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Revolution Mod Manager 13

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 ;)

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

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 :)
- 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
 

Sepak

Cocaine
Staff member
Moderator
thanks master
but anytime I wanna enter open FIFA it appears an unhandled exception, I have win7 64bits
when it's loading Lua Files
 

ledatcr2

Starting XI
sepak;3339471 said:
thanks master
but anytime I wanna enter open FIFA it appears an unhandled exception, I have win7 64bits
when it's loading Lua Files

It open oke with win7 64b.
p/s : Face generic's Model is not prieview !
 

V.K

Starting XI
Thanks a lot, Outsider! Going to check the beta now.

And one question - I'm keeping my lua files very precise and neat with clubs, leagues and player names. Example:

--// BOOTS \\--

--Arsenal
assignPlayerBoot(163419,175) --Sagna
assignPlayerBoot(45119,173) --Arteta
assignPlayerBoot(189461,164) --Wilshere
assignPlayerBoot(8473,175) --Rosicky
assignPlayerBoot(186153,166) --Szczesny
assignPlayerBoot(198784,164) --Oxlade-Chamberlain
assignPlayerBoot(163423,164) --Diaby
assignPlayerBoot(164299,164) --Andre Santos

--Chelsea
assignPlayerBoot(45601,168) --Malouda
assignPlayerBoot(184943,167) --Ramires

--Liverpool
assignPlayerBoot(137782,164) --Glen Johnson
assignPlayerBoot(184716,164) --Allen
assignPlayerBoot(186200,164) --Borini


So I think this kind of listing can be reached pnly manually or is there a way to make your tool do something like this?
 

Outsider 87

Starting XI
V.K;3339506 said:
Thanks a lot, Outsider! Going to check the beta now.

And one question - I'm keeping my lua files very precise and neat with clubs, leagues and player names. Example:

--// BOOTS \\--

--Arsenal
assignPlayerBoot(163419,175) --Sagna
assignPlayerBoot(45119,173) --Arteta
assignPlayerBoot(189461,164) --Wilshere
assignPlayerBoot(8473,175) --Rosicky
assignPlayerBoot(186153,166) --Szczesny
assignPlayerBoot(198784,164) --Oxlade-Chamberlain
assignPlayerBoot(163423,164) --Diaby
assignPlayerBoot(164299,164) --Andre Santos

--Chelsea
assignPlayerBoot(45601,168) --Malouda
assignPlayerBoot(184943,167) --Ramires

--Liverpool
assignPlayerBoot(137782,164) --Glen Johnson
assignPlayerBoot(184716,164) --Allen
assignPlayerBoot(186200,164) --Borini


So I think this kind of listing can be reached pnly manually or is there a way to make your tool do something like this?
This is something a bit difficult to achieve with my tool unfortunately, especially for the structure I'm using... basically I'm keeping the lua-editing separate from a particular implementation, so in lua writing process the program is not conscious about what an ID means, neither if it is related to a particular team/player/etc: it is just a number :D

Anyway I use a middle layer that instead knows about "Rinaldo libraries" structures and maybe I could add something to insert also comments... I already thought about that possibility and if I see you find it important, I'll try to implement it (even if I have to say that my tool, once finished, should absolutely replace every hand-writing on lua files).
 

Outsider 87

Starting XI
sepak;3339471 said:
thanks master
but anytime I wanna enter open FIFA it appears an unhandled exception, I have win7 64bits
when it's loading Lua Files
Make sure you have a player.lua file (even the original file by scouser) in Game\data\fifarna\lua\assets, that could be the problem...
 

Mulrooney

Youth Team
sepak;3339471 said:
thanks master
but anytime I wanna enter open FIFA it appears an unhandled exception, I have win7 64bits
when it's loading Lua Files
happens to me too,it just gives me an unhandled exception before opening lua files,i use win7 32bit :(
 

Mulrooney

Youth Team
Outsider 87;3339581 said:
Be more specific... please copy-paste the exception text here...
k mate here you go:


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.FormatException: Input string was not in a correct format.
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
at System.Convert.ToInt32(String value)
at LuaWrapper.FunctionValue..ctor(String[] list, Int32 numKeyParam)
at LuaWrapper.FunctionEdit.PopulateFunctionList(String searchLine)
at LuaWrapper.LuaIO.OpenLua()
at RevolutionModGUI.Form1.InitializeFifaEnvironment()
at RevolutionModGUI.Form1.openToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
RevolutionModGUI
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///E:/Program%20Files/Fifa%20Master/Revolution%20Mod%20Manager%2013/RevolutionModGUI.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
FifaLibrary13
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///E:/Program%20Files/Fifa%20Master/Revolution%20Mod%20Manager%2013/FifaLibrary13.DLL
----------------------------------------
FifaControls
Assembly Version: 0.0.0.0
Win32 Version: 0.0.0.0
CodeBase: file:///E:/Program%20Files/Fifa%20Master/Revolution%20Mod%20Manager%2013/FifaControls.DLL
----------------------------------------
LuaWrapper
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///E:/Program%20Files/Fifa%20Master/Revolution%20Mod%20Manager%2013/LuaWrapper.EXE
----------------------------------------
Microsoft.DirectX.Direct3D
Assembly Version: 1.0.2902.0
Win32 Version: 9.05.132.0000
CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.DirectX.Direct3D/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.Direct3D.dll
----------------------------------------
Microsoft.DirectX
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/Windows/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll
----------------------------------------
FifaLibrary12
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///E:/Program%20Files/Fifa%20Master/Revolution%20Mod%20Manager%2013/FifaLibrary12.DLL
----------------------------------------
System.Data
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Data.DataSetExtensions
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Data.DataSetExtensions/v4.0_4.0.0.0__b77a5c561934e089/System.Data.DataSetExtensions.dll
----------------------------------------
System.Numerics
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.17929 built by: FX45RTMREL
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
 

Outsider 87

Starting XI
Beta 0_2 uploaded, link in the first post!

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

I have no fifa at work so I cannot guarantee about the second fix (3d faces), let me know if it is really fixed, thanks!
 

Mulrooney

Youth Team
Outsider 87;3339625 said:
Beta 0_2 uploaded, link in the first post!


- problems opening players.lua for those having inserted kits statements with namecolor strings
so that was the problem,it works great now Outsider87 many many thanks for this great tool!!! (Y)
 

Sepak

Cocaine
Staff member
Moderator
Outsider 87;3339625 said:
Beta 0_2 uploaded, link in the first post!

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

I have no fifa at work so I cannot guarantee about the second fix (3d faces), let me know if it is really fixed, thanks!

thanks master, now it works, also there's no problem with 3d view
 


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