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  #1  
Old June 7th, 2005, 07:25 PM
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Gandalf Parker Gandalf Parker is offline
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Default 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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Old June 11th, 2005, 10:01 AM

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Default Re: New Map Utils For Dom2

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,
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Old June 11th, 2005, 02:40 PM
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Default 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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Old June 11th, 2005, 04:38 PM
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Default Re: New Map Utils For Dom2

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 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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Old June 11th, 2005, 05:52 PM
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Default 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 !
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Old June 13th, 2005, 12:40 AM

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Default 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 . 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 .
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Old June 13th, 2005, 02:11 AM
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Default Re: New Map Utils For Dom2

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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