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Author Topic: How to avoid CRASH with W32Edit2 - and Multiplayer with Dark Omen 2 Expanded  (Read 4356 times)
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InsaneZane
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« on: February 03, 2013, 03:04:15 AM »

Hi guys,

I am attempting to build new units and troops updated accordingly to the 8th Edition Books but I'm having trouble with certain units that either crash due to the sprite not being compatible or the Unit Type/Unit ID being incorrect.

Is there anywhere out there in the wide world of the Internet that I can find notes or a readme file on the W32Edit2.exe and how to edit troops so they don't crash.

Also, are some units disabled in multiplayer such as Treeman etc or is this related to the deployment or Unit ID?
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I have a question related to the Monster units and getting them to work in Multiplayer also;

* Can I create a Treeman for multiplayer by setting him as an Human Infantry in Unit Type and using the Treeman sprite or Ogre sprite, Giant Scorpion etc? Do these units need to be compatible with another unit that has the same number of animation slots?
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I've just created a massive Empire Army with nearly all troops except flying, removed steam tank and a few others but there are 19 units available in the Army list but this army can't fight against a stock standard (not modded) Undead army because at some point in the game once a certain unit engages the enemy the game crashes. I assume it's one of the custom Empire units that has a cross-over Unit ID or is set to infantry but has archers or something like that....


Any help would be appreciated because in the coming months I'm going to pay for some Indian programmers ($100-$200) to recreate some sprites, new units and maps etc....

Thanks all for your help and posts so far!!! 2013 and Dark Omen is still flying high on our LAN gaming list.
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hari8
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« Reply #1 on: February 03, 2013, 01:21:08 PM »

I wonder about Treeman because he's available in "normal" Multiplayer...

I only Chariot/Steam Tank are not in Multiplayer because "crossing" units crashes MP...
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olly
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« Reply #2 on: February 04, 2013, 12:40:22 AM »

Hi and welcome, it sounds a super cool project and look forward to seeing more of it. Sorry there is no guide yet (will make one soon/together) but the best way to learn is to examine the existing mods in Wh32Edit and see how others do it. However please pop into chat channel and we can help more and recreate/test.

Are you playing with the Mulitplayer Mod Map Pack that allows all 28 maps into multiplayer, instead of original 8 and also allows autodeployment of upto 19v19 troops and Yes  to =  "these units need to be compatible with another unit that has the same number of animation slots"


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InsaneZane
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« Reply #3 on: February 04, 2013, 01:13:10 AM »

Hey, cool posts lads, thanks for the replies... Awesome, didn't realise there was a chat channel.

Seems Dark Omen is quite popular down under Smiley

Anyway, yes, I was using the 28 maps but removed this and tested using the standard maps, understand bout the steam tank etc due to the crushing players or something similar.

I have already downloaded many additional sprites, and .arm/.aud packs but can't seem to work it out. There was one with a Wood Elf Hero, Ciriyan or something but if I change even one value for the hero it won't work anymore which seems odd.

Many thanks,
Zane
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Darkmancer
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« Reply #4 on: February 04, 2013, 07:58:52 PM »

It depends on the value you change and what to.

Dark Omen is a bitch for crashing so you need to be careful.  General guide

Keep the unit stats below 8.
Keep the number of units in a squad to 24 or less.
Keep the number of squads to less than 16 per side.

Make a save each time you change something to confirm where the error is occuring.

Ask here what you want to do, we should be able to tell you if its possible or how to achieve a similar effect.
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InsaneZane
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« Reply #5 on: February 05, 2013, 01:55:42 AM »

Champion response darkmancer.... thanks hombre!

Yeh, appears that way I just can't find much of a pattern. Haven't had issues with some units that are 32 troops per unit.

Thanks again, will keep you updated after today's edit session completes the Undead Army even though they will only have about 5-7 different types of troops.

The Giant Scorpion I would like to move over to Undead but it crashes no matter what. I have tried setting as a Monster, Undead Infantry single unit but crashed and have tried using a different Unit ID as well but no change.

Any idea how I can get the Goblin Giant Scorpion available to use for Undead? I suspect because they don't have any Monster Unit Types in the Dark Omen Undead Army so it may crash due to this???

Thanks again,
Zane
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olly
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« Reply #6 on: February 05, 2013, 02:50:19 PM »

We're at a good stage with the modding in terms of new sprites and new maps (coming very soon) but would be great to combine all knowledge and tools into a new mod such as yours, as some of friends run Warhammer Table Top Battle Rosters and would love to use Dark Omen to replicate battles etc (8th Edition).. plus combined with Aqrit's new 3D mode fix, Dark Omen has never looked so great!

