WM



I want an auto updater that detect modified files (by comparing files on the client-side and a server) and only download modified files. I also want it to give me its status lively (To show it on a process bar or something)

The scenario is that there's about one thousand clients in a network, that use same application. If a new version of the application is available, they all have to get the new version. But, the bandwidth is limited, so it's not very efficient to give them a full installer each time. (Which we do currently)

I searched around a little, and I found IcePatch2. It do the exact thing I want: Getting the newest files from server when the patcher is run. But the problem is that clients wrote in C#, and I can't use IcePatch2 inside my application. (I have to run it as a separate process, or write a COM or something to interact with the IcePatch2Client)

We use AppLifeUpdate. You can create update packages that contain only the chnaged files. I'm not sure if it does binary deltas though. It is a .NET component and can optionally use a service that you install to do elevated installer updates (only really needed for changes affecting all users on a system).

Its a huge project so cant post the details here.But what's happening is the function temp does get mocked and i do get the correct message but later on i get stop called on unstarted patcher and the program fails.Is there any workaround here,which somehow disables the _exit of mock or any other method.i guess the contents is somehow insufficient to create the whole scenario but that's d best i can do.

When we dont pass mock_obj,do all the function know about the patch?how exactly is this working?What is the difference between the scenario wherein we have to explicitly pass mock_object and wherein we dont have to?

If new is omitted, then the target is replaced with a MagicMock. If patch() is used as a decorator and new is omitted, the created mock is passed in as an extra argument to the decorated function. If patch() is used as a context manager the created mock is returned by the context manager.

The first one tell us that patch act as context manager in the body of the function (decorator case). The second one tell if you don't specify new argument (the first after targeting arguments in patch class function) patch create a new MagicMock() object to patch the target and the created mock is passed in as an extra argument to the decorated function.

If you took a look to mock.py code you can easily understand that patch doesn't support stack of patches and it was designed to be executed just one time per context. In other words if you try to patch something that is already patched in your context you will get the same error. At the end of the answer I provided a synthetic example that generate the error.

Without saw your code I can just do some guess and speculations about why your issue seams fixed if you don't use mock but patch your method by a function. IMHO it work just by chance and you playing with some kind of race condition.

That is a synthetic example that generate stop called on unstarted patcher error message. To generate it we must call patch one more time while we are just in patch context. We can do it by recursion or by threads, recursion is something really strange in this context.

I was wondering if anyone knew an easy way to detect if lucky patcher (or similar) is installed on a users device. This seems to be the best solution for now to prevent players from blatantly cheating. I plan on just not letting the app run if it detects lucky patcher installed. Is there any way to see if a package name exists on device? Like com.luckypatcher or whatever their package ID is.

I solved the detection problem by coming up with a random package name detector algorithm. The algorithm detects all random package named hacking tools, which allow the app to determine if to stop working or not.

Write a good random package name detector + write another that blacklists all previous releases by package names, before the latest random-package name patch, and prevent your app from working for the user if any of these apps are installed.

Inside this download, you will find several VERY useful tools. Almost all of these were made by stoffe originally and the only alteration I made was to make sure TSL Patcher did NOT check for the presence of the dialog.tlk file to verify the path you're installing the mod to. This was done to allow installing mods to the Workshop folders.

Of note in this package are three files:
1. ReadMe, really.pdf - A read-me file that really should be read if you want to understand how to do something with the TSL Patcher.
2. nwnnsscomp.exe - A modified script compiler that TSL Patcher uses to substitute tokens (such as .2da row pieces) in source scripts (.nss files) and then compile the scripts.
3. nwscript.nss - As far as I'm aware, the nwscript.nss file from KotOR 2, required by nwnnsscomp.exe to compile scripts.

Below are the original release thread descriptions for stoffe's work and I honestly don't think I could put it better than she already did years ago.

TLK Ed:

TalkEd is a dialog.tlk (or any TLK v3.0 file for that matter) editor that works with both KotOR1 and TSL. It can add new entries to a TLK file and edit or delete existing ones. It can create new TLK files from scratch or edit existing ones, and is capable of merging two TLK files together.

In addition it can be used to search among the entries in a TLK file for matches to a number of criteria.

(Dialog.tlk is the file that contains all the standard text strings in the game. It also links sound files to certain text strings.)

* * *

In a sudden burst of inspiration I finished a whole bunch of things I had planned for TalkEd but never gotten around to. I have uploaded the resulting TalkEd v1.0.4b version here.

What has changed in this version? Some things off the top of my head:


Since my programming skills leaves a lot to be desired I'm sure there are still a bug or two which I haven't spotted during my testing. As such this is still considered a beta version. If anyone uses this and spots any problems, please let me know.

The TSLPatcher is a small application intended to be used as a mod installer for KotOR and K2:TSL. Despite the name it works with both games in the series. Its purpose is to move some of the burden of making different mods compatible from the end mod user to the mod developer.

ChangeEdit is a support utility, used to create TSLPatcher configuration files with a somewhat user-friendly graphical user interface. (Well, more user-friendly than creating the config files by hand in notepad, anyway.)

