April 25, 2024, 06:30:19 AM

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16  Modifications / Maps / Re: Moving Buildings/Huts/Objects around MAPS on: April 12, 2017, 04:03:41 PM
I don't know I how can I help you sincerly. I'm a decent computer programmer (not so close to machine as some of you, more a php high level, than a bit to bit low level programmer), but a TERRIBLE graphic and I really don't know how to click when it come to use GIMP for something that isn't simply "change a color here and there"

The best I cand do, for now, is continuing to have some experience in campaing creation, trying to figure out things aren't documented yet (like all the damn event id that if known can completely change the power of our IA units).

17  Modifications / Campaigns / Re: New Campaigns: Questions and suggestions on: April 12, 2017, 09:39:06 AM
Is there a way to change the recruit cost for unit members?
I tryed to value the "Unit Cost" in "PLYR_ALL.ARM" and in "B101MRC.ARM" but the recruit cost stay at the standard value (for example 50gc for Grudgebringer Infantry)

Solved! It was "Point Value" to be changed and not "Unit Cost"
18  Modifications / Campaigns / Re: New Campaigns: Questions and suggestions on: April 11, 2017, 10:30:17 PM
I think I found them all... at least the game started to crash at every "play_self" with argument bigger than 189, until 197... then I stopped to try
These are all the play_self value I found.
It would be nice to have a good way to know the audio file corresponding to each phrase, but I should have to decode all of them and ear every single file... and I really do not want to
By the way, from 91 to 169, they're all tutorial message... 78 messages, that are EXACTLY the audio files that start with "T_KZ" (from "T_KZ001.mad" to "T_KZ073" with some message with more than one version like "T_KZ040A.mad" and "T_KZ040B.MAD").
They're in the right order, thus we can use these file in our CTL and thus we have 78 free message to add to our campaigns
Cheesy
Here are the values (add them to the wiki if you think it's usefull or you can send me the user and password to update it and I'll create a page with all this values). My English didn't allow me to understand every single pharse and I put three question marks in the place I didn't undestand
Code:
1    Attack!
2    Charge!
3    Crush them!
4    Retreat!
5    We fear the enemy
6    We terrified
7    Stand firm man
8    No mercy
9    Watch your back
10   Open fire
11   Hold fire
12   Enemy sighted
13   Forward
14   I protest my lord
15   Weapon pass through it
16   I have it
17   Regroup
18   Target destroyed
19   Hold!
20   We're under fire
21   ???
22   Target lost
23   Target recived
24   Enemy lost
25   Turn on them
26   Aiiiiieeeeeee
27   Flee the battle
28   Spell negated
29   ???
30   Help us
31   Enemy destroyed
32   All is lost
33   We are victorious
34   We're under attack
35   I see
36   The game crash
37   To the north
38   No, to the east
39   They're all around us
40   They're defiling the secret stone. Stop them
41   Man, to the slaughter. Let none of them escape
42   Stand far man. That still burn
43   What sorcery is this? The man in black seems to command them
44   They come from all side. Back to back we must fight these restless dead
45   Hold the high ground man. Purge the evil with steel, iron and fire
46   Helgart is ours. To the tower
47   Hey Bernard. This pass is ideal for an ambush
48   Stand fast man. It's a trap
49   Yha! Orcs. They come for my tank, they should not have it
50   This tower is plagued by a pestilence that I may cure, with stell and fire
51   Be ready blood sucker. I come to lay you rest once and for all
52   Eyes shot man. The forest is alive with goblins
53   Get thos goblins. They're running with the loot
54   Bye Kislev. My axe will tast troll blood before this day's done
55   Target the Hand, it must be destroyed
56   Protect your flanks. Undead on charriot approach
57   Beware man. Remember ??? warnings
58   The Grail ride out. Destroy the Grail