Smiley

 
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InsaneZane
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« Reply #7 on: February 06, 2013, 11:28:38 PM »

Thanks again, good positive flow on this site Smiley

Anyway, had some good battles with Tomb Kings, Vampire Counts and Bretonnia on the same Army files with no swapping so far so that is great. The Bretonnia Trebuchet we created has added a really cool element.

So far, I have created both Tomb Kings and Vampire Counts on the same Undead.AUD file with no problems. I found out that when I added the Giant Scorpion to the Undead.AUD roster it will crash because the Giant Scorpion has a Unit ID of 3. This means when you deploy the Necromancer (Unit ID 3) it will crash straight away because one Unit is set as Unit Type Evil Wizard and one Unit is set to Monster. If you don't want the Necromancer, the Giant Scorpion will actually work.

Next thing I want to test is adding the Giant Scorpion to Undead.Aud and changing the Unit ID to 12 or something higher because the Unit ID's from Undead range from 0-11 as per;
http://wiki.dark-omen.org/do/DO/List_of_Multiplayer_UUIDs

Keep y'll posted yeh!

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Ghabry
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« Reply #8 on: February 07, 2013, 07:27:02 PM »

Hello,

The UnitID is not important in Multiplayer. Its automatically replaced by the engine on startup of a multiplayer game (Unit ID 1 - 15 for Host and 101-115 for Enemy).
But you said that you encountered crashes so I suggest, that you just replace the Unit ID with an unused one...

The sprite types are hardcoded in the engine. So if you want to add an archer sprite you have to replace an archer sprite.
Same applies for banners, the banner borders (the red or green ones) are hardcoded.

(If you want to replace files I suggest using the Mod Installer btw, so you dont have to overwrite the original files)

As other already said Steamtank and Chariot are not working properly in Multiplayer, they cause disconnects or crashes.

I'm the author of Wh32Edit btw, so if you have any program related questions feel free to ask.
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InsaneZane
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« Reply #9 on: February 08, 2013, 01:48:24 AM »

Yep, worked that out also.... thanks. And I think we've ALL heard of Ghabry by the way hahaha, thanks for your expertise in making the game more enjoyable. Certainly the most fun I've had modding since playing with Football Manager...

Anyway, I know have a working army rosters of Bretonnia, Dwarfs and Lizardmen on the Human(Aud) file and Tomb Kings/Vampires on the Undead(Aud) file. Just working on completing the Orcs & Goblins now, haven't changed many sprites, just added one or two so far using Dark Omen Expanded sprites where and when required.

I've also changed banners around so as to match unit colours etc which has alone added more spice to the game. Having fun so far, can't wait to add Dark Elves, Skaven and maybe if I'm really good Ogres...

Thanks for the advice re: Unit ID's, lucky I just thought about checking the forum before I add the Scorpion back. I was considering adding the higher Unit ID but I wanted to confirm I know what I'm doing by completing a few other armies first before adding the custom Monster units.

With the Lizardmen army, I created Kroxigors by adding 3 x Trolls in one unit. This works partly because I stumbled upon the Troll sprite being compatible with any unit type by accidently changing the Sprite instead of Leader to Troll for the entire troops for Lizardmen. Looked quite funny seeing about 60 large Trolls on the battlefield instead of Skinks and Saurus Warriors/Temple Guard etc.... So anyway, the Kroxigors I just changed to a Human Infantry group of 3 with Troll sprites. They are damn good but are routable when fighting Undead/Vampires etc due to Fear.

Keep you posted on progress if I make any haha!
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olly
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« Reply #10 on: February 08, 2013, 04:41:37 PM »

I've recently found some really cool Warhammer compatible sprites from a Civ 3 mod that will be usefull to your project ->

http://forum.dark-omen.org/2d-sprites/civ-3-warhammer-mod-sprites-for-dark-omen-t1165.0.html;msg12017;topicseen#msg12017

Smiley
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and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
Ghabry
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« Reply #11 on: February 09, 2013, 12:36:41 AM »

Yep, worked that out also.... thanks. And I think we've ALL heard of Ghabry by the way hahaha, thanks for your expertise in making the game more enjoyable.

Oh thx Smiley. But I don't want all the honor for myself.

Have to share it with Mikademus and Rob. They did most of the work on the file formats, without them most tools wouldnt exist.
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