Outsider 87
Starting XI
Hi guys, I open a new thread for this not to dirty scouser09 important thread...
So here I am with the first very very little beta of Revolution Mod Manager 13:
DOWNLOAD HERE (BETA 1.6)
HOW TO:
1) Unrar in a folder of your choice
2) Make a backup of your lua files (of course don't worry about your db, this program does not edit/save it at all)
3) Click on RevolutionModGUI.exe
4) Click on File -> Open FIFA 13
5) Select FIFA 13 root, db and language db
6) Enjoy the two "players" tab
7) To save when you have done just go on File -> Save -> Save players.lua
WHAT YOU CAN DO:
For this first beta the program can only:
- read all your current statements and import them in the program
- make you add statements for different fields
- make you insert files, rx3 and textures like CM
- save the lua files after your changes
- save graphics changes (regenerating files like CM)
Credits (forgot to mention in the program, next version will have them, sorry):
- Rinaldo for libraries
- scouser09 for Revolution Mod
Disclaimer: DO NOT upload this beta elsewhere, thanks!
WARNING: If you have a look at the players.lua after the program saving, you will find out that, differently from original scouser files, all statements are at the end of the file and not at the beginning... That's does not change their effectiveness, so don't worry![Wink wink ;) ;)](/styles/default/xenforo/smilies/vb/winkwink.gif)
Let me know any bug you encounter and please be more specific than you can...
Everything in the program should be self-explanatory. If not, I'm here![:D :D :D](/styles/default/xenforo/smilies/vb/D.gif)
BETA 1.6:
- now you can import/export and save kits textures
- now you can import/export and save numbers textures (should work properly, not bugged as in CM)
- now you can assign current kit to a particular match (assignGameKit assignement)
- now you can edit logos/numbers/etc rx3 positions as you do in CM
- minor bug fixing
BETA 1.5:
- now you can properly disable 3d view for kits
- now you can set kit collar
- now you can use "assigntournamentkitdetails" and switch between kits details for team or a specific tournament
BETA 1.4:
- fixed bug with external files introduced in the previous version
- fixed bug of "null reference exception" introduced in the previous version
BETA 1.3:
- added full support to Rev.Mod 1.2
- added possibility to switch between generic and specific faces (specific faces will be shown only if you have specific files for that player installed in your PC or you installed with the tool itself)
- added possibility to delete all faces assignements (no more used, thanks to Rev.Mod 1.2), but it is still possible to add face assignement if you want
- added support to import/export/showing of winter balls
- added possibility (through the upper menu) to insert/delete the statement to use winter balls
- added support to assignTournamentTeamAdboard statement. (TO DO LIST: let user choose whether to see the lua assigned team adboard or the tournament lua assigned adboard. Now you can see only the team one)
- *NEW* added a first support to assignKitDetails statement and assignGKSpecificKit statement... everything in the kit tab is VERY VERY beta, so use it carefully...
- added full support to 3d kit view (you can also choose whether to see db fonts or lua fonts)
- now the focus stays on team/player bar after you switch to a new team/player, so that you can use the UP/DOWN keys to scroll players...
WHAT IS NOT WORKING IN THIS VERSION:
- you cannot import files in Kit tab yet
- you might have some exception due to the fonts-showing in Kit tab: if you click on "Continue" you should be able to use the program all the same!
- you cannot change collar type for assignkitdetailsstatement in Kit Tab
- you cannot see tournament team assigned adboard
BETA 1.2:
- fixed import boots model function that was not working properly
- fixed save of boots texture: now the program correctly distinguish between 2G and 1G textures and saves the rx3 accordingly![Smile :) :)](/styles/default/xenforo/smilies/vb/blue smile.gif)
- new statements (revmod 1.1) were saved (since BETA 1.1) but, using an old player.lua as base for the program, they were not read by the game: now it is fixed!!!
BETA 1.1:
- fixed bug with assignKitDetails hex code: now the program should resave the hex code properly!
- fixed bug of missing statements (revmod 1.1) not being saved...
- fixed other minor bugs
- added working options to import/export/delete boots models
- added option to Regenerate everything as in CM (you find it under Tools Menu tab)
- added support for Evo-Web forums format to advanced boots manager
- enhanced performances of some functions
BETA 1.0:
- now you can import textures and rx3 for everything in the tool (NEW: boots, gk gloves, skintones, etc)
- now you can save your new graphics import like in CM: click on File -> Save Graphics (Regen) and you will make the program save all bh files as CM does. You will not need to run other regen after using this tool anymore!!!
