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New Map Utils For Dom2 - Now Available
1 Attachment(s)
<font color="blue"> Dominions 2 Genesis Forge Pack Utilities Version 0.7 Beta is now available for download as an attachment to this post. Read the rest of the thread for details. </font>
--- Original Message Follows --- About a month ago I returned to this great game and it has been consuming much of my free time since (*sarcastically* thanks shrapnel http://forum.shrapnelgames.com/images/smilies/happy.gif). Largely I returned because of Zen's and SaberCherry's excellent mods - practically a new game to learn again since a small change causes such a ripple effect in a complex game like dominions. Anyways I developed a few utils for my personal use on my LAN. If the community is interested, I will iron out the bugs in them, enhance them a bit, and make them available. Mostly these utils are for SP or CO-OP MP play though I could see use of them for imposing handicaps in regular MP. The first is a util that takes a Dom2 map, randomly places all the specified nations on the map, and enhances those specified as computer players by giving them a specified number of extra provinces and extra castles in those provinces. Of course the computer provinces are in blocks (not just randomly across the world) and in the proper location (i.e. water nations in the water - though I have allowed the extra provinces to be outside the water or visa-versa for land nations). The util is practically ready for release save that it has a bug that I have been too lazy to fix but as I said if people show interest I will get off my lazy butt... sit back on my lazy butt http://forum.shrapnelgames.com/images/smilies/happy.gif... then get to work. The second is a util intended to further enhance the computer (again though could be used for handicapping humans) by creating a custom mod on the fly for each of the computer nations. At the moment this involves giving all of their national units a supplybonus (for obvious reasons), extra gem income by adding sites to their capital, and all their mages a research bonus (I tried giving them sages as a national commander but the... ever clever computer... wouldn't recruit them). The third utility is an extension of sorts of the second but in this instance creates another random mod for each of the specified nations that gives them, based on user-specified data, additional abilities either chosen specifically or at random (note for clarity - not all nations get the same abilities - they are chosen on a nation-by-nation basis). Currently my list of such abilities for a nation is: Note: when I specify something like [+2, +5, +7] it means the ability can be selected from either 2, 5, or 7. - National troops gain +100 shock resistance - National troops gain +100 fire resistance - National troops gain +100 ice resistance - National troops gain +100 poison resistance (For these I would like to specify increments but presently modding doesn't allow that it seems) - National troops gain [+3, +6, +9] to any of their stats (HP, PROT, MR, STR, DEF, MOR, etc, etc). - National commanders get standards - National mages / commanders gain [+1, +2, +3] random magic skill picks - National troops gain recuperation - (Some) National troops gain regeneration - (Some) National troops become ethereal - (Some) National troops gain immortality - Nations gain additional troops to recruit (hehe... I once had Ermor able to recruit immortal VQs... that was funny... until they whipped me with them). Anyway I have a few others I'm sure I've forgotten but I'm sure people get the just of it. Utils 2 and 3 at present I manually change code for but again if interest is shown I will enable them to use a configuration file... if I'm really ambitious I might even make the abilities able to be configured by the user. To me it makes the AI much more interesting and my CO-OP games certainty much more challenging. Util 1 means you see tons more national troops and Util 2 and 3 give you kind of interesting problems to deal with. For example I was playing as Caelum and Ulm... of all people... gained both cold and shock resistance. That was nasty and I had to resort to flaming arrows to even dent them. And another game I modified the storm spell to a low level without gem or fatigue requirements and every air nation was using storms all the time (just like humans http://forum.shrapnelgames.com/images/smilies/happy.gif). So if you are interested please post and let me know. Oh and BTW for utils 2 and 3 I use the Recruitable Rebalance mod as a basis for the units before changes. So if I do go ahead with this I would feel obligated only to do so with SaberCherry's permission. So if you happen by SC, let me know if that's ok with you. <font color="blue"> </font> |
Re: New Map Utils For Dom2
Wow your utils sound ultranice http://forum.shrapnelgames.com/images/smilies/happy.gif.
Please publish them. In a few weeks zen will release his nation mod too so you may have to base your tool 2+3 maybe upon Zen's nation mod too http://forum.shrapnelgames.com/images/smilies/cool.gif |
Re: New Map Utils For Dom2
Nice work. What do you write in?
They sound close to the stuff Ive done on my site www.dom2minions.com or that Leif did on his (hmm I forget the site but Im sure its in the links page on mine) Check them out. Most of mine are half-done unfinished projects. Feel free to snatch and comlete them. Also if you want to set something up for a nightly re-generation and download I can set something up for you |
Re: New Map Utils For Dom2
Using any of my work is fine with me, Mr. Paladin http://forum.shrapnelgames.com/images/smilies/happy.gif They sound like neat utilities! I only wish I had thought of something like that. I loved the feeling in Master of Magic and Age of Wonders for the first few games, when the capabilities of all the races were mysterious and scary...
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Re: New Map Utils For Dom2
The original post has been edited and the first utility attached to it. I have tested it on both the Orania and Faerun maps it seems to work fine. However please let me know if you have any problems or any other comments / suggestions. The attachment contains a Windows executable, config file, and readme.
Installation is pretty simple - just extract the Zip to your Dominions 2\Maps directory and read the readme.txt for further instructions. I will begin working on finalizing the other two utils as well but they will take longer than just an afternoon as this did. When they are done I will post them here. I did not know about Zen's upcoming unit balance mod but I may look into that when the time comes as well. Thanks Boron. Gandalf, I wrote the code in C++. I knew you had done work on random map generation before but I didn't know about all the other projects. It seems to me I've heard about Leif's work as well. At any rate I would say that my utils are in spirit close to your Semi-Random map thoughts you proposed in one of your links. Ironically enough I originally called my util DomMap before I realized that's the exact same thing you have on your site. I temporarily changed my to DomMapMod and when I get the others to a point I'm happy with them, I'll combine all three into a more unique name to prevent confusion. If people are interested in my utils and once they get out of beta stage I may take you up on the offer to set up a regeneration download. For the time being though if you want to just host my file as well it would be appreciated. |
Re: New Map Utils For Dom2
Thanks SaberCherry http://forum.shrapnelgames.com/images/smilies/happy.gif. For utils 2 & 3 I'll probably include a copy of your Recruitable Rebalance mod in the zip as I'll be using it as kind of a null / base unit mod in which to insert the new abilities at random.
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Re: New Map Utils For Dom2
I was planning to make a program that also edits DomII maps, and posibly mods too. I had different goals, like making independent nations (amazon provinces, new inpeds, indeps ruled by other units (like Lizards ruled by C'tissians)) etc. Also special provinces in spesific terrain that would have site/nation combinations.