59   In the name of Sigmar, I will destroy you Dread King
60   One by one your minions follow. I come for you Dread King
61   The Black Grail il gone. Honor to victory
62   The Dread King is defeated
63   They're heading for the trading post. Let's spill that green blood
64   Get the loot (Greenskin voice)
65   It's an ambush (Greenskin voice)
66   We got the loot. Ron. (Greenskin voice)
67   Smash ??? (Greenskin voice)
68   More ????? Enemies everywhere (Greenskin voice)
69   ???? (Greenskin voice)
70   ???? (Greenskin voice)
71   Dead to the living (Undead voice)
72   Another time we shall meet ??? (Undead voice)
73   ??? When you will have the chance (Undead voice)
74   You will die horribly (Undead voice)
75   ??? kill them my slaves (Undead voice)
76   The power of darkness will ??? you all (Undead voice)
77   ??? soul will join our dark crusade (Undead voice)
78   ??? my army of darkness (Undead voice)
79   I live again (Undead voice)
80   Empty
81   Give up your life and lie with the dead, I've got you surrounded (Undead voice)
82   Rise brothers. Rise and feast upon the living (Undead voice)
83   ??? what blood feast ??? Slay the living (Undead voice)
84   Come with us, warm with the dead (Undead voice)
85   I live to destroy once more ahahahah (Undead voice)
86   ahahahah... death comes to all things (Undead voice)
87   ??? of the city of the dead (Undead voice)
88   ??? in the shadow of the Dread King (Undead voice)
89   ??? crush the living (Undead voice)
90   ??? give me power (Undead voice)
91   Tutorial message 1
92   Tutorial message 2
93   Tutorial message 3
94   Tutorial message 4
95   Tutorial message 5
96   Tutorial message 6
97   Tutorial message 7
98   Tutorial message 8
99   Tutorial message 9
100  Tutorial message 10
101  Tutorial message 11
102  Tutorial message 12
103  Tutorial message 13
104  Tutorial message 14
105  Tutorial message 15
106  Tutorial message 16
107  Tutorial message 17
108  Tutorial message 18
109  Tutorial message 19
110  Tutorial message 20
111  Tutorial message 21
112  Tutorial message 22
113  Tutorial message 23
114  Tutorial message 24
115  Tutorial message 25
116  Tutorial message 26
117  Tutorial message 27
118  Tutorial message 28
119  Tutorial message 29
120  Tutorial message 30
121  Tutorial message 31
122  Tutorial message 32
123  Tutorial message 33
124  Tutorial message 34
125  Tutorial message 35
126  Tutorial message 36
127  Tutorial message 37
128  Tutorial message 38
129  Tutorial message 39
130  Tutorial message 40
131  Tutorial message 41
132  Tutorial message 42
133  Tutorial message 43
134  Tutorial message 44
135  Tutorial message 45
136  Tutorial message 46
137  Tutorial message 47
138  Tutorial message 48
139  Tutorial message 49
140  Tutorial message 50
141  Tutorial message 51
142  Tutorial message 52
143  Tutorial message 53
144  Console tutorial message 1
145  Console tutorial message 2
146  Console tutorial message 3
147  Console tutorial message 4
148  Console tutorial message 5
149  Console tutorial message 6
150  Console tutorial message 7
151  Console tutorial message 8
152  Console tutorial message 9
153  Console tutorial message 10
154  Console tutorial message 11
155  Console tutorial message 12
156  Console tutorial message 13
157  Console tutorial message 14
158  Console tutorial message 15
159  Console tutorial message 16
160  Console tutorial message 17
161  Console tutorial message 18
162  Console tutorial message 19
163  Console tutorial message 20
164  Console tutorial message 21
165  Console tutorial message 22
166  Console tutorial message 23
167  Console tutorial message 24
168  Console tutorial message 25
169  Console tutorial message 26
170  Argh (dying)
171  Argh (dying)
172  Argh (dying)
173  Argh (dying)
174  Argh (dying)
175  Argh (dying)
176  Argh (dying)
177  Argh (dying)
178  Argh (dying)
179  Argh (dying)
180  Argh (dying)
181  Argh (dying)
182  Argh (dying)
183  Argh (dying)
184  Argh (dying)
185  Argh (dying)
186  Argh (dying)
187  Argh (dying)
188  Argh (dying)
189  Argh (dying)

