October 19, 2017, 01:42:32 PM


Pages: 1 ... 8 9 [10]
 on: May 04, 2017, 02:05:55 PM 
Started by illidan - Last post by CrackBaby
I'm up to 01_06 now.... so far so good.

Damn, defending Helmgart is a really hard mission with the Dark Elves. See how I go tomorrow when I can focus more on the actual gameplay and if I can get through that level or not.

It's taking some time to complete, however as I said I am getting there and it's quite fun so far!

 on: May 01, 2017, 11:24:33 PM 
Started by Ghabry - Last post by Ghabry
Olly your requests are probably too complex for single opcodes. That should be achievable through smart ctl usage I assume.

Cuthalion: proper random is easy to add Smiley
Guess I could also provide old opcodes which take a register argument instead of only constants, will add more flexibility (e.g. for addmagic)
How is the unit race specified in wh32edit?

 on: May 01, 2017, 01:46:51 PM 
Started by Ghabry - Last post by cuthalion
When editing CTL scripts in campaigns, I missed a few things badly.

1. A randomizer. It was needed in many occasions. Among them - enemy units popping in one of 2-3 places to reduce predictable scenarios. Also, random magic books for own troops. 2 spells set at random out of a list of 6, for example. Many other scenarios.

2. I missed ability to read a unit's race. I had to hardcode all skaven and dwarvish phrases based on unit's ID. It is very clumsy but at that time there was no better solution.

There maybe other things I will recall later...It has been quite a while since then so I almost forgot what CTL is in the first place Smiley

 on: May 01, 2017, 11:20:51 AM 
Started by Ghabry - Last post by olly
Not sure if it's possible but

1) could an enemy archer unit be instructed to attack closest player's unit, instead of whoever triggered his boundary
2) or stop following a unit it is after perhaps, to avoid being lured down the map.
3) could melee troops disengage after a certain amount of damage like archers on Trading Post


 on: May 01, 2017, 11:10:02 AM 
Started by aqrit - Last post by Ghabry
Never heard about pcem. Interesting tool for old games Smiley

 on: April 30, 2017, 11:54:35 PM 
Started by aqrit - Last post by olly
Thanks to Ghabry combining Aqrit's ddraw.dll code into darkpatch.dll we can now try using dgvoodoo's ddraw.dll again, to play Dark Omen in full 3d mode using the emulated Direct X. (If you only have a low end graphics card that is unable to play 3d mode already).

I've quickly tested dgvoodoo's 2.54 and 2.45 with the usual settings and have it partially working, so will continue testing and post any successful Voodoo settings.


Copy and paste the dgVoodooSetup.exe, MS D3DImm.dll and DDraw.dll into your Dark Omen PRG_ENG folder
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Rob also found that Dark Omen works well in 3d mode in "pcem" a pc emulator
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 on: April 30, 2017, 07:05:36 PM 
Started by Ghabry - Last post by olly
Thanks Ghabry, your new darkpatch.dll allows in-game changing of mods really easy now and xslots & 3d still works fine as does Multiplayer LAN & Multiplayer Game Ranger using Dark Omen 2 mod. I've just updated the mod pack and currently testing dgvoodoo's ddraw.dll


 on: April 30, 2017, 06:38:44 PM 
Started by Ghabry - Last post by Ghabry
The latest version of the "Mod Selector" added support for custom CTL commands. To use them you need the latest version of ctldis, too.

Currently implemented commands:

set_deployment_limit n - Sets the deployment limit on this map to "n". Call before "wait_for_deploy" in .func 100.

Any ideas for further commands?

 on: April 30, 2017, 06:24:31 PM 
Started by Ghabry - Last post by olly
great, will try it out.


 on: April 30, 2017, 06:21:31 PM 
Started by Ghabry - Last post by Ghabry
Well I meant that you have to remove the ddraw.dll of aqrit which provides XSlots because our codes conflict now.

So ddraw.dll is free for other things like this dgvoodoo lib.

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