Unfortunately, I only know Java. My holiday just started, and I was just about ready to start working on it, both to train my skills in Java and to have a useful util. Would you mind if I asked you for some help, spesifically, how does your program spesify those "blocks"? |
Re: New Map Utils For Dom2
Im thinking it could be done by reading in the #neighbor lines to an array. Choosing any province with more than 4 neighbors, and then making it and all of those neighbors into a "nation", might give good results.
Anything done in Java or C++ I guess would run on my server if it has a non-gui run mode and doesnt do anything too Windows specific. So if you want to have a util that creates a "new fresh scenario every day for download" we can set that up easily. I was considering that a master utility could take all the time it wants to "think" about things if it runs that way. And the DomMap maps arent TOO bad with A LOT of switches so if you figure out a formula that fairly often generates a map that has patterns and colors you like. Then you could run a map, rework the .map file, add a .mod file, and zip up the whole thing. Even if it sucks you can redo it every day which makes it worth checking on. Seems to work for my site. Gee you guys make me consider getting back into my projects. My data files would be compatable even if my code isnt (I do mine in Basic) Gandalf Parker |
Re: New Map Utils For Dom2
I have also considered making an Applet out of it, so that you could choose the parameters for a random map to a server. It would still need the 100+mb download of Java Runtime Edition.
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Re: New Map Utils For Dom2
My utils have no GUI component at the moment (and probably never will since they are quite a few options especially in the later two that would prove extremely time consuming to guify). Also since the functions I use are Windows console functions they are essentially all old DOS routine type stuff that is emulated or has equivalents under Linux / Unix (like printf, fopen). So I don't see OS compatibility as being a problem.
To Endoperez, Gandalf and anyone else who is interested I would be happy to help if I can with your projects. For anyone else who does not care about programming please feel free to skip this - you have been forewarned http://forum.shrapnelgames.com/images/smilies/happy.gif. About Java - I do know Java though I don't much care for it... Its very similar to C++ though just lacks the performance I need for my RL work. I would hesitate to use an applet for the reason you have suggested - the massive download and for the operations you need they are fairly portable from machine to machine unless you are intending to provide a GUI component in which case then yeah there will be some issues with compatibility. Its been a while now but I believe if you use regular interpreted Java you can often embed a small version of the interpreter inside the executable. Depending on how fancy the functions are you use, the required interpreter is often small enough to offer downloads with. I believe also that MS's J++ or Borland's... something or other that escapes me... they allow you to create a Intel compiled version as opposed to an interpreted version. I remember doing that once. That should allow your program to run on anything save Macs. You might not want to shell out the large dollars though for J++. Worse case scenario though most simple Windows-based Java programs can be readily converted to C++ with only changing the entrypoint function and a few function calls. Before I start rambling too much though I better move on. The readme.txt file gives a little more info as to how I formed the blocks but in more detail essentially Gandalf is mostly right. I use arrays of two structure types, Province and Nation, which contain: Province: TerrainType Available NeighbourArray Nation: TerrainType OwnedProvinces Procedure: 1) Create an array of provinces by reading in the #terrain statements from the .MAP file. That also allows me to detect their type so the water nations can be put below the sea. I set the terrain type and available flags in the province structure appropriately. 2) Search again the .MAP file (technically this is done within step 1 but for clarity I separated them) for #neighbour statements. For each such statement, add the neighbour province to the other province's NeighbourArray. For example if the statement was #neighbour 3 12, province 3's neighbour array structure would add province 12 and province 12's structure would add province 3. 3) For each nation participating on the map, I randomly choose a province (generate a random number and choose it). I make sure the nation's terrain preference matches the selected province (water for water, land for land) and if so add that to a list (or array) of the nation's owned provinces. Within the province structure, I now set the available flag to false. If not just repeat until a match is found. 4-a) Again for each nation create a list of current neighbours to the owned provinces. This is the key to forming the blocks. That is accomplished by examining the current list of owned provinces the current nation and forming a master list of all potential neighbours. For each owned province, all members of their individual neighbour list are added to the master list. Essentially it is the union of the owned province's neighbour sets. Duplicates are fine as I will deal with them later. 4-b) Taking the master neighbour list, randomly (random number) choose a province amongst them. If that province is available (i.e. its flag indicates that it is), then add it to owned province list and mark it as unavailable. If not repeat step 4-b until a province can be assigned. Once a province is assigned return to 4-a until all additional provinces are assigned for that nation. Then repeat for all other nations. That's it essentially. I've left out some details that would detract from the point but essentially this is it. Oh and about duplicates in the master neighbour list. I like them as they occur only if more than one owned province neighbour the same un-owned province. That encourages creating blocks of provinces as opposed to a snake like shape. And its ok to add provinces to that list that are already owned by someone, as the available flag will not be set. I think this should answer your question but if its not clear just let me know. Sorry for the math / programming - I'm a grad student in the middle of writing my PhD thesis so I'm kind of used to writing like this these days. |
Re: New Map Utils For Dom2
Yes, I think I understand that and that will be of great help if/when I get going. I'll have to check few things about portability first, it seems. I had thought some general Java library worked on all platforms Java worked on, but it seems it might not be so.
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The_Paladin... these tools sound awesome ! Where can they be downloaded ?? Does a readme file explain how to use them ?? |
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Thanks to everything going well, a trick I thought up, and a very nice unit database by Edi (Thanks!!!!), I was able to complete my work much earlier than I expected to.
