Warhammer Dark Omen Forum

Modifications => Campaigns => Topic started by: Malus on October 17, 2009, 09:09:44 AM



Title: Campaign with more AI Units
Post by: Malus on October 17, 2009, 09:09:44 AM
Hello @ all!!

I want to show you the Tradingpost map with more enemies and two friendly units which helps you to defend the traders.
The movie is with a very good quali.



Tools used:
BTB Editor by Rob
Wh32Edit by Ghabry
Make a Videoguide by Jim

Thx a lot for these awesome tools and help!! =)


Title: Re: Campaign with more AI Units
Post by: Malus on October 18, 2009, 11:39:48 AM
There it is!

The first two puplic maps with some changes.


The video was very bad and so i think its the best you play the maps by your self.


Title: Re: Campaign with more AI Units
Post by: Ghabry on October 18, 2009, 03:47:43 PM
Interesting I will test it tonight.

How does the AI behave Malus? Are they just standing around or attacking?


Title: Re: Campaign with more AI Units
Post by: Malus on October 18, 2009, 03:55:51 PM
Have you ever thought about how the Blighted Towers could conquered by the orcs?

Here is a scenariomap for singleplayer.
How to use:
-first! Your need a max install(or some regedit changes) of the game. Otherwise the game use the gamedata of the CD. If you havn´t something like that, you cant play this scenario ;/
-download the scenario
-unzip the scenariofolder
-go to your blabla/DO/GameData/1pbat and make a backup from the battle B2_05.
-go to the scenario/blighted towers/B2_05 folder (that one you have dl) and copy the two files into your DO/GameData/1pbat/B2_05 folder
-from the folder scenario/blighted towers/savegame copy the savefile "darkomen.069" (there is only one in it) into your DO/Savegame folder
-run DO and load the savegame named "Battle of the Blighted Towers" and enjoy it

History:
No one have survived to write it down.......and orcs cant write!!













Title: Re: Campaign with more AI Units
Post by: Malus on October 18, 2009, 04:07:56 PM
I dont know it realy exactly but it seems that every map has its own AI script. They are saved in the engrel.exe.
At the BTB file you can only change the script witch the units use.
You cant use the script from battle 4 at map 1, only the script on the same map.
They are saved at numbers like 1,2,10 and so on.
The script says what the unit does, i.e. when does it spawn at the map or which way does it use

At the BTB-file there are some saved but unused units or unimportant triggers or just triggers for multiplayer which you can edit and change them to a new AI unit. Many bugs apear if you change one wrong trigger, i.e. at map 2 i changed the goal for the patrol to new units and when playing these guys walk together and disapear =)

At my modded Tradingpost i use the two scripts from the first gobz for the two friendly townguards.

The BTB files are very interesting but its difficult to understand all the stuff.



Title: Re: Campaign with more AI Units
Post by: olor on October 18, 2009, 04:08:58 PM
Man, that's awesome.
Finally we can enocounter more epic version of blighted towers.
My 1st try ended with one lobber lasting againist two mortars and one cannon :D
There's also little problem.
Sometimes AI takes over our units, its kinda frustrating, especially with mage.


Title: Re: Campaign with more AI Units
Post by: Malus on October 18, 2009, 04:11:31 PM
They must be controled by AI cause they are friendly units which helps you  ;D

Yes they are stupid but its funny to look how they fight!


Title: Re: Campaign with more AI Units
Post by: Ghabry on October 18, 2009, 04:23:53 PM
Yes I know enough about the BTB because I created the map Patch ;).
That the AI-Script can control friendly units is a really interesting find could create many new gameplay elements.
And the Scenario Scripts are not saved in the engrel.exe btw (only the conversation script between the battles).
The Scenario scripts are in the CTL files (B101.ctl for trading post) but we are unable to understand them. Maybe you find a way ;). (see Wiki (http://wiki.dark-omen.org/do/CTL))


Title: Re: Campaign with more AI Units
Post by: Malus on October 18, 2009, 04:32:56 PM
And is it possible to edit these CTL files? That whould be great!!



Title: Re: Campaign with more AI Units
Post by: Mikademus on October 19, 2009, 08:44:04 PM
We have made some attempts at disassmbling the CTL files, but it has been really difficult. We have made some progress, like figuring out opcodes, which opcodes takes how many arguments (at least we think they are arguments), and the limits of function blocks, but we don't know which opcode means what, we're basically guessing, even if some guesses are educated. We're not even certain about the calling convention of the language (compiles stack machine, interpreted bytecode, or whatnot). There is a CTL code viewer in the newest version of the text mode editor, which I don't know if it is officially downloadable anywhere, but probably on the FTP (ask Ghabry or Bem about it).


Title: Re: Campaign with more AI Units
Post by: Malus on October 23, 2009, 12:44:37 PM
New video of the Tradingpostmap without the flickering.


fraps 4tw  ;D



Title: Re: Campaign with more AI Units
Post by: Mikademus on October 23, 2009, 08:21:53 PM
Wow, that second wave on enemies really makes this seem like a tough mission! It looks fun! :)


Title: Re: Campaign with more AI Units
Post by: Malus on October 24, 2009, 03:36:13 PM
Pls guys, take a look at this fight and say whats quite wrong there.


Who will find the error??  ;)




Title: Re: Campaign with more AI Units
Post by: bembelimen on October 24, 2009, 11:11:31 PM
auto deployed all 15 regiments from each player ;)


Title: Re: Campaign with more AI Units
Post by: Ghabry on October 24, 2009, 11:14:10 PM
Displayed map is blighted towers but you play on the Great Forest map.

This means... eh... dunno never did this. I guess you replaced the PRJ file?


Title: Re: Campaign with more AI Units
Post by: Malus on October 24, 2009, 11:44:26 PM
There are so many errors, it whould taked days to count them  ;D


Thats the first map where you have to protect the steamtank. B2_04, with the AI-script from the blighted towers. that means more waves + waypoints, (friendly units=changed enemy to good) and artillery.
It was just a test if its possible to mix all the battlefiles. I used all grafics from ballte B2_04, the CTL  B2_05, changed the BTB from B2_05 a lot. Because you need new boarders, new obstacle borders or the units walk through, set triggers new and so on.

E.g. you remember the stupidity of the enemy at the first map? "Give" him more power with a better AI-script!  ;D

I have a question:
Which programs do i need (freeware if possible) to write a tool which is able to copy a block of the hexecode(e.g. borders from obstackles, saved in a database) and paste it into the new file? or shotly, i want to write a tool to create new BTB files without stupid copy paste nearly every byte  :P
create graphic interface like WH32edit?







Title: Re: Campaign with more AI Units
Post by: Mikademus on October 28, 2009, 07:25:08 PM
Using the BTBParser class you should principally easily be able to write such a tool. You will need to know C++ though. Ghabry writes the front-end for wh32edit in a GUI framework called wxWidgets, but if you don't need a GUI it would save you some time. Ask me when you see me in the channel, or ask Ghabry, he should have the BTB parser classes.