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Messages - Lambchops

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376
Flame Wars & Offtopic / Re: Fucking mongoloids with aids
« on: May 06, 2019, 10:54:17 PM »
Sheesh, sorry I've been busy this week...

377
General Discussion / Re: anti-capitalism thread
« on: May 06, 2019, 05:47:39 AM »
capitalism fails for everyone except the capitalist class.

lol communism just fails. Period.

378
