November 13, 2018, 07:38:09 PM


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 on: August 25, 2018, 11:06:49 PM 
Started by CrazyJaws - Last post by CrazyJaws
Hi all, love this game but like many games of old the controls are just counter-intuitive in comparison to how modern day games have their keys mapped.

Does anyone know a way of changing what key does what? For example, using WASD to move the camera around, Q & E to pivot the camera around a point, left click to select and right click to order etc.


 on: July 28, 2018, 06:29:59 PM 
Started by Lighthammer - Last post by olly

 on: July 27, 2018, 10:48:07 PM 
Started by Lighthammer - Last post by Lighthammer
Hi habe es schon vor längerer Zeit geschafft do mit deutscher Sprachausgabe zu starten.Vielen Dank nochmals. Wollte gestern wieder weiter spielen aber im Menü konnte ich nichts anwählen.Auch das Intro kam nicht.Der Mauszeiger hat sich normal bewegt und auch die Musik war zu hören.Habs nochmal deinstalliert und nochmal neu.Das gleiche Problem??!! 

 on: June 30, 2018, 04:37:56 PM 
Started by Zalehov - Last post by Zalehov

At the Antialiasing (MSAA) settings the highest option available to choose from is only 4x.

 on: June 29, 2018, 10:52:13 PM 
Started by Zalehov - Last post by olly
Hi and welcome,

it's a good question that might be possible for a good programmer.

dgvoodoo 2.45 emulator

Copy and paste the dgVoodooSetup.exe, MS D3DImm.dll and DDraw.dll into your Dark Omen PRG_ENG folder

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and Rob found pcem also works for 3d mode

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and DMJC found it works on Linux as well.

 on: June 29, 2018, 11:27:49 AM 
Started by Zalehov - Last post by Zalehov

Am still figuring out how to set the game to work in 3D mode via dgvoodoo without flickering but in the meantime am more than happy to continue playing in CPU mode.

The only thing that really bugs me about CPU mode is that the slain corpses disappear quickly after they hit the ground. I prefer to play on an authentic looking battlefield and so my question is thus:

Is there a programmable/editable way to enforce dead bodies to remain on the battlefield while in CPU mode?

Thanks in advance  Wink

 on: June 26, 2018, 10:26:10 PM 
Started by illidan - Last post by olly
Skaven army now completed with their new banners, shields and sprites - many thanks to Illidan

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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

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