- now you can use the advanced boots manager tab. I have written directly on the tool all the instructions, so everything should be clear. Now any boot maker can write a text file compatible with this format in his thread and let people install boots with the tool!!!
- minor changes...
BETA 0.9:
- now you can import textures and rx3 files for mowing patterns and nets
- now you can search players and teams "by id", just type in the id (such as "47") in the search box and press "ENTER" and the program will select for you the right player/team (in the example, "AC Milan").
KNOWN MISSING FEATURES:
- you cannot import rx3 or textures for boots and gloves (next beta)
- the program does not support (that is -> does not read lua statements) the moddinway patch because it uses a different way to load lua files
BETA 0.8:
- now the program should work and save files properly also under Windows XP
- added the import/export/delete options for minifaces
- minor bug-fixing
BETA 0.7:
- now the problems (eg. invisible heads) due to different encoding format for lua files should be gone (99,9% sure this time). If you had this problem previously, just re-open and re-save.
- added option to quick open FIFA 13 with default options (just like CM, you click and the program opens for you the FIFA folder, fifadb and your language db, based on your registry key options)
- minor fix on external files reading / writing
KNOWN MISSING FEATURES:
- you cannot import rx3 or textures for nets and mowing patterns (next beta)
- the program does not support (that is -> does not read lua statements) the moddinway patch because it uses a different way to load lua files
---------------------------------------------------------------------------------------------
BETA 0.6:
- fixed bug that made the program search for assets.lua in assets folder instead of searching it in lua folder. Now it works properly...
- fixed program hanging if it has to load a blank lua file
- fixed filter for multi-boots option (second filter option was not showing up)
- problems with invisible players should be fixed since beta 0.5.
- *NEW: activated options for ball statements (for team assignements), adboard statements, net statements and mowing pattern statements
- added option to save all different lua files or directly all at once.
- minor restyle & bugfix
KNOWN MISSING FEATURES:
- you cannot import rx3 or textures for nets and mowing patterns (next beta)
- the program does not support (that is -> does not read lua statements) the moddinway patch because it uses a different way to load lua files
BETA 0.5:
- crash due to strange windows registry key situation should be fixed
- added accessory.lua saving
- now the program inserts statements before original lua code, just as the file comes with in the original Revolution Mod by scouser09. In this way the compatibility with rm13.exe (provided with Rev. Mod) should be kept.
- minor bugs fixed
- added support for 10 external files
HOW THE TOOL WORKS WITH EXTERNAL FILES:
1) when the program loads lua files, it goes searching in assets.lua which files you have referenced... If the number of external files you added is superior to 10, it will load all your statements (also of files exceeding the 10th) but it will not save their presence "as external file". Please notice that the program might take a bit to load all files... Please note also that if you have some statements of the same kind in an external file and some in a regular file, the program will give its preference to external files (for example if you have setJerseyFit both on player.lua and fit.lua, unless you change options - see point 2 - all statements will be re-saved by the program in fit.lua).
2) when the program is ready you can go on Tools -> Options and there you can "play" with saved external files and even add new external files if you need (or rename existing ones). You can tell the program which statements will be saved in every external file...
What is the meaning of "SAVE CHANGES" button?
First of all you have to understand that EVERY change you make in options tab takes effect immediately in the program, even if you don't click the save button. This button instead is to save PERMANTLY your external files preferences so that also next time the program is opened, it will know that you want to put those statements in those external files. If the save function is working you will find a file called options.rmg in the program folder. That file will be read in the loading phase (see point 1) AFTER reading files in assets.lua file... So every statement-file assignement you previously saved will be ADDED to your current assets.lua settings (if that does not exceed the 10-files limit)!
In the 99% of cases of course assets.lua/external settings will be THE SAME of saved file options.rmg.
3) when you click on Save -> Save Externals Lua the program will re-create assets.lua for you and will save the statements you decided in the options (or based on the statements you had in external lua files in the loading process) in every external file.
BETA 0.4:
- fixed crash with face 3d preview if a team has no kit graphics
- fixed statements lua reading if there are spaces in statements (assignFace ( ID ) was not read before, now it is).
