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31  Warhammer Dark Omen / Rules and Standards / Re: Back to the Roots (BTTR) on: June 01, 2015, 05:36:05 PM
The argument type for the RemoveMagic WHMTG function is listed "unknown". (here)
To get it to work, one would need change the argument type to "integer" then recompile.

the whmtg compiler code is merged with the mod selector code in a way that doesn't want to compile with vs2008, which is why I don't have time right now to make the change and re-upload it for you.

I've started a rewrite of the whmtg compiler a half-dozen times and never finished it.
32  Warhammer Dark Omen Community / Tavern / Re: GOG lobby to see Dark omen on this site? on: May 25, 2015, 04:04:01 PM
sothr has too many bugs to ever show up on GoG.

Dark Omen:
If someone where to figure out what the problem is with d3d
then I wouldn't be too surprised if made it, eventually...
but I wonder if EA would need permission from Games Workshop?
33  Warhammer Dark Omen / Tactical wargaming and other Warhammer games / Re: Warcraft on: May 19, 2015, 07:51:55 AM
IIRC my first "real" computer game was the warcraft1 demo.
Had to get the demo because it was on a 3.5" floppy disk and I didn't have a cd-rom, yet.

'been watching some war2 videos...
chop looks fun - https://www.youtube.com/user/pffflstlss/videos
60men looks tedious - https://www.youtube.com/channel/UC8OodAj3UmMjLXE-gJ4I03Q/videos

Recently I've been trying to patch War2 BNE to fix the graphic issues caused by DWM Desktop Composition
http://www.bitpatch.com/downloads/war2_ddraw_test.zip

I've also got a few lines of code in https://launchpad.net/wargus

Warcraft 3 was pretty great, the expansion not so much.

I've thought about installing Defense of the Ancients (DotA) a couple of times.
Anyone have any thoughts on the single player play, for that?


also Blizzard banned 100,000 WoW players for cheating today, lol!
http://games.slashdot.org/story/15/05/18/0052227/blizzard-bans-100000-cheaters-in-massive-world-of-warcraft-ban-spree
34  Modifications / Tools / Re: Mod Selector on: April 29, 2015, 07:33:58 AM
The whmtg script has been externalized. The mod currently reserves enough space to fit a script 3 times larger than the original.
35  Warhammer Dark Omen / Help Section / Re: How to get in touch with Aqrit or a question about magic books? on: April 28, 2015, 04:00:45 PM
I haven't looked into it yet.
The fun thing about software is that all things are possible, it just takes more time.

Are single player spells random? I though they were assigned by the ctl script.
btw, it is (now) possible to mix spells from the 4 books in the ctl script without crashing the game.

36  Warhammer Dark Omen / Help Section / Re: 3D mode and Win8/7 [ Dark Omen ] on: April 23, 2015, 05:42:37 AM
dgVoodoo 2  runs Dark Omen with lots of troubles.

One might need a newer version of d3drm.dll than the one that comes with the game.

Kinda runs here in Win8 in 3d low detail mode.
requires the windowed mode (hex-edit) to run in 3d high detail mode.

Something to keep an eye on.
37  Modifications / Troops / Re: DO: sprite format for different unit types on: April 21, 2015, 06:50:37 AM
One can select
Archer, infantry, cavalry, wizard, etc.
but can't currently edit the fine attributes of those built-in types.

or to say it a slightly different way:

The table that (I assume) contains the number of frames for a unit is not currently editable/extendable.
Instead one would specify an index into that table to use an already existing unit/animation type.
The existing types are listed in mattressses' post here




38  Modifications / 3D Scenery Models / Re: Portrait meshes on: February 03, 2015, 06:49:33 PM
added 64 new portrait slots
http://bitpatch.com/downloads/do_mod_helper_wip.zip

add new entries to the end of heads.db with a hex-editor
the first new entry (0x3F) == XSLOT 00, etc.

the other offset for the HEAD struct is 0x0D, IIRC

also new:
enabled the "3DDebug" registry options
so Fullscreen, etc can be toggled from the registry

( this update was more or less a code dump )
39  Modifications / Maps / Re: Texture Switcher on: January 29, 2015, 12:03:07 AM
oops never-mind,
needs the high resolution for portraits

however, I'll add texture switching controllable by registry key to my "mod helper" project
40  Modifications / Maps / Re: Texture Switcher on: January 28, 2015, 09:46:39 PM
I'm questioning the need for this...