It can, in general terms:

EDIT(2007-09-19) Uploaded TSLPatcher v1.2.10b1 and ChangeEdit 1.0.5b1, which fixes a bug/oversight breaking the changes.ini format when adding or updating ExoString fields or ExoLocString substring fields with text contining newline (LR/CR) characters. In those cases only the text before the first newline would get added earlier. This should now be fixed to handle text with multiple paragraphs properly. See this post for more details.

EDIT(2007-08-13) Uploaded TSLPatcher v1.2.9b which will handle already existing GFF fields a bit better when adding new fields to a GFF file. It will now update the value of the existing field to match what the new field would have had set, rather than just skip it entirely.

EDIT(2006-12-12) Uploaded TSLPatcher v1.2.8b10 hopefully making the Require file checks work reliably all the time, this time. Thanks to Darkkender for pointing this out.

EDIT(2006-12-10) Uploaded TSLPatcher v1.2.8b9 fixing a bug with the patcher not checking for required file if using multiple setups and auto-detecting the game install location. Thanks to Darkkender for pointing this out.

EDIT(2006-12-02) Uploaded TSLPatcher v1.2.8b8, which contains fixes for two bugs that sneaked their way into version 1.2.8b6. The bugs would cause installation to abort if the dialog.tlk file was write protected, or if copying a 2DA line and using a high() token to assign a new value to a column of the new line. Thanks to DarthCyclopsRLZ for pointing out these bugs.

EDIT(2006-10-03) Uploaded TSLPatcher v1.2.8b6, which contains a whole bunch of bug fixes and some new features. Please see this post for details.

EDIT(2006-09-07) Sneaky mini-update to TSLPatcher v1.2.8b4, fixes a bug with backing up files before replacing them from the InstallList, which was introduced when the install list sequence was changed to happen before 2DA edits. Also fixed mistake where word wrap was permanently left off when toggling from the Config Summary back to the info.rtf display on the main TSLPatcher window.

EDIT(2006-08-28) TSLPatcher v1.2.8b3 uploaded, this hopefully fixes the occasional crashes when recompiling scripts with include files, and works around the weird GUI glitch in the main TSLPatcher window that resulted in the buttons and scrollbars ending up outside the window area. Huge thanks to tk102 for taking time to iron out the nwnnsscomp bug.

EDIT(2006-08-09) TSLPatcher v1.2.8b2 uploaded. This version fixes a bug with the RIM handling class which caused the game to have trouble loading RIMs modified by the Patcher, caused by an error in the RIM specifications I had at my disposal. The game should now properly load modified RIM files without problems.

EDIT(2006-08-09) TSLPatcher v1.2.8b1 and ChangeEdit v1.0.4b8 uploaded. This version allows the "Install" function to place files into ERF/RIM archives, allows options for renaming files during installation, and adds a "config summary" button to the main TSLPatcher window.

EDIT(2006-08-06) TSLPatcher v1.2.8b0 and ChangeEdit v1.0.4b7 uploaded. This version changes how the ERF handling functionality works to make it more useful. See this post for more info.

EDIT(2006-07-25) TSLPatcher v1.2.7b9 and ChangeEdit v1.0.4b6 uploaded. This version has some changed made to the Add/Modify GFF Field functionality, allowing to to be used to insert new conversation branched into DLG files. Various minor user interface changes have also been made.

EDIT(2006-07-08) TSLPatcher v1.2.7b7 and ChangeEdit v1.0.4b4 uploaded, containing some bugfixes, interface improvements (I hope) and minor changes to make it a little less sensitive to errors.

EDIT(2006-05-28) Uploaded TSLPatcher v1.2.7b5 and ChangeEdit v1.0.4b3, with a Mini-update that allows it to optionally auto-detect the game folder location rather than ask the user where it is, as requested.

EDIT(2006-05-11) Uploaded TSLPatcher v1.2.7b4 and ChangeEdit v1.0.4b2. No new features, just some fixes to bugs I discovered, and slight change to how the script compiler is called to allow it to work with the custom version of nwnnsscomp that tk102 has been kind enough to provide. This custom version is also included in the download now.

EDIT(2006-04-29) Uploaded TSLPatcher v1.2.7b1 and ChangeEdit v1.0.4b1. Too much more information can be found in this post.

EDIT(2006-03-25) Updated ChangeEdit to v1.0.3a with GFF Compare function, 2DA Modifier copy button and a whole bunch of interface improvements. See this post.

EDIT(2006-03-19) Updated TSLPatcher to v1.2.6a (wip v2), which fixes a bug that would prevent the script compilation function to work properly on Windows 98 and Windows 2000 computers.

EDIT(2006-03-09) Uploaded new test version, TSLPatcher v1.2.6a (WIP v1) with added support for modifying SSF Soundset files with dynamic StrRefs for added TLK entries. See this post for a little more detail.

EDIT(2006-02-03) I've uploaded a new test version, TSLPatcher v.1.2.5a, which has some limited ERF (e.g. module file) packing functionality added. See this post for more details.

EDIT(2006-01-16): I've uploaded a test version of TSLPatcher v1.2 and ChangeEdit v1.0 which has some new features added. See this post for details.

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