BETA 0.3:
- fixed jerseyfit for players not being read from db (now you can see db value for reference)
- fixed small issue with 3d face rendering when deleting a specific face assignement (now you will see the face switching realtime between generic and specific)
- added credits to Rinaldo and Scouser
- added compatibility with lua existing comments
- added automatic comments with player name and surname after every statement inserted with the tool
BETA 0.2: Fixed
- problems opening players.lua for those having inserted kits statements with namecolor strings
- now the program should show both generic and specific (also new specific after importing) faces
So here I am with the first very very little beta of Revolution Mod Manager 13:
DOWNLOAD HERE (BETA 1.6)
![](http://imageshack.us/a/img600/8775/screen3beta.th.jpg)
![](http://imageshack.us/a/img820/1112/screen2beta.th.jpg)
![](http://imageshack.us/a/img28/5162/screen1beta.th.jpg)
HOW TO:
1) Unrar in a folder of your choice
2) Make a backup of your lua files (of course don't worry about your db, this program does not edit/save it at all)
3) Click on RevolutionModGUI.exe
4) Click on File -> Open FIFA 13
5) Select FIFA 13 root, db and language db
6) Enjoy the two "players" tab
7) To save when you have done just go on File -> Save -> Save players.lua
WHAT YOU CAN DO:
For this first beta the program can only:
- read all your current statements and import them in the program
- make you add statements for different fields
- make you insert files, rx3 and textures like CM
- save the lua files after your changes
- save graphics changes (regenerating files like CM)
Credits (forgot to mention in the program, next version will have them, sorry):
- Rinaldo for libraries
- scouser09 for Revolution Mod
Disclaimer: DO NOT upload this beta elsewhere, thanks!
WARNING: If you have a look at the players.lua after the program saving, you will find out that, differently from original scouser files, all statements are at the end of the file and not at the beginning... That's does not change their effectiveness, so don't worry
![Wink wink ;) ;)](/styles/default/xenforo/smilies/vb/winkwink.gif)
Let me know any bug you encounter and please be more specific than you can...
Everything in the program should be self-explanatory. If not, I'm here
![:D :D :D](/styles/default/xenforo/smilies/vb/D.gif)
BETA 1.6:
- now you can import/export and save kits textures
- now you can import/export and save numbers textures (should work properly, not bugged as in CM)
- now you can assign current kit to a particular match (assignGameKit assignement)
- now you can edit logos/numbers/etc rx3 positions as you do in CM
- minor bug fixing
BETA 1.5:
- now you can properly disable 3d view for kits
- now you can set kit collar
- now you can use "assigntournamentkitdetails" and switch between kits details for team or a specific tournament
BETA 1.4:
- fixed bug with external files introduced in the previous version
- fixed bug of "null reference exception" introduced in the previous version
BETA 1.3:
- added full support to Rev.Mod 1.2
- added possibility to switch between generic and specific faces (specific faces will be shown only if you have specific files for that player installed in your PC or you installed with the tool itself)
- added possibility to delete all faces assignements (no more used, thanks to Rev.Mod 1.2), but it is still possible to add face assignement if you want
- added support to import/export/showing of winter balls
- added possibility (through the upper menu) to insert/delete the statement to use winter balls
- added support to assignTournamentTeamAdboard statement. (TO DO LIST: let user choose whether to see the lua assigned team adboard or the tournament lua assigned adboard. Now you can see only the team one)
- *NEW* added a first support to assignKitDetails statement and assignGKSpecificKit statement... everything in the kit tab is VERY VERY beta, so use it carefully...
- added full support to 3d kit view (you can also choose whether to see db fonts or lua fonts)
- now the focus stays on team/player bar after you switch to a new team/player, so that you can use the UP/DOWN keys to scroll players...
WHAT IS NOT WORKING IN THIS VERSION:
- you cannot import files in Kit tab yet
- you might have some exception due to the fonts-showing in Kit tab: if you click on "Continue" you should be able to use the program all the same!
- you cannot change collar type for assignkitdetailsstatement in Kit Tab
- you cannot see tournament team assigned adboard
BETA 1.2:
- fixed import boots model function that was not working properly
- fixed save of boots texture: now the program correctly distinguish between 2G and 1G textures and saves the rx3 accordingly
![Smile :) :)](/styles/default/xenforo/smilies/vb/blue smile.gif)
- new statements (revmod 1.1) were saved (since BETA 1.1) but, using an old player.lua as base for the program, they were not read by the game: now it is fixed!!!
BETA 1.1:
- fixed bug with assignKitDetails hex code: now the program should resave the hex code properly!
- fixed bug of missing statements (revmod 1.1) not being saved...
- fixed other minor bugs
- added working options to import/export/delete boots models
- added option to Regenerate everything as in CM (you find it under Tools Menu tab)
- added support for Evo-Web forums format to advanced boots manager
- enhanced performances of some functions
BETA 1.0:
- now you can import textures and rx3 for everything in the tool (NEW: boots, gk gloves, skintones, etc)
- now you can save your new graphics import like in CM: click on File -> Save Graphics (Regen) and you will make the program save all bh files as CM does. You will not need to run other regen after using this tool anymore!!!
