May 28, 2017, 12:01:22 AM

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1  Warhammer Dark Omen / Tactical wargaming and other Warhammer games / Re: necromunda is comming on: May 18, 2017, 10:45:33 PM
Looks very cool!

Smiley
2  Warhammer Dark Omen / Help Section / Re: application unable to start correctly on: May 11, 2017, 08:17:12 PM
Excellent, nice find Ghabry and I will add it to the Help Fix guide.
3  Warhammer Dark Omen / Help Section / Re: application unable to start correctly on: May 11, 2017, 02:33:38 PM
Cool, please test and let us know

[attachment=1]
4  Warhammer Dark Omen / Help Section / Re: application unable to start correctly on: May 10, 2017, 06:13:59 PM
It's probably due to that downloaded version you have - check your messages
5  Warhammer Dark Omen / Help Section / Re: application unable to start correctly on: May 09, 2017, 10:34:57 PM
The Registry settings look ok but please screenshot inside the Options folder. Also did you use a UK version of the CD to install?

Try disabling your Antivirus and Windows Defender services, via Control Panel -> Administrative Tools ->Services as it might be preventing our mod fix .dlls to run.
6  Warhammer Dark Omen / Help Section / Re: application unable to start correctly on: May 09, 2017, 08:16:28 PM
Hi and welcome, take another picture of your Dark Omen registry to show all the folders please

[attachment=1]

and confirm you did the compatibility settings
7  Modifications / Maps / Re: Custom CTL OpCodes on: May 01, 2017, 11:20:51 AM
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


http://wiki.dark-omen.org/do/DO/CTL/OpCodes
8  Warhammer Dark Omen / Help Section / Re: 3D mode and Win8/7 [ Dark Omen ] on: April 30, 2017, 11:54:35 PM
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.

http://dege.freeweb.hu/dgVoodoo2/dgVoodoo2.html

Copy and paste the dgVoodooSetup.exe, MS D3DImm.dll and DDraw.dll into your Dark Omen PRG_ENG folder
[attachment=2]


Rob also found that Dark Omen works well in 3d mode in "pcem" a pc emulator
https://pcem-emulator.co.uk/downloads.html
[attachment=1]
9  Modifications / Tools / Re: Mod Selector on: April 30, 2017, 07:05:36 PM
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

Smiley
10  Modifications / Tools / Re: Mod Selector on: April 30, 2017, 06:24:31 PM
great, will try it out.

Smiley
11  Warhammer Dark Omen / Singleplayer / Re: Further CTL investigation on: April 30, 2017, 05:55:29 PM
In the future it will be great to have predefined named scripts that fans can copy and paste such as archer unit retreat after number of hits like on mission 1.
12  Modifications / Tools / Re: Mod Selector on: April 30, 2017, 05:53:26 PM
Very cool, thanks. Will test with Game Ranger and is there now chance to get the voodoo ddraw.dll working again please
13  Warhammer Dark Omen / Singleplayer / Re: Further CTL investigation on: April 29, 2017, 01:57:03 PM
Awesome

Smiley
14  Modifications / 2D Sprites / Re: New Dark Elf sprite files on: April 29, 2017, 01:35:09 PM
All other mods such as Cuthalion's excellent Wood Elves and Undead/Skaven campaigns were created before all mods tools were completed and added in the Dark Omen 2 standard template mod which also includes Multiplayer. Therefore they have different xslot entries names etc, so can not easily be updated hence the need for the Dark Omen 2 standard template mod for fans to use. Feel free to clone any mod as your starting point.





15  Modifications / 2D Sprites / Re: New Dark Elf sprite files on: April 28, 2017, 07:32:04 PM
Nice banners Illidan, I will add them in thanks

There is no mission 3 yet as B6_01 & B6_02 are the first mod maps that were used to prove new maps can be added, so mission 3 just begins the original game until we add all the other maps for campaigns to use.

Therefore you require an original whtmg.txt

http://forum.dark-omen.org/tools/mod-selector-t1118.0.html

placed in

C:\Program Files (x86)\Dark Omen\Mods\Dark Omen 2

which will just play the original game maps or equally if you don't even have a whtmg.txt file present.


All units are deployed to allow us to inspect their new sprites, banners, shields and 3d heads. Change PLYR_ALL.ARM with Wh32Edit to not auto deploy all the characters. Remember this is a mod map template which saves fans the hassle of having to add a lot of their own BTB deployment data, so it's prebuilt if they need to deploy any number up to the max and can instead control the amount via PLYR_ALL.ARM

C:\Program Files (x86)\Dark Omen\Mods\Dark Omen 2\GAMEDATA\1PARM

ps. the Dark Omen 2 mod adds the following lines in to the original whtmg.txt to add B6_01 & B6_02 maps which is a modified copy of the original first 2 missions but with the map name changed

LABEL sub_Chapter1
    ChooseInit
    PlayMovie "[MOVIES]\Info_eng.tgq"
    AddUnit 1
    AddUnit 2
    AddUnit 3
    AddUnit 4  
    AddMagic 12
    ForceUnit 1
    SetDeafultSaveName "Dark Elves"
    Deploy
    Battle "B6_01" 21
 InitDebrief 0 1
    GOSUB sub_Debrief
    SetDeafultSaveName "Trading Post 2"
    REPEAT
        MeetingPoint "[PICTURES]\m_empc.bmp" MP_TradingPost2
        GOSUB sub_MeetingWait
        ReadVariable var_21
    UNTIL == 2
    SetMusic "eerie9.fsm"
    TravelMap "[MAPS]\m1_eng.bmp" "[MAPS]\Towns.spr" "[GAMEFLOW]\ch1_all.dot" 0 0 700 500 0 700 500
    SetDeafultSaveName "Altdorf 1"
    REPEAT
        MeetingPoint "[PICTURES]\m_impcrt.bmp" MP_Altdorf1
        GOSUB sub_MeetingWait
        ReadVariable var_21
    UNTIL == 2
ChooseInit
    PlayMovie "[MOVIES]\Info_eng.tgq"
    AddUnit 1
    AddUnit 2
    AddUnit 3
    AddUnit 4
    AddMagic 12
    ForceUnit 1
    SetDeafultSaveName "Fortress"
    Deploy
    Battle "B6_02" 21
 InitDebrief 0 1
    GOSUB sub_Debrief
    SetDeafultSaveName "Trading Post 3"
    REPEAT
        MeetingPoint "[PICTURES]\m_empc.bmp" MP_TradingPost2
        GOSUB sub_MeetingWait
        ReadVariable var_21
    UNTIL == 2
    SetMusic "eerie9.fsm"
    TravelMap "[MAPS]\m1_eng.bmp" "[MAPS]\Towns.spr" "[GAMEFLOW]\ch1_all.dot" 0 0 700 500 0 700 500
    SetDeafultSaveName "Altdorf 1"
    REPEAT
        MeetingPoint "[PICTURES]\m_impcrt.bmp" MP_Altdorf1
        GOSUB sub_MeetingWait
        ReadVariable var_21
    UNTIL == 2
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