Activity

Mr Milky Way

The maps now work correctly and just about every endpoint is accounted for. I also had too add the /storage/image/ endpoint. I started work on fixing the replays too, but the game has like 3 different functions to send a replay, uses them all, and sends different data to each.
BRUH

Attachment
0
Mr Milky Way

I did some work on custom community map making.
You can now create and test a track, but can’t edit or clone a track yet. you also can’t delete a track but ehh who needs that…

This took way to long, but hopefully the next bits will be shorter. (it wont there is still so much left check img 2)

Attachment
Attachment
0
Mr Milky Way

I fixed the drone collection problem, and it wasn’t because of the drone time endpoint.

The game would try to preload your drones on the boot of the game using your player ID. The problem was that the game would set the player ID as null because the login was sending back filler data. I also added the remove drone endpoint to delete your drones. I think next up is the drone time endpoint (or just the time endpoints like all of them).

Attachment
Attachment
Attachment
0
Mr Milky Way

I fixed some small problems with the rivals leaderboard and Community tracks and tried to add drones into the mix.

This works kinda well, the drones get uploaded BUT, if you close the game and reopen it it just says that the drone isn’t in your collection (even though you made it). I think it has to do with the drone time endpoint, but I need to do more looking. It doesn’t seem related to the player state but idk. Works well other than that though.

Attachment
Attachment
0
Mr Milky Way

So I figured out why the leaderboards where broken, and it was bc I was a certified idiot.

The game wanted the data in kebab-case but I SQL doesn’t like kebab-case so I was storing it in snake_case, and just retuning the raw snake_case stuff to the game. This works fine for the score, but not anything like names. I do have a little fixing up on more of the leaderboard endpoints (like the rival ones) tho.

Attachment
Attachment
0
Mr Milky Way

I fixed up some db issues with the leaderboard: the maps used to check drone name and guid and not ‘drl-official’ bool. This meant that the leaderboard would be different per drone and not different per drone class/official drones. I then fixed the real leaderboard to show the entries as the only endpoint without filler data up to this point was the leaderboard post. It went well and next up is figuring out why the names are all undefined. I think it lies in a different endpoint but idk.

Attachment
0
Mr Milky Way

After a long time I figured out the leaderboards I got the DB working for them. It was a MONSTROUS block of code but it works (smh) some of it is still filler data (like the Number 1 position bit) but it won’t override a better score and should work fine when I fixup the rest of the code to use the DB. I spent way to long trying to find out why the data being sent was null, bc as it turns out the data is in a json array and I thought it was just in json… BUT IT WORKS, YEAH!

Attachment
Attachment
Attachment
0
Mr Milky Way

My ship got rejected because the readme wasn’t linked as raw. 🤦 I took this opportunity to create better BugReproNumber documentation and add some images to the readme I also uploaded it to Thunderstore mod manager and fixed a bug where player input would be given back to the player during SonicRun_FullyAnimated which could cause the player to fall to their death.

Attachment
Attachment
0
Mr Milky Way

Shipped this project!

Hours: 28.17
Cookies: 🍪 685
Multiplier: 24.33 cookies/hr

I made A full mod for Titanfall 2 to restore cut content

It works pretty well but can crash sometimes and has some uhhh unintended features… They aren’t bugs a swear

I learned a whole new programing language in the process of making this mod! (Squirrel)
It was a very fun project to make and I think it went well.

Mr Milky Way

So as it turns out there were some bugs that needed fixing in order to properly get everything working. There was a feature that I added back a while ago that would dynamically change the map based on difficulty but as it wasn’t prod ready and some maps would break due to that. I had to exclude some maps from that system as a result. To add onto this a dev start point wouldn’t work because it was “Trailer - Drop “ and not “Trailer - Drop” (that took forever to find) now it’s prod ready and I tested the whole thing. The Trailer - Drop start point is showcased in the video I attached. :)

0
Mr Milky Way

Sorry for this being a 26h 48m devlog, I signed up for flavortown then forgot about it but I still worked on projects, then I was like “Wait flavortown is a thing, WOW I have a lot of time” So I just decided to make this a flavortown project.

I was scrolling youtube a little while back and come upon a video by Nextracer1 showing Titanfall cut code that he had fixed. I didn’t finish the video so I didn’t realize that he released his mod for icepick SO I decided that I was going to make my own mod for it using northstar. I started out by decompiling all of the VPK’s for the game and then looking thru all of the commented out areas and looking for code to reactivate. At this point I was looking in the same spots that Nextracer1 had so they were pretty easy to add back. Then it was only really a matter of bug fixing the code, cut code I had added back. This is when it got WAYYY harder. Titanfall 2 has 2 parts, the core game (.exe and .dll) then the level code (all in Squirrel). The nice part about this is that I don’t have to rebuild the game, the hard part about this is that I’ve never used Squirrel. There was a lot of trial and error. I also found a lot of things he didn’t cover or even fully restore like extra flack gun FX or properly adding back startpoints (like the Trailer - Drop point). For example on ship to ship there is a bunch of testing stuff for the 6-4 (A group of soldiers) that didn’t work because the 6-4 was deleted due to 1 incorrect start point name. The only way this could be found was by looking thru all of the code used in that level as the northstar stack trace only just said that they were deleted (which took forever). There are some other cases of having to do this but I’m starting to run out of space in the devlog to go over all of the stuff I did. So I’m just going to leave it here and ship the project. :) (there will be a yt video in the github releases of all of the stuff I added)

0
Mr Milky Way

After a lot of work I have decided to make this a flavortown project and as such I have a lot to write for my first Devlog. I started this project because my favorite (only) drone simulator that I own, DRLSim, had it’s server shut down. I decided to make a custom server for the game even though I have never made a server before. I started out by checking the game logs to find what requests the game was sending to the server, once I found out the name of the request I would go into the .DLL that send the request and see what it wants back (I also patched the dll with a new server URL too). First on the list was the login data, it wanted an expiration and the token it sent me back + a success boolean. Because of this I didn’t have to decode the token. Next was game and player state data which could be left null. Next was map data which had to be in base 64 and I could fill with fake data. Last was a server time call, this also had to be in base 64 and had to be the current time in iso format. After all of this I could boot into the main menu, and race on 4 out of 277 tracks. After finishing a race the game would ask for leadboard data and then softlock. Instead of fixing this right away, I re-coded all of what I had made to use express and not just a http server. Then I tried to fix the maps not loading and the game would get the map data, BUT would only download a 1kb file and so I just left that for a fix later. At this point I looked at how DRL handled the login tokens. After some digging I found that the token was in base 64 and used AES encryption. The key was easy to find but the iv looked to be hard coded, but was actually the timestamp that the game sends to the server. Now that I could read what the token says I could start to actually make a database. This allowed me to save the player state also. Next I started work on the xp system which needed that player state. I also added some filler leaderboard data. I hit the char count for the log :(

Attachment
0