- now you can use the advanced boots manager tab. I have written directly on the tool all the instructions, so everything should be clear. Now any boot maker can write a text file compatible with this format in his thread and let people install boots with the tool!!!
- minor changes...
BETA 0.9:
- now you can import textures and rx3 files for mowing patterns and nets
- now you can search players and teams "by id", just type in the id (such as "47") in the search box and press "ENTER" and the program will select for you the right player/team (in the example, "AC Milan").
KNOWN MISSING FEATURES:
- you cannot import rx3 or textures for boots and gloves (next beta)
- the program does not support (that is -> does not read lua statements) the moddinway patch because it uses a different way to load lua files
BETA 0.8:
- now the program should work and save files properly also under Windows XP
- added the import/export/delete options for minifaces
- minor bug-fixing
BETA 0.7:
- now the problems (eg. invisible heads) due to different encoding format for lua files should be gone (99,9% sure this time). If you had this problem previously, just re-open and re-save.
- added option to quick open FIFA 13 with default options (just like CM, you click and the program opens for you the FIFA folder, fifadb and your language db, based on your registry key options)
- minor fix on external files reading / writing
KNOWN MISSING FEATURES:
- you cannot import rx3 or textures for nets and mowing patterns (next beta)
- the program does not support (that is -> does not read lua statements) the moddinway patch because it uses a different way to load lua files
---------------------------------------------------------------------------------------------
BETA 0.6:
- fixed bug that made the program search for assets.lua in assets folder instead of searching it in lua folder. Now it works properly...
- fixed program hanging if it has to load a blank lua file
- fixed filter for multi-boots option (second filter option was not showing up)
- problems with invisible players should be fixed since beta 0.5.
- *NEW: activated options for ball statements (for team assignements), adboard statements, net statements and mowing pattern statements
- added option to save all different lua files or directly all at once.
- minor restyle & bugfix
KNOWN MISSING FEATURES:
- you cannot import rx3 or textures for nets and mowing patterns (next beta)
- the program does not support (that is -> does not read lua statements) the moddinway patch because it uses a different way to load lua files
BETA 0.5:
- crash due to strange windows registry key situation should be fixed
- added accessory.lua saving
- now the program inserts statements before original lua code, just as the file comes with in the original Revolution Mod by scouser09. In this way the compatibility with rm13.exe (provided with Rev. Mod) should be kept.
- minor bugs fixed
- added support for 10 external files
HOW THE TOOL WORKS WITH EXTERNAL FILES:
1) when the program loads lua files, it goes searching in assets.lua which files you have referenced... If the number of external files you added is superior to 10, it will load all your statements (also of files exceeding the 10th) but it will not save their presence "as external file". Please notice that the program might take a bit to load all files... Please note also that if you have some statements of the same kind in an external file and some in a regular file, the program will give its preference to external files (for example if you have setJerseyFit both on player.lua and fit.lua, unless you change options - see point 2 - all statements will be re-saved by the program in fit.lua).
2) when the program is ready you can go on Tools -> Options and there you can "play" with saved external files and even add new external files if you need (or rename existing ones). You can tell the program which statements will be saved in every external file...
What is the meaning of "SAVE CHANGES" button?
First of all you have to understand that EVERY change you make in options tab takes effect immediately in the program, even if you don't click the save button. This button instead is to save PERMANTLY your external files preferences so that also next time the program is opened, it will know that you want to put those statements in those external files. If the save function is working you will find a file called options.rmg in the program folder. That file will be read in the loading phase (see point 1) AFTER reading files in assets.lua file... So every statement-file assignement you previously saved will be ADDED to your current assets.lua settings (if that does not exceed the 10-files limit)!
In the 99% of cases of course assets.lua/external settings will be THE SAME of saved file options.rmg.
3) when you click on Save -> Save Externals Lua the program will re-create assets.lua for you and will save the statements you decided in the options (or based on the statements you had in external lua files in the loading process) in every external file.
BETA 0.4:
- fixed crash with face 3d preview if a team has no kit graphics
- fixed statements lua reading if there are spaces in statements (assignFace ( ID ) was not read before, now it is).
BETA 0.3:
- fixed jerseyfit for players not being read from db (now you can see db value for reference)
- fixed small issue with 3d face rendering when deleting a specific face assignement (now you will see the face switching realtime between generic and specific)
- added credits to Rinaldo and Scouser
- added compatibility with lua existing comments
- added automatic comments with player name and surname after every statement inserted with the tool
BETA 0.2: Fixed
- problems opening players.lua for those having inserted kits statements with namecolor strings
- now the program should show both generic and specific (also new specific after importing) faces