The Dominions 2 Genesis Forge Pack Utilities Version 0.7 Beta is now available for download as an attachment to the original post. I have managed to complete all three utilities to the point at which I'm comfortable releasing them. To those few who have downloaded the original attachment already you might as well erase those files and re-download as significant name changes have occurred since the original release. Sorry but I had to change things up to avoid name conflicts and confusion with other utilities. Utility 1 has been given the name Genesis Map Mod (GenMM) and matches the functionality described in the original post. I have combined utilities 2 and 3 into a single utility called Genesis Game Mod (GenGM). This utility, due to random elements and large game impact, is very difficult to test though I have confirmed much of its functionality I am almost certain that some bugs must remain. It meets much of the functionality described in the first post but not all. It is still quite useful in its present form so do not let that deter you. I am just letting everyone know that there are still more things to come (though not for a little while at least as I'm getting rather busy around here). I have tried to provide as many options to the user as possible in GenGM - that reads in other words that there are some things to learn / configure unfortunately. For the avid modders out there, a quick read of the text files will likely have you up and running. For the non-modders I would suggest a careful read of the text files. Stick with it - same as learning Dominions 2 in the first place... it takes time but I hope it will be worth it http://forum.shrapnelgames.com/images/smilies/happy.gif. I wrote the utils and I still find myself referring to my own documentation so there are a few things to remember. Also for GenGM, I have essentially implemented a small tag based scripting language to alter the settings. Of course I can use it as I just wrote it but that doesn't mean much http://forum.shrapnelgames.com/images/smilies/happy.gif. I need people who do take the time to try this to please give me some feedback. Did you understand the text files? Is there more info needed? Would alternate commands be helpful? That kind of thing. Similar for bugs. If you notice something out of the ordinary, let me know that too as I'm sure there's at least one or two ones left somewhere. Also for future ideas / expansion of the scripting language. Recommendations are welcome. What other abilities / commands would you like to see implemented? If they are feasible and people generally like the idea I'll likely add them at some point. For installation notes read the zipped file, "Dominions 2 Genesis Forge.txt". That should guide you through everything. And for those wondering why I called the util pack the Genesis Forge... well read the text file and I've tried to give a creative story as to why http://forum.shrapnelgames.com/images/smilies/happy.gif. And on that note, I hope Zen doesn't mind but I used his removal of wish in his spell mod in that story. It gave me the idea for the name. If you develop an interesting GenGM.CFG file, they are compatible so you could post it here for others to download and try without having to learn to write CFG files themselves. Personally one of the things I like to do, as I think +luck is next to useless as the game stands, is for any pretender who takes luck picks give their nation 1, 2, or 3 random extra abilities from a set I've defined making it much more profitable. If you take luck, for example, and gain a recruitable vine ogre, or a supplybonus, or cold resistance - it makes it worth while. All right... that's it - go forth and enjoy! |
Re: New Map Utils For Dom2
there was a 3rd party util request thread around here somewhere with alot of unfullfilled wishes
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Project Update
Progress The project has been going well. Yesterday I was able to compile a null unit mod that will allow me to implement more options for unit modifications in the Genesis Game Mod. The null unit mod is available in this thread for those who want it. I'm also investigating a way of adding in even more options that, if it comes to pass, should be really interesting. I have to check into a few things though before I know if this can become a reality. So no more info on that at the moment. New Idea - Feedback Wanted I am considering implementing a wizard style interface along with the other utils to make writing the config files easier. Essentially the wizard util will write the files for you, prompting you for the necessary information. Of course those who wish to manually edit them themselves can do so. It would act as a graphical front-end essentially. I am considering implementing this to make the utility more accessible as I have the feeling that maybe the manual editing is too complex. Please give me some feedback on this idea and the utils in general. Alright that's it - off to enjoy the weekend, Paladin |
Re: New Map Utils For Dom2
For something like this, a front end would be a great idea, imo. Lots of people would rather not deal with configuration files, and even for those who are comfortable with it, the program is more likely to generate a correct and functional set of data. |
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I'd love a graphical front end to the combat simulator, that lets you scroll through units and select them, and shows their portrait when fighting http://forum.shrapnelgames.com/images/smilies/happy.gif But I'm far, far too lazy to do such a thing. A "wizard" will always make something more accessible, possibly from 5% of the population to 50% of the population (where 50% are just never going to bother with 3rd-party apps anyway).
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Re: New Map Utils For Dom2
The Paladin..........
That's awesome news adding a GUI interface... lots more people would use the tools with a user friendly interface. Thanks so much for bringing these to us ! You're not just a good paladin... but a great paladin. |
Re: New Map Utils For Dom2
Ok I've got good news and a little bit of bad news.
I made a previous vague statement about adding in even more options and checking into a few things. That 'checking' was investigating the data structure of Dom2.exe. Based on that I believe that direct modification of that data is feasible and further it will allow modding of some abilities that are not currently moddable. For example I have successfully tested adding Summon Allies to new units. Further to this I have contacted the developers as I did not want to modify Dom2 code without permission. Earlier this afternoon that was given so thanks Kristoffer http://forum.shrapnelgames.com/images/smilies/happy.gif. So all this is good news. The bad news is that a relatively small project has grown in dimension because of this. Its not that bad but it does mean that some work I've done up to this point is rather useless. So in summary the final proposed project features are: 1 - Graphical Interface 2 - Capable of modifying existing maps as per Genesis Map Mod 3 - Capable of directly altering Dom2 data to mod as many abilities / elements of the game as possible (this will incorporate the creation of non-random and random mods as per Genesis Game Mod) I will work on this project, time permitting, but also as this project has grown if anyone would like to volunteer assistance would be appreciated. I could likely use someone to help with the writing of the actual utility as there a few independent aspects that can be coded separately. Since most of the existing code is in C++ (and I may need to write a little assembly to check a few things) ideally someone who is familiar with C++ would be helpful. Anyone who would be available to test out the changes as their made and potentially investigate what certain abilities actually are (as I'm uncertain about a few fields) would be helpful as well. And also I don't know if this is currently available or not but a complete list of unit abilities would be very helpful. I believe it will be an interesting project and I've already learned a few things myself. So if you want to help with any of this, please let me know http://forum.shrapnelgames.com/images/smilies/happy.gif. |
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I dislike writing (and especially reading) C, but I'd be willing to help with non-coded aspects. So if you need tests run to find out what a unit ability does, I'd be interested in helping.
Do you think there is any possiblity of altering dice rolls, like changing 2d6oe (open ended) to 2*(2d6oe)+(1d2)? Or more simple things like number of spell effects / spell damage? |
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I'm not certain about the dice rolls though my impression is that it would be a code segment change. Since dice rolls are likely generated all over the place it would be extremely difficult to change. I imagine several elements of magic sites and magic spells that you mention are alterable. At this point I have mapped only the units and unit magic assignment structures however. The sites and spells look to have relatively simple structures but only looking at them in more detail will tell. I have sent you a PM to give you the info on what's been mapped so far. |
Re: New Map Utils For Dom2 - Now Available
Project Update
It has been an incredibly busy week of work on this project for me. As I know I will be returning to a regular work schedule soon I wanted to get as much done as possible. I will not delve into all the details but in summary I have mapped essentially 90% of the interesting portions (the portions I am interested in for this mod) of the Dom2.exe. The following items I know how to modify directly now. This is not a complete list - just a summary off the top of my head: Nations ------- - Cold Preference - Recruitable units - Starting magic sites Dominions / Themes ------------------ - Design cost - Scale requirements (no more turmoil for S&A will soon be possible - if you want at least) - Recruitable units - Starting Sites - Restricting nations to specific themes Units ----- - All stats - Some special attributes - Some additional commands - Armors and Weapons (Basic) Armor ------------- - Pretty much everything (Basic) Weapons --------------- - All stats - Special attributes - Associated animations / fx - The special 'Damage Type' field! Should prove interesting but no more details at this point. Magic Items ----------- - Construction level - Path costs - Extra spell - Combat spell - some additional attributes Magic Sites ----------- - Gem Incomes - Type, Level, and Frequency - Some additional attributes I haven't bothered with spells (yet) for the reason that it seems many of these items share a list of well over 200+ attribute / fx types that can be assigned. The spells make extensive use of this list and until I have a better idea what more of them do, mapping the spells would prove pointless. Additionally when more of this list is mapped, I will likely be able to modify all the additional attributes of the units, weapons, armor, etc, etc. At present I am working on a GUI to allow others to implement these mods (partly also because if I have to look at one more piece of hexcode in the next few days I'm going to explode http://forum.shrapnelgames.com/images/smilies/happy.gif). All right - that's it. |
Re: New Map Utils For Dom2 - Now Available
Will it be possible to edit descriptions? That is my biggest gripe with the official modding tools.