Now to the harder task of trying to find event ids
19  Modifications / Maps / Re: Moving Buildings/Huts/Objects around MAPS on: April 11, 2017, 02:50:05 PM
I finally find the time to give it a look and a try... and...

THIS IS AWESOME! I moved a damn tree on the map and then found the associated BTB record and moved the "unpassable" area on it again and it worked perfectly

THIS IS AWESOME!

This give me a big push in freedom to build the campaign. The least I can say is that I'm having a lot of fun
If I only I discovered this site some years ago...
20  Modifications / Campaigns / Re: New Campaigns: Questions and suggestions on: April 11, 2017, 01:43:48 PM
Could you automatically add a large regiment who are injured and then automatically heal/reinforce them, so it costs 4000 and then remove them again.

I tried to figure out how to heal/reinforce a unit, but I didn't find any command like that in http://wiki.dark-omen.org/do/DO/WHMTG/OpCodes

Quote
Will look forward to more play_self info

Smiley   

I will post it when I'll have all them finished... This evening or tomorrow is a trustable possibility

Cheesy
21  Modifications / Campaigns / Re: New Campaigns: Questions and suggestions on: April 11, 2017, 08:01:13 AM
We had a previous thought concerning modding spells, so weapons would work in the same way.

http://forum.dark-omen.org/tools/modding-spells-t1395.0.html

Shame the AddCash -4000 didn't work, maybe try RemoveCash 4000 even though it's not listed. Perhaps you could automatically recruit an expensive unit and then remove him.

That sounds an interesting solution
I tried to add 4000 to unit cost for treeman and then add it to the army with AddUnit 28. The treeman was correctly added to the army but the cash didn't go down and stay at 4000
Do I miss something?

By the way, I'm taking a census of all "play_self" matters. By now I wrote down from "play_self 1" and "play_self 50". Hope to finish it this evening and post it, so that you can add them to the wiki if you think it's useful. I'm primary doing it to better undestand all event ids
22  Modifications / Campaigns / Re: New Campaigns: Questions and suggestions on: April 10, 2017, 03:08:09 PM
As I said, I can survive with that issue... players (if someone will play my campaign) will have to correctly face units during deploy

If I can use your patience again, I've got two question.
1) Is there a way to add "new weapons" or to change some of them?
I will like to add musketeers to my campaign, but "pistols" have too low range to simulate imperial musketeers.
2) Is there a way to REMOVE money from the army. I tried "AddCash -4000" to remove those 4000 golds the army starts with but it doesn't work

If not, not problem, I won't use musketeers
23  Modifications / Campaigns / Re: New Campaigns: Questions and suggestions on: April 10, 2017, 09:31:37 AM
This would be a good problem to trace in IDA since the engine source code must be setting their direction. However CTL does have

set_unit_r_direction (DD)
arg1: unit id arg2: register where direction of arg1 is written to.
Useful in the tutorial only.

http://wiki.dark-omen.org/do/DO/CTL/OpCodes

So maybe it could be used somehow to set direction perhaps.

Tried to add "set_unit_r_direction 1,X" with some different values to X, but it look like nothing changed at all

Well, I think I've got to live with it
24  Modifications / Campaigns / Re: New Campaigns: Questions and suggestions on: April 09, 2017, 10:25:36 AM
Thanks. That helped.

I will have to play around with CTL to better discover events ids and playself ids.

It,going on very well thanks again
25  Modifications / Campaigns / Re: New Campaigns: Questions and suggestions on: April 08, 2017, 09:12:43 PM
Perfect, I will try and let you know if it work

By now I'm trying to figure out some unit way of moving basing on events (like the first goblin archers unit that retreat to a safer positino when suffer some damage and so on). There are too many event id that are not on the page http://wiki.dark-omen.org/do/DO/CTL/Events and I'm trying to see if I can undestand some

Also all those play_self make me curious
26  Modifications / Campaigns / Re: New Campaigns: Questions and suggestions on: April 08, 2017, 03:14:00 PM
It works with enemies (I tried to put 90 in the 131 troup, and the goblins changed facing exactly as in your example)
It doesn't work if I try to put the same value (or any other value) on my cavallry
27  Modifications / Campaigns / Re: New Campaigns: Questions and suggestions on: April 08, 2017, 01:45:51 PM
Didn't solved the troup facing issue nor the camera stopping at old deploy zone, but I can live with it
-
I understood a good part of CTL part, expecially the difference between teleport_to2 and teleport_to3 that are not documented on the wiki page, because in standard battle 01_03, teleport_to2 is used when zombies coum out from the ground, while tleport_to3 is used when troups appear near map border
28  Modifications / 2D Sprites / Re: Adding more Sprites to Dark Omen on: April 08, 2017, 01:43:50 PM
That's it!!!!!
29  Modifications / 2D Sprites / Re: Adding more Sprites to Dark Omen on: April 08, 2017, 01:17:04 PM
Nothing changed
To make the try I also tried to directly edit PLYR_ALL.ARM in DarkOmen 2 and I've got the problem there too. Dwarf Gotrek banner value is 489 and if I try to change it to [xSlot Banner XX] it revert back to 489 if I leave the field or save and reload
30  Modifications / 2D Sprites / Re: Adding more Sprites to Dark Omen on: April 08, 2017, 11:02:03 AM
Done. No way
To add some more information, I tried to open the PLYR_ALL.ARM in the 03) Wood Elf mod, and. I found in the Orion banner, the value 558. If I try to change it to any [xSlot Banner XX] (with XX any number I want) it revert to previous value if I leave the field (clicking on any other field) or even if I save and reload

It look like I miss some file, or some path or the like
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