"Pixel Resolution" on the in-game option screen

"high" = hi-res sprites and texture
"medium = hi-res sprites and ltexure
"low" = lo-res sprites and ltexture


*edited
41  Modifications / 3D Scenery Models / Re: Portrait meshes on: January 18, 2015, 11:09:23 PM
the hard-coded sprite_slot.loaded_index appears to be an index into heads.db
offset 0x12 of the HEAD structure in heads.db is (?) the index of the (head?) meshes/%d.m3d file

 
 

 
42  Warhammer Dark Omen / Tactical wargaming and other Warhammer games / Re: Total War in HumbleBundle on: January 18, 2015, 02:13:22 AM
Dawn of War - Master Collection pack = $10
Dawn of War II - Grand Master Collection = $20

Dawn of War Franchise Pack = $56

AFAICT the franchise pack is exactly the same as the other two packs combined?

Apparently GfWL was purged from DoW2 in September, good news.
43  Modifications / 3D Scenery Models / Re: Portrait meshes on: January 15, 2015, 03:12:25 AM
we can step right to sub_4018A0 by following the cross-ref of the first portrait in the sprite table
Code:
.text:004018A0 Portraits_something proc near           ; CODE XREF: sub_401950+33Ap
.text:004018A0                                         ; sub_401950+4D1p
.text:004018A0
.text:004018A0 arg_0           = dword ptr  8
.text:004018A0
.text:004018A0                 push    esi
.text:004018A1                 mov     esi, [esp+arg_0]
.text:004018A5                 cmp     dword ptr [esi], 0
.text:004018A8                 jnz     short loc_40191C
.text:004018AA                 mov     dword_5014D8, 1
.text:004018B4                 mov     dword_5014DC, 25h
.text:004018BE                 mov     dword_5014E0, 135h
.text:004018C8                 mov     eax, bkgnd_id
.text:004018CD                 mov     dword_5014FC, 0 ; counter
.text:004018D7                 lea     ecx, bkgnd_table[eax*8] ; MB_xx // background table
.text:004018DE                 mov     eax, offset unk_4CFBD0 ; first portrait
.text:004018E3                 mov     bkgnd_entry, ecx
.text:004018E9
.text:004018E9 loop:                                   ; CODE XREF: Portraits_something+74j
.text:004018E9                 mov     ecx, [eax]      ; sprite_slot.ref_count
.text:004018EB                 test    ecx, ecx
.text:004018ED                 jz      short loc_40190C
.text:004018EF                 mov     ecx, [eax+28h]  ; sprite_slot.loaded_index
.text:004018F2                 mov     edx, dword_5014FC
.text:004018F8                 mov     dword_501500[edx*8], ecx ; Loaded_Portrait_Array?
.text:004018FF                 mov     edx, dword_5014FC
.text:00401905                 inc     edx
.text:00401906                 mov     dword_5014FC, edx
.text:0040190C
.text:0040190C loc_40190C:                             ; CODE XREF: Portraits_something+4Dj
.text:0040190C                 add     eax, 2Ch
.text:0040190F                 cmp     eax, offset unk_4D09E8 ; last portrait
.text:00401914                 jb      short loop
.text:00401916                 mov     dword ptr [esi], offset dword_5014D8
.text:0040191C
.text:0040191C loc_40191C:                             ; CODE XREF: Portraits_something+8j
.text:0040191C                 pop     esi
.text:0040191D                 retn
.text:0040191D Portraits_something endp

which probably means the next function that is called ( sub_401E36 ) loads the portraits?

right now, I'm wondering how the hard-coded SpriteTable[slot].loaded_index plays into it.
If I change PT_Bernhardt loaded_index from 0 to 5 ... I get the ogre head (as expected?)


edit: or maybe it would be better to start by placing a hardware breakpoint on PT_Bernhardt -> ref_count and looking around there
44  Modifications / 3D Scenery Models / Re: Portrait meshes on: January 15, 2015, 12:19:35 AM
can you explain it like I'm five?

How would one overwrite Bernhardt's head with a custom one?
45  Warhammer Dark Omen / Help Section / Re: 3D mode and Win8/7 [ Dark Omen ] on: January 14, 2015, 11:00:10 PM
AFAICT, the tutorial issue affects only CPU mode
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