All of this looks very good. And if you manage to make some kind of a GUI for it, it will help people to make more mods faster and much more easily. Great work! Keep it up! |
Re: New Map Utils For Dom2 - Now Available
In the initial version I'm working on now I'm not going to include the ability to edit descriptions but in future versions it may be possible.
The issue with unit descriptions is basically that within they are often stored in variable length string buffers (this is probably due to both the complier and intentional development) which essentially means the new strings / descriptions have to be the exact same length as the old ones in order to function properly - either that or alter the entire string structure which then means that every reference to the old strings has to be updated which is rather difficult when hex-editing. This issue can be worked around - possibly by expanding the data segment... but I hesitate to do that as it would make porting this change to other non-windows OS's very difficult. I believe however many of the types of descriptions should be easy to alter and I will look into that after I have more of the GUI coded. |
Re: New Map Utils For Dom2 - Now Available
If, as I believe, we're talking C-style strings in C++, then the new description shouldn't need to be the exact same length - merely the same length or shorter; the null termination of the shorter description should cause all to be well. Not nearly as complicated as if we were talking Pascal style strings, or the C++ <string> class. |
Re: New Map Utils For Dom2 - Now Available
Yes I believe you are correct Cainehill. I would be willing to bet that they are simple C strings and therefore shorter lengths may be ok. The reason I say may is that some of the strings are stored as:
"String 1" + '\0' + "String 2" + '\0' + ... and the problem here is that if, say, we change it as follows: "New 1" + '\0' + '\0' + '\0' + '\0' + "String 2" + '\0' Thus we have changed string 1 and maintained the starting address of both strings. However if they are stored in a tightly packed method. The code reads the strings by reading the chars up until the first null character then assumes the next character is the beginning of the next string, instead of reading just two strings it will now read, "New 1", 3 null length strings, then "String 2". I know that Windows stores its string resources in this fashion and variable parameter functions like printf and scanf use strings like this as well. I'm not sure this is how they do read the strings but I'm hoping you are correct which will make the modification easier. The other issue is that the optimizing complier has embedded DWORD alignment of the strings. That means that, say, if a null-terminator of a string ends on a non-4 byte boundary it will pad it up to the next boundary. That means the CPU no longer need worry about the last two address bits when incrementing between strings. It also means that any would be hacker has to maintain this padding. Not terribly complicated mind you but still a nuisance. The fact that this padding exists though indicates, at least partly, that the tightly packed method I described above is likely not used or else this padding would disrupt it as well. On a better note the descriptions themselves seem to be stored in large fixed length strings so that should be quite easy to manipulate... the names of items on the other hand are stored in this other manor. I believe if you look at the modding manual - any description / name that can be changed with it will have a fixed length string and any that cannot be changed will be stored variable length. I suspect this is why the limits of modding are the way they are. Anyway sorry for rambling Cainehill - you just made me start thinking about the subject and I'm thinking out loud http://forum.shrapnelgames.com/images/smilies/happy.gif. |
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Bah, we could spare some headaches if the shortened description were padded with blanks (/20), isn't it ? http://forum.shrapnelgames.com/images/smilies/happy.gif
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Indeed! I never thought of that but it may indeed be an option http://forum.shrapnelgames.com/images/smilies/happy.gif. If we pad both sides of the name strings with relatively the same number of spaces they will remain centered on the screen in the descriptions and yet also remain the same size.
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Re: New Map Utils For Dom2
I quess the spell and item descriptions are also stored the same way, and can be changed to be editable shortly after monster descriptions?
And why, exactly, do the monster descriptions have to be editable by your program when that is doable in mods? It seems I forgot to mention that I was mainly interested in editing the descriptions of spells and items. http://forum.shrapnelgames.com/image...es/redface.gif |
Re: New Map Utils For Dom2
The main reason I'm attempting to modify descriptions (and other attributes) that are already moddable by the official tools is that I am hoping to make the GUI interface as complete as possible.
Since my program is modifying the EXE directly it would be ideal if everything the user was interested in modding could be done directly in that fashion. If you have to combine an EXE mod with a standard mod to get all the changes you desire, it would essentially mean that every time you used that EXE you would also have to enable the appropriate mods. Its not a huge issue but I think for the sake of having a nice UI and to avoid the nuisance of maintaining multiple different mods to accomplish just one overall mod, I am going to try to make the EXE mods as complete as possible. So yes I will look into modifying the spell and item descriptions after the UI is complete http://forum.shrapnelgames.com/images/smilies/happy.gif. |
Re: New Map Utils For Dom2
Very interesting project.
Have you contacted Illwinter to see if they are going to implement some of the things your program can edit as moddable? I don't think your program will work (without changes) on Dom3, but if your program can write the changes into .dm format of Dom3... And that would also make your program general mod-making tool, so that one could make mod with your tool and have the program write working .dm if modified exe isn't needed. I'm not sure if this would be much more work to you, but as I think it would be quite a simple addition suggesting it isn't too bad. |
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A clear frontier between both tools will help everyone get what he wants http://forum.shrapnelgames.com/images/smilies/happy.gif |
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Personally I tend to avoid any program which modifies the game exe except for ones that come from the developer.
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Re: New Map Utils For Dom2
Hmm... it would appear that there is some indecisiveness amongst the community http://forum.shrapnelgames.com/images/smilies/happy.gif. Hehe... what else is new?
