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61  Warhammer Dark Omen / Help Section / Re: German Version Fix? on: August 26, 2015, 12:46:01 PM
German is in PRG_DEU, English in PRG_ENG. The difference is only the executable. Is basicly the same code but from a programmers viewpoint (me) the position in the binaries are different, so you have to invest extra work to do this.

The hardcore solution would be probably to rip out all text strings out of EngRel and to load them from a text file. Cheesy
62  Warhammer Dark Omen / Help Section / Re: German Version Fix? on: August 25, 2015, 06:07:41 PM
Hi, there is no patch available for the German version.
This would require the creation of a new patch (which doesn't exist, there was no demand yet).
63  Warhammer Dark Omen Community / Tavern / Re: GOG lobby to see Dark omen on this site? on: July 17, 2015, 08:32:38 PM
Yeah just got a mail from GOG and read about SOTHR.
Was enough reason to take a break from my vacation just to post here Cheesy. Awesome!
64  Warhammer Dark Omen / Singleplayer / Re: Further CTL investigation on: June 22, 2015, 12:55:19 PM
I think the only public list is here:
http://wiki.dark-omen.org/do/DO/CTL/Flags

But looks incomplete, guess I never published mine which is still filled with lots of guesses/assumptions/unknowns.
65  Warhammer Dark Omen / Singleplayer / Re: Further CTL investigation on: June 21, 2015, 10:14:55 PM
Isn't the table clear?
Code:
search_regiment_uflag_attrib 4, 0, 4096
Send event 4 to callee when a unit (flags is 0 = don't matter except retreat) that isn't a steamtank (4096) is in normal (100) distance.

More interesting:
Code:
test_self_at_node 9
iftrue
    ; When at node 9 do a normal distance (100) search
    ; for units that are not in close combat (UnitFlag1 = 512)
    ; and send event 58 to callee if found
    search_regiment_distance_uflag 58, 100, 512
else
    ; When we are not at node 9 still search for enemies at close distance (50)
    search_regiment_distance_uflag 58, 50, 512
    iffalse
        ; When we are not moving (UnitFlag1 = 16) then continue moving to node 9
        test_unit_flag1 16
        iftrue
            move_to_node 9
        endif
    else
        ; Unit was found, guess event 58 will handle the attack
        block_movement
        sleep
    endif
endif

And in the event handler you have
Code:
on_event 58
    #86
I guess #86 sets the event source as a target
66  Modifications / Tools / Re: Mod Selector on: June 20, 2015, 03:21:47 PM
Not tested, this is just this one byte change suggested by aqvid, hope this fixed WHMTG_RemoveMagic

Finally fixes Win8
67  Warhammer Dark Omen / Singleplayer / Re: Further CTL investigation on: June 20, 2015, 03:17:53 PM
I made a minor update to ctldis. This renames all the regiment_search functions.

Important update instructions because keywords changed:

1. Use the old ctldis in assembling mode (mode=0) to create a CTL.
2. Replace the _orig.ctl file in the directory with your CTL file.
3. Use the new ctldis in dissambling mode (mode=1) to create new script.txt
4. Use new ctldis in assembling mode (mode=0) to create the CTL

The first argument of all search functions is the event_id that is sent to the callee from the found regiment (Except if -1). The 2nd and 3rd argument vary depending on the search function.

Difference between the search functions from a low level point of view:


                               distfunc unittype unk nth  dist uflag1 attribs
search_regiment_uflag_attrib   0        0        0   1    100  arg2   arg3
search_regiment                0        0        1   1    100  0      0
search_regiment_2              1        0        0   1    100  0      0
search_regiment_3              1        0        1   1    100  0      0
search_regiment_unittype       0        arg2     0   1    100  0      0
search_regiment_unittype_2     0        arg2     0   1    100  0      0
search_regiment_nth            0        0        0   arg2 100  0      0
search_regiment_nth_2          0        0        1   arg2 100  0      0
search_regiment_unittype_nth   0        arg2     0   arg3 100  0      0
search_regiment_unittype_nth_2 0        arg2     0   arg3 100  0      0
search_regiment_distance_uflag 4        0        0   1    arg2 arg3   0



- distfunc: Distance function used, no idea what the difference is
- unittype: Unittype that the searched unit MUST have.
- unk: When 1 does something I couldn't figure out
- nth: Not completly sure, my guess is the list of found regiments is sorted and then the n-th regiment is picked (where 1 = the closest)
- distance: Search distance (not sure how big a 100-circle is)
- uflag1_xtra: Unit Flag 1 bits that searched unit most NOT have, inactive/retreating and similiar units are never found
- attribute: Attributes that the searched unit must NOT have, e.g. 4096 = engine of war

As you can see search_regiment_nth and search_regiment_nth_2 are the same... same for search_regiment_unittype_nth and search_regiment_unittype_nth2
68  Warhammer Dark Omen / Singleplayer / Re: More than 10 units under player control in a single player campaign? on: June 09, 2015, 05:59:20 PM
This value is in the code segment.
The Mod Selector only copies the data segment of engrel to prevent malicious changes to the program code.
69  Warhammer Dark Omen / Help Section / Re: Maximum limit of AI controlled troops? on: June 05, 2015, 12:17:58 PM
I assume you added more "circles" to the BTB file?
Iirc you have to increase the size specifier of that Chunk. Have to check this at home.
It should be the amount of entries + no idea. Just a high number Wink.
70  The Remake Project / General Suggestions / Re: Getting started. on: May 22, 2015, 02:32:00 PM
Dreadfell failed with SOTHR:
https://www.youtube.com/watch?v=l4bo8J9gDfw Cheesy

And you are just all doing it wrong. I always install from my Dark Omen CD Image, download d3drm.dll and enjoy the game.
71  Modifications / Tools / Re: BTB and CTL files on: April 29, 2015, 09:05:38 PM
concerning CTL there wasn't much happening the last years.
Because I lost interest, too. I'm only lurking around here.
72  Modifications / 2D Sprites / Re: Adding more Sprites to Dark Omen on: April 29, 2015, 11:27:47 AM
I think xslots and co. is not directly implemented in the mod selector but uses some extralib by aqrit.
At least I never merged such code in mod selector.
73  Warhammer Dark Omen / Help Section / Re: I remember the game being much much easier on: April 24, 2015, 10:34:27 AM
Now I'm really curious what is contained in this Dark_Omen_(English)_XP-Vista-7 release.

If it is a modded version you should have an option "Select Mod" in the main menu. You can switch there to "Default Campaign".

Use the release "Warhammer Dark Omen XP-Vista-7 (eng-ger-fra)" or the one from oldgames.ru
74  Warhammer Dark Omen / Help Section / Re: I remember the game being much much easier on: April 23, 2015, 07:24:04 PM
You are just getting old.
It's just important you keep your enemy at distance. Shoot with your archers and artillery and kill the remaining with infantry. This keeps your casulties low.
75  Warhammer Dark Omen / Help Section / Re: Edited .exe file with all campaign missions in chain on: April 18, 2015, 07:57:17 PM
In the meanwhile you can load a custom script from a file. No exe editing needed anymore.

See the first post of the mod selector.
The part about "To load a custom WHMTG script"
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