Release: Dllfix12

Discussion in 'General Modification' started by Spellslinger, Oct 2, 2006.

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  1. Zebedee

    Zebedee Veteran Member Veteran

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    Modules>Co8 v5 when you're using the front-end is where I always put .dll hackery. Your mileage may vary.
     
  2. Hazelnut

    Hazelnut Great Confusor

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    I think you also need 3 other files - same as for v11, unless you're already running v11. Although I'm not sure if you need these just for the world map testing or for the dll to work at all, so it may not be connected to your problem.

    IIRC it's the following that you need new versions of:

    \data\art\interface\worldmap_ui\worldmap_ui_paths.bin
    \data\mes\worldmap_location_names_text.mes
    \modules\Co8-5.0.0\mes\gamearea.mes

    as well as

    \modules\Co8-5.0.0\temple.dll

    You should be able to get all files from the v11 & worldmapper releases, but be aware that the paths to Hickory Branch & Verbobonc are still in development, so only travel to/from these places from/to Hommlet using the world map. Otherwise the game will crash. Also, remember old saves from before v11 will no longer work.

    Good on you for trying the new code! :dance:

    (Spellslinger, do correct me if I'm wrong about anything)
     
  3. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I'm doing it I swear. It appears to be quite a bit more complicated than I anticipated though...

    Who knew the paths were maped by an interop program (much the same as the one for sectoring new maps in WB)? At least I assume it was, the 3 paths I've mapped so far all follow slightly different paths between common area's (EG, the paths on the worldmap image, that dotted line path follows (in the .bin file) from Hommlet to Emridy Meadows is slightly different to the path taken from Emridy Meadows to the Deklo Grove). It'd be great if we could get some interoperability for making new paths. ;)

    To check this out, you may want to open this picture in paint (that's the program I'm mapping the paths in) and bare in mind that each and every 1 dot pixel is an entry in the worldmap_paths_ui.bin file.
     

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    Last edited: Oct 5, 2006
  4. Hazelnut

    Hazelnut Great Confusor

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    Holy crap I didn't realise that it was that much work! So, how far have you got Allyx?

    Looks like you really could use a tool that allows you to just draw the path on the map and converts it to the coords... Agetian? ;) I mean there has to be paths to/from all the locations doesn't there?

    (excuse my ignorance, but what is an interop program?)
     
    Last edited: Oct 5, 2006
  5. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    That IS as far as I've got, it took me well over 2 hours to get that far. Oh well, 3 down, 51 to go. :(
    As a side note, I think Troika probably just peiced together the worldmap (it's in 6 peices) and printed it out, then placed the image onto a plotter of some sort, which would convert the path drawers actions (with a pen like device) into data which was then used to create the paths.
     
    Last edited: Oct 5, 2006
  6. Hazelnut

    Hazelnut Great Confusor

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    Do we have a complete worldmap image anywhere?
     
  7. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I'm certain we can piece it together again, it's not the world's hardest jigsaw puzzle, you could just take a screenshot of it in game, and crop the border out. ;)
     
  8. Hazelnut

    Hazelnut Great Confusor

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    I't is at work with MS Paint as your only image program! I'll talk to you later on IRC... but I was just wondering whether the map image tied up with your image at all.
     
  9. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I'll assemble the pic's in photoshop (to change the file extension) and paint (to copy/paste into thier propper location, and put it on the FTP before you get home from work then. ;)
     
  10. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Done, well before clocking off time too. ;)
     

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  11. Spellslinger

    Spellslinger Established Member

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    Incidentally everything you need is in the v12 archive... the .mes files go where the whereto.txt says. The dll goes into \modules\Co8-5.0.0\ when using the frontend and in the toee root dir when you don't use it. You don't need a new bin file and nothing will crash when travelling anywhere, because there are no scripts in the current module that would add the new locations to the worldmap anyway.

    As to the crash, I am not aware of any changes in v12 that could cause a crash on accessing inventories at start map. Might be something else.
     
  12. Kalshane

    Kalshane Local Rules Geek

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    Honestly, I think Suggestion as it is currently in the game, is broken. It is better than Charm Monster (in that it grants complete control) but is lower level. In a perfect world it would either be re-worked to function similar to Command (you get a list of suggestions you can make) or else removed entirely.

    Though now that I've looked at the Balor in the SRD again, why is he casting Suggestion in the first place? It's not on his list of abilities. He does have Dominate Monster, which ToEE Suggestion effectively functions as. (Do we have Dominate Monster in the game?) In which case, the Inspire Courage shouldn't work against it anyway. If we have Dominate Monster added to the game, we should replace the Balor's Suggestion ability with it.

    So, no, Inspire Courage should not work against Suggestion, but Suggestion itself needs some fixing.
     
    Last edited: Oct 5, 2006
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