The bit of feedback I did receive on my original tools that were text based indicated that they were very difficult to use for some as they had to learn both the modding commands and my new mod-style commands. Also they indicated that they would like to have some up-to-date reference information for the units / nations / magic / etc that were altered by the mods as they would have a hard time keeping track of all the changes without such an element. I noticed this as well as I had to keep running the game to see the current state of things. I actually received no feedback saying that anyone was actually going to use the tools in their present state - though no feedback isn't necessarily a bad thing http://forum.shrapnelgames.com/images/smilies/happy.gif. So I just went on my own impressions and the feedback I did get. In order to get rid of the requirement of learning the modding tools and my new commands, I had to go to a GUI interface. In order to provide a GUI interface it would require realms of information to be displayed. The only convenient source of up-to-date information and changes to such info is the game data itself. That lead me to the executable since all (statistical) game data is stored there in the data section. There are no external statistical data files. I noticed that there are numerous other abilities / elements that can be modified beyond the standard mod tool limits. This lead me to consider direct modification of this data. It is also possible to avoid conflicts amongst mods, to avoid the ability overrun problem, and to provide checks / balances on many fields to reduce modding errors. All this is only possible with direct access to the EXE. These are the main reasons I approached the problem this way. It certainly wasn't for development time since this has probably tripled my work http://forum.shrapnelgames.com/images/smilies/happy.gif. So these are some of the pros to this option. The drawbacks, as some of you have mentioned, are: - The utility will not work with Dom3 without heavy modification. That's not a huge issue as I suspect much of the Dom3 data will be overhauled. It is just a guess but basing on some of my exe mapping it seems many things were added in for the sake of the existing modding tools as afterthoughts and will probably be incorporated in Dom3. At least since I do that kind of afterthought work all the time it wouldn't surprise me if the devs here did the same. - The utility may not be used by some as they do not like anything that directly modifies the game executable. I understand that position and respect it. Though I would also respectfully add that, in effect, the .dm mods released now also directly modify the run-time EXE data segment in the same fashion I intend to. The only differences are that it can perform this operation on the fly as it is part of the Dom2 code and, more importantly, is written by the developers. As PDF mentioned, some may only want the exe modified to change things that the current modding tools cannot and therefore my utility should only concern itself with the remainder. The only problem with this, as I see it, is that it somewhat defeats the purpose of having a GUI as users would still need to use text files to change the majority of the game parameters. Though I may have misunderstood PDF and he may want something along the line as Endoperez mentioned - that working .dm files are created and only the remainder be modified directly. This is an interesting alternative. It does take away the ability to do some checks and avoid conflicts as indicated earlier but that may not be bad if that's what people want. These are my thoughts on the matter. I hope others will give there thoughts / alternatives as well. I went down the path I did largely based on feedback already so I'm open to more http://forum.shrapnelgames.com/images/smilies/happy.gif. I have not coded the main utility to modify the exe yet (it just reads it) so now is the time if you want something different to get your opinion in. I had not wished to bother the developers much as I know they are quite busy. However the only other options I can see to avoid direct exe modification are: - Expand the current modding utils to allow additional changes. This is quite the undertaking though for them. It could be done by someone else but would require access to the source code which I highly doubt Illwinter is willing to release to anyone. - There could be another statistical data-only file (identical to the Dom2.exe data segment) that Dom2 reads in like a mod and replaces its current data with. That would be less effort than the first option but still would be work on the developer's part. These may be options when the devs are considering modding for Dom3 to allow the community to do more custom work but I highly doubt that they will be done for Dom2. BTW if the powers that be feel this thread should be in the mod sub-forum that's fine by me - feel free to move it. |
Re: New Map Utils For Dom2
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Re: New Map Utils For Dom2
Paladin,
I did try your map tool -very nice proggie - but indeed am reluctant to change my exe - mainly because I'll have to swap exes back and forth for my MP games, keep track of what changes are where, etc ... What I did want to mean in the previous post was that working on code-hacks for things that are moddable is a waste of effort : if the problem lies with the absence of modding GUI to create dm files the effort should be put there instead ! http://forum.shrapnelgames.com/images/smilies/happy.gif Thinking about this, what about making the exe-modifying program in 2 blocks : 1/ A GUI to read/modify/create dm files *and*, let's say ".em" files (exec mod !)that will store the data to change in some text format resembling dm syntax (#themecold theme_id value for example to define a theme preferred heat/cold scale) 2/ A processing program interpreting the .em data and modifying the exe (or rather creating a new exe) accordingly ? It will then be much more easy to manage the various modded versions one can have, and to exchange them in the community just via files. Surely I'm overambitious and it'll be too much effort, but that's my Business Analyst background speaking I suppose, I need a programmer now ! http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: New Map Utils For Dom2
PDF et al,
I agree with your idea of .em files. I actually already have a concept in place like that though I use .dgf files http://forum.shrapnelgames.com/images/smilies/happy.gif. I have a Dom2 Loader (processing program) written that allows the user to select which .exe mod to use (or none) and then run Dominions 2. Once selected, it applies the changes in the selected .dgf file to the .exe and runs it. The original Dom2.exe is always backed up and can be restored at any point. The main utility that generates the .dgf files does NOT change the .exe in any way. This is for the exact reasons you mentioned - distributing them amongst the community and managing the various .exe mods. The only difference between what you suggested and what I have done is that, at present, the .dgf files are not text readable. They contain raw data to make it easier for the loader to patch the .exe. Since these same .dgf files can be reloaded by the main utility and edited, I do not think that changing them to be text readable is a high priority. It would also be a lot of work as making them text readable means people will try to edit them http://forum.shrapnelgames.com/images/smilies/happy.gif which means I cannot make some nice assumptions about the order at which data appears, amongst other things http://forum.shrapnelgames.com/images/smilies/happy.gif. However people have made good suggestions so far so if someone can make a good argument as to why these .dgf files should be text readable then I may be convinced. It would take a lot of convincing though as its a lot more work http://forum.shrapnelgames.com/images/smilies/happy.gif! PDF, Endoperez, et al, You both have made good points for the use of outputting as many changes as possible in .dm format... So much so that I think I will look into that http://forum.shrapnelgames.com/images/smilies/happy.gif. There is one major problem to overcome though: Consider the case of the Wolfherd (BF Ulm commander who summons wolves). Say, for some reason, you want to remove his survival skills but give him stealth so he can summon wolves in an enemy province. So how would you go about this? There are two options - use the #clearspec command or not. 1) In order to remove the survival skills in .dm format you would need to use the #clearspec command. By doing so, however, you have also eliminated his ability to summon wolves. No matter what .exe changes are done there is no way to get his ability to summon wolves back when this .dm mod is enabled as the mod will overwrite the .exe changes. So therefore the desired changes are impossible when you incorporate .dm files in this manor. 2) You could try not using the #clearspec command but then the only way to remove the survival skills is with a .exe change forcing you to put all changes but the #stealth command in the .exe. This type of problem will occur with all monsters that have a special ability that can't be altered in .dm format. As soon as you want to remove any skill from them it would force the majority of the change to be in .exe format. Even with other monsters who you want to give a new special ability not moddable in .dm format (say give the fortune teller's bad event eliminating ability to someone else) this problem will occur if you also try to remove any ability from that same unit. I have not thought of a good way around this. For some units, my program could create .dm changes exclusively and everything would be fine but for others, as the examples given above, .exe changes are almost exclusively required. From a programming point of view I do not like this inconsistency (i.e. Sometimes I can modify glamour in .dm format and sometimes I have to use both .exe and .dm formats depending on the monster). Although I agree with PDF that sometimes this means re-inventing the wheel to modify things that can already be modified, I see no way around it to get the functionality I desire. I will try however to see how much can be done with .dm changes and think about writing my util to generate both .dm and .dgf files. However what do you (PDF, Endoperez, and anyone else) think of the idea of the loader / processing program that PDF and I described? I think it should make .exe mods as portable as .dm mods and therefore at least reasonably useful? Thanks for the comments - they were helpful http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: New Map Utils For Dom2
I don't know if stats and magic could be left to the .dm while all abilities #clearspec affects are left to the .exe/.dgf, or if all changes into a unit should be done only one way.
