June 22, 2018, 04:20:46 PM


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 on: June 04, 2018, 10:43:35 PM 
Started by EvgenS - Last post by olly
Looks good fun!


 on: June 02, 2018, 07:46:49 AM 
Started by EvgenS - Last post by EvgenS
Warhammer: Chaosbane is an upcoming hack-and-slash trip to the Old World



 on: May 30, 2018, 10:49:20 PM 
Started by alavet - Last post by olly
Aqrit also found this information in the past ->


"after staring at the "magic_attribute_table" ( file offset 0x000E2FB8 ) for awhile
this is what it looks like to me..."

magic_attribute_entry (sizeof=0x28)
00000000 // ID (unused?) // matches name and desc index
00000004 // flags for? 1=spell 2=sword 4=shield 8=banner 0x10=spell_book 0x20=potion/ring 0x40=cash 0xA0(20h+80h)=staff
00000008 // flags??? (1<<3==enabled icon)
0000000C // MANA_COST
00000010 // SORT_WEIGHT ( for magic panel buttons, -1=not shown?)
00000014 // MAGIC_ID ( 1=item, 2=bright, 3=ice, 4=waaagh, 5=dark )
00000018 // ICON_ID ( from book sprite probably... )
0000001C // MAX_RANGE
00000020 // SPEED ( e.g. how fast a fireball travels towards a target )
00000024 // OVERWORLD_SPRITE 0=banner 8=chest 0x10=amulet 0x18=shield 0x20=book 0x28=sword -1=none [8's? -> starting frame?]

looks like the spell animations are not set by the "magic_attribute_table"


0x004E5800 // "soul drain spell" -- in attributes table

0x0046F9C0 // "soul drain" proc
|- 0x0046FB24 // "soul drain" remove one wound spot in disassembly

char* item_name[ 0x40 ]; // table at 0x004E28C0
char* item_desc[ 0x3A ]; // table at 0x004E29C0

 on: May 30, 2018, 09:02:02 PM 
Started by alavet - Last post by olly
Just looking for some help deciphering the Magic files in Dark Omen please, by starting off comparing the 3 Conflagration of Doom spells, found in Magic.PLB as presumably the same spell but various levels of damage perhaps?

C:\Program Files (x86)\Dark Omen\GameData\Particle

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 on: May 21, 2018, 05:28:29 PM 
Started by olly - Last post by olly
Looking good as always


 on: May 21, 2018, 05:17:25 PM 
Started by devast3d - Last post by olly
Nice progress report and can confirm the latest version is working really well.

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 on: May 21, 2018, 05:11:37 AM 
Started by devast3d - Last post by EvgenS
Melee combat and 3D portraits

Hi everyone,

After half a year (geez.. time goes by too fast) overdue update on DO Reborn project is here. Some real-life things had happened and not a pleasant ones but let's skip the details, since "It's personal" as Morgan Bernhardt used to say. Good things are that the life and the project keep moving on regardless.

In the meantime, early version of melee combat mechanic has been implemented with following features:
- combat score (only wound points are taken into account)
- strike priority (3 groups: first strike (charge), normal, last strike (weapon type))
- charge bonus (temporary boosts unit strength, strike priority and combat score in the first round)
- wounds resolution changed from unit based to model based

In addition, user interface got battlefield map view which displays unit information when hovering with cursor over its banner.

Last but not least, we welcome Dougie who is working on 3D character portraits.Thanks to previous community knowledge he figured out how to re-implement portraits in UE4. More details about this can be learned in this thread of DO fan-forum.

Future plans is to finalize melee combat and continue with implementation of the ranged one.

Somewhat dated video of melee combat:

post from DO Reborn web-page with screenshots:

 on: April 29, 2018, 07:38:36 PM 
Started by mattressses - Last post by olly
Looking good!


 on: April 29, 2018, 11:01:28 AM 
Started by mattressses - Last post by dougie
just realized, I might have edited that 0.seq a while back, could be less than 64 Smiley

 on: April 29, 2018, 10:32:55 AM 
Started by mattressses - Last post by dougie
An update on the portraits implementation. The animations are looking pretty good
like the original, First scene is working with clicks.

Here's a screenshot.

I'm about to start on some ui elements, arrow buttons basically

I maybe need help working out which animation sets are used by each
character, there are a multitude 0-64
so it's a time consuming task

For example Clouse has animation set 26 immediately when he starts talking.

All the animation sets currently are in 0.seq

code looks like this:
c->SetBodyAnimation(26, this); or
for example
c->SetBodyAnimation(0, this);

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