Without thinking this much, I quess it would be enough if every unit/nation/theme is only modified in *either* .dm or .exe/.dgf . At least in the case of units and their special abilities, it seems that adjusting the same thing in both .dm and through changes in executable is just too much work for its worth. If your GUI isn't harder to use than directly editing .dgf-files-changed-readable would be, I have no problems regarding .dgf files not being plain text files. Most people seem to avoid modding because they don't want to go through the hassle of learning #commands, so the people who start modding with your GUI probably won't even miss the option. |
Re: New Map Utils For Dom2 - Now Available
About "readable format", I suggest that mainly because it's auto-documented, I mean I just have to look at the file to see what the mod does change. Else we'll have to rely on documentation files, and we all know how unreliable they are, whenever they exist http://forum.shrapnelgames.com/images/smilies/frown.gif.
If the GUI is able to display data as well as create it it somewhat alleviate the problem, but still I don't think it'll be very friendly if a mod changes *many* things. Another point : did you succeed in editing Castles values ? Those, along with themes costs/preferences, are IMHO the main unmoddable unbalanced features (my MP games show 80% WT, some Castles-Wiz Towers, no Mnt Fort, Fort City etc..) |
Re: New Map Utils For Dom2 - Now Available
Hmm... I think what I'll do is when I get the GUI done to a point that its at least graphically complete, I'll release it and see what people think of it. If it is hard to easily figure out what changes are present in a given mod then I'll look into making a readable format - however I do not think this will be the case as changes should be pretty easy to note as I have several summary change listing areas (hard to explain - you'll understand when I release it).
Castles were actually yesterday's task. I did manage to figure 99% of them out. The only thing I can't quite figure out is how to set the number of defensive 'projectiles' or their type... I'll have to play around with that. Things are a progressing a little slowly this week as I'm quite busy with RL. So, too, is my chief tester, figure everything out person, and entire Quality Assurance department for that matter http://forum.shrapnelgames.com/images/smilies/happy.gif, Saber Cherry. I think though that an initial demo release will come within the next couple of weeks at the latest. |
Re: New Map Utils For Dom2 - Now Available
Minor Update - Just thought I'd post a list of unit abilities and flags that will be moddable by my util when its done to get modders thinking http://forum.shrapnelgames.com/images/smilies/happy.gif. I finally got the list done today (its long and some are hard to find). Found out something I didn't know either - likeley others know this but apparently Treelords cause growth in the province their in. Could be interesting to give, say, Pan leaders the same ability... might beef them up a bit. Anyways here's the list (99% complete). Its in code format at the moment but in the actual util it will be more readable and don't worry about the numbers beside - I'm just too lazy to take them out http://forum.shrapnelgames.com/images/smilies/happy.gif:
UNIT MODS --------- UNIT_MOD_FIREMAGICBOOST 10 UNIT_MOD_AIRMAGICBOOST 11 UNIT_MOD_WATERMAGICBOOST 12 UNIT_MOD_EARTHMAGICBOOST 13 UNIT_MOD_ASTRALMAGICBOOST 14 UNIT_MOD_NATUREMAGICBOOST 15 UNIT_MOD_DEATHMAGICBOOST 16 UNIT_MOD_BLOODMAGICBOOST 17 UNIT_MOD_HOLYMAGICBOOST 18 UNIT_MOD_UNHOLYMAGICBOOST 19 UNIT_MOD_ELEMENTALMAGICBOOST 20 UNIT_MOD_SORCERYMAGICBOOST 21 UNIT_MOD_ALLMAGICBOOST 22 UNIT_MOD_FIREINCOME 30 UNIT_MOD_AIRINCOME 31 UNIT_MOD_WATERINCOME 32 UNIT_MOD_EARTHINCOME 33 UNIT_MOD_ASTRALINCOME 34 UNIT_MOD_DETAHINCOME 35 UNIT_MOD_NATUREINCOME 36 UNIT_MOD_BLOODINCOME 37 UNIT_MOD_VINECREATURESUMMONBONUS 101 UNIT_MOD_STANDARD 103 UNIT_MOD_CAUSEPETRIFY 104 UNIT_MOD_AWE 105 UNIT_MOD_POISONCLOUD 106 UNIT_MOD_ATTRACTUNITSRANDOM 107 UNIT_MOD_STEALTH 108 UNIT_MOD_WATERBREATHINGFORUNITS 111 UNIT_MOD_SAILING 112 UNIT_MOD_DOUSE 116 UNIT_MOD_REINVIGORATION 117 UNIT_MOD_FORGEBONUS 118 UNIT_MOD_RESEARCHBONUS 121 UNIT_MOD_SUPPLYBONUS 122 UNIT_MOD_VIRULENTDISEASE 124 UNIT_MOD_SIEGEBONUS 125 UNIT_MOD_CAUSEEYELOSS 126 UNIT_MOD_CAUSEHORRORMARK 127 UNIT_MOD_ENTANGLE 128 UNIT_MOD_PILLAGEBONUS 131 UNIT_MOD_ALCHEMYBONUS 132 UNIT_MOD_ATTRACTUNITSX1 139 UNIT_MOD_ATTRACTUNITSX5 143 UNIT_MOD_ATTRACTUNITSINCOLD 146 UNIT_MOD_INCREASEDOMINION 156 UNIT_MOD_ANIMALAWE 162 UNIT_MOD_FIRESHIELD 163 UNIT_MOD_SUMMONALLIESX1 164 UNIT_MOD_SUMMONALLIESX2 165 UNIT_MOD_SUMMONALLIESX3 166 UNIT_MOD_LAMIASUMMONBONUS 169 UNIT_MOD_PATROLBONUS 170 UNIT_MOD_BLIND 171 UNIT_MOD_DISEASECLOUD 172 UNIT_MOD_ATTRACTUNITSINTURMOIL 173 UNIT_MOD_BONUSDURINGSTORM 174 UNIT_MOD_FLYDURINGSTORM 175 UNIT_MOD_STATBONUSINCOLD 176 UNIT_MOD_STRENGTHBONUSINHEAT 177 UNIT_MOD_EXTRAEYES 178 UNIT_MOD_SLOTS 182 UNIT_MOD_CAUSEFEAR 183 UNIT_MOD_REDUCEDOMINION 184 UNIT_MOD_STARTWITHRANDOMAFFLICTION 185 UNIT_MOD_MAGICPENALTY 187 UNIT_MOD_POISONARMOR 188 UNIT_MOD_REGENERATION 189 UNIT_MOD_BERSERK 190 UNIT_MOD_PROTECTIONBONUSINCOLD 191 UNIT_MOD_SHAPECHANGE 193 UNIT_MOD_WOUNDEDSECONDSHAPE 194 UNIT_MOD_WOUNDEDFIRSTSHAPE 195 UNIT_MOD_ONDEATHTRANSFORM 196 UNIT_MOD_CAPTURESLAVES 197 UNIT_MOD_FIRERESISTANCE 198 UNIT_MOD_SHOCKRESISTANCE 199 UNIT_MOD_POISONRESISTANCE 200 UNIT_MOD_COLDRESISTANCE 201 UNIT_MOD_BLOODVENGENCE 202 UNIT_MOD_ONDEATHSTUNAREA 204 UNIT_MOD_VOIDSUMMONBONUS 207 UNIT_MOD_COMBATSPELL 209 UNIT_MOD_SEDUCE 210 UNIT_MOD_INQUISITOR 211 UNIT_MOD_HEALER 212 UNIT_MOD_ASSASSIN 213 UNIT_MOD_SPY 214 UNIT_MOD_CASTLEDEFENCEBONUS 215 UNIT_MOD_AMBIDEXTROUS 217 UNIT_MOD_IMMUNETOSEDUCTION 218 UNIT_MOD_ATTRACTUNITSINDOMINION 219 UNIT_MOD_CHILLAURARADIUS 220 UNIT_MOD_UNDERWATERREGENERATION 221 UNIT_MOD_BANEFIRESHIELD 222 UNIT_MOD_CAUSEUNREST 223 UNIT_MOD_CORRUPTCOMMANDER 224 UNIT_MOD_STARTWITHAFFICTION 226 UNIT_MOD_CAUSEGOODEVENTS 228 UNIT_MOD_CAUSEGROWTH 230 UNIT_MOD_SPRINGSPIRIT 231 UNIT_MOD_SUMMERSPIRIT 232 UNIT_MOD_FALLSPIRIT 233 UNIT_MOD_WINTERSPIRIT 234 UNIT_MOD_AVERTBADEVENTS 235 UNIT_MOD_CORPSEEATING 236 UNIT_MOD_HPPERCORPSEEATEN 237 UNIT_MOD_BLESSGRANTSFLYING 240 UNIT_MOD_DOMINATEUNITS 241 UNIT_MOD_DOMINION 242 UNIT_MOD_PATHCOST 243 UNIT_MOD_CAUSEBLINDNESS 244 UNIT_MOD_LANDFORM 245 UNIT_MOD_UNDERWATERFORM 246 UNIT_MOD_SIRENLURE 247 UNIT_MOD_NONMAGERESEARCH 248 UNIT_MOD_MECHANICALSUMMONBONUS 249 UNIT_MOD_NAMETYPE 251 UNIT_MOD_DAMAGEWHILEAWAYFROMHOME 253 UNIT_MOD_ALLOWGODFORNATION 255 UNIT_MOD_DISALLOWGODFORNATION 256 UNIT FLAGS ---------- UNIT_FLAG_RECUPERATION 0 UNIT_FLAG_MOUNTED 1 UNIT_FLAG_ANIMAL 2 UNIT_FLAG_AMPHIBIAN 3 UNIT_FLAG_WASTELANDSURVIVAL 4 UNIT_FLAG_UNDEAD 5 UNIT_FLAG_COLDRESISTANT 6 UNIT_FLAG_HEATAURA 7 UNIT_FLAG_NEEDNOTEAT 8 UNIT_FLAG_FIRERESISTANT 9 UNIT_FLAG_POISONRESISTANT 10 UNIT_FLAG_AQUATIC 11 UNIT_FLAG_FLYING 12 UNIT_FLAG_TRAMPLE 13 UNIT_FLAG_IMMOBILE 14 UNIT_FLAG_IMMORTAL 15 UNIT_FLAG_CHILLAURA 16 UNIT_FLAG_FORESTSURVIVAL 17 UNIT_FLAG_SHOCKRESISTANT 18 UNIT_FLAG_SWAMPSURVIVAL 19 UNIT_FLAG_DEMON 20 UNIT_FLAG_SACRED 21 UNIT_FLAG_MOUNTAINSURVIVAL 22 UNIT_FLAG_GLAMOUR 23 UNIT_FLAG_NEVERHEAL 24 UNIT_FLAG_ETHEREAL 25 UNIT_FLAG_POORAMPHIBIAN 26 UNIT_FLAG_STEALTHY 27 UNIT_FLAG_NOITEM 28 UNIT_FLAG_COLDBLOODED 29 UNIT_FLAG_LIFELESS 30 UNIT_FLAG_FEMALE 31 UNIT_FLAG_MAGICBEING 32 UNIT_FLAG_POORMAGICLEADER 35 UNIT_FLAG_OKMAGICLEADER 36 UNIT_FLAG_GOODMAGICLEADER 37 UNIT_FLAG_EXPERTMAGICLEADER 38 UNIT_FLAG_SUPERIORMAGICLEADER 39 UNIT_FLAG_POORUNDEADLEADER 40 UNIT_FLAG_OKUNDEADLEADER 41 UNIT_FLAG_GOODUNDEADLEADER 42 UNIT_FLAG_EXPERTUNDEADLEADER 43 UNIT_FLAG_SUPERIORUNDEADLEADER 44 UNIT_FLAG_NOLEADER 56 UNIT_FLAG_POORLEADER 57 UNIT_FLAG_GOODLEADER 58 UNIT_FLAG_EXPERTLEADER 59 UNIT_FLAG_SUPERIORLEADER 60 I plan on releasing a demo version of the unit editing portion of the main util by the end of the week to get some feedback on the GUI layout. Once that's done the rest of the programming should be fairly simple... just tedious. |
Re: New Map Utils For Dom2 - Now Available
The_Paladin.... huge thanks again Definitely looking forward to the finished work ! |
Re: Demo of GUI Util Available
1 Attachment(s)
As promised I have finished a user interface demo for my final util.
<font color="blue"> The Demo is attached to this post for download. Important - This demo does NOT modify anything in the executable or create any other form of mods at the moment. It is merely to demonstrate the layout of the program. It is a Windows GUI util and even with an emulator will not run on Linux as it requires a Windows version Dom2.exe. This may be changed for the final version. Also many functions are disabled presently. This is not an error but simply because they are not fully implemented yet. They will be for the final version. Remeber this is just a UI demo not a full working util ... yet http://forum.shrapnelgames.com/images/smilies/happy.gif.</font> Usage instructions: 1) Download the attachement and unzip it to your Dominions 2 folder (the one with the Dom2.exe in it) 2) Run it. It should load up the opening screen. 3) On the opening screen to quickly get into the main util click on "Create New Forge" and then "Open Modding Tools". Note: This opening screen will allow you to manage your various mods, save them, resume work on them later, etc but at present is rather useless since this is just a demo. 4) From this util you will see the main property sheet listing all the elements of the game that can be modded. At present all but the Units modifications are disabled. When you are done looking around, go to Tool Set 3 page. 5) On this page you should see the units buttons are enabled. You can select the unit you want to edit at the upper left (Unit ID) and then click edit. Another property sheet will open. 6) On these two pages are all the elements of the unit that can be changed. Both pages work completely. Try them out and play with the interface. 7) When you are done just click OK, then OK, then exit, then No. All the modding pages will look similar to these so if you like them, be happy http://forum.shrapnelgames.com/images/smilies/happy.gif. If not then now is the time to complain about them. I'm not planning on changing the interface extesnively... but if someone has some suggestions about the layout and there is some change here or there you would like then I will be happy to listen. Alright so go forth and try it if you would like. This demo util even now has a database of all available units and all abilities so it may be useful at present even in that regard. Other news -------------------------------------------------------- I am trying to make my code as modular as possible. The reason for this is that I would eventually like it to be usable on Dom3 as well and the easier it is to modify the easier my job becomes of moving it eventually to Dom3. So yes I will look into making a similar GUI modding interface for Dom3 when it is released. Work has been rather slow. I'm having to figure out the meaning of every flag and bit for every unit, spell, castle, etc, etc. It can take quite a while... some elements are easy to investigate... others are not. So bear with me. I'm working as fast as my leisure time (and my sanity) allows http://forum.shrapnelgames.com/images/smilies/happy.gif. Some of you may notice when you download the util two special areas on tool set 4: Macro Tools and Random Categories. The random categories are the ones I've talked about earlier allowing users to add an element of randomness to the game. The macro tools are things others have suggested around here as well - I'm going to include simple tools in that area to, for example, disable all spells above a certain level, double all units HPs, etc, etc. Just essentially blanket changes. If anyone has any ideas for simple blanket changes like this you can suggest them here as well and I'll get around to adding those if I like them (at the very end). Oh and thanks again for the support NTJedi http://forum.shrapnelgames.com/images/smilies/happy.gif. |
Re: Demo of GUI Util Available
It looks useful. That is, it might not be pretty, but it works. And that is all that matters. However, if you manage to find out how to show units', magic sites', items' etc. pictures, please add them to appopriate Tool Set and to main view, and add the option of saving them as tga files. They are needed in the Tool Set pages to be sure you have the right Capricorn, Heavy Cavalry etc.
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Re: Demo of GUI Util Available
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This is a dangerous path young padawan. Don't give into the dark side! |
Re: Demo of GUI Util Available
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I wonder if that's what happened to my assistant, Saber Cherry, who has been absent for a while. I assumed real life had taken precedence... but maybe SC's mind has been consumed http://forum.shrapnelgames.com/images/smilies/frown.gif. Sigh... another poor soul lost in my mad quest for knowledge. Seriously though often times I've had to just take a break for a while when a particularly annoying element is hard to figure out. For some reason I can't play Dom2 while I'm making this util (I guess because my mind is still obsessed with trying to figure something out). So I've been playing AOW-SM when I can't code anymore. Oh and for anyone who plays that game, KirkyPicardo has released an excellent mod for it that adds quite a few new units. Its quite good and I would recommend as it makes the game quite fresh again. |
Re: New Map Utils For Dom2
The_Paladin
When I try to open your exe in my dominions folder (Win98), I just have an errir message "An error occured when reading dom2.exe" http://forum.shrapnelgames.com/images/smilies/frown.gif Was passiert ? |
Re: New Map Utils For Dom2
PDF,
Hmm... I'm not 100% sure why you are getting that message. The program does work on Win98 as I just tried it on my Win98 machine here and it worked fine. I looked at the code and the only reason that you would get that error message is if the util could not open "Dom2.exe" in its directory - for all other problems you would get a different error message. The only things I can think of to check: 1) Make sure my util is in a directory with your dominions 2 executable and that the executable is named "Dom2.exe". If it is renamed say to "Dom 2.exe", my util will not find it. 2) Make sure Dominions 2 is not running in the background when you try to run my program. My program requires exclusive access to the executable so if Dom2 is already running it will fail. (I may change this in the future to only require shared access as I realize many people are hosting games and would not like to exit them just to run a util). If after you've checked both of those things it still doesn't work then I would try copying your Dom2.exe and my executable to a new directory, say C:\temp, and try it from there. Let me know if this solves your problem. If not then I'll have to dig a bit deeper. |
Re: New Map Utils For Dom2
Ah, thanks, it was 2) then, indeed I had Dom2 running, and after closing it it works ! And it's a very impressive tool, now I'm not that sure we still need standard modding anymore http://forum.shrapnelgames.com/images/smilies/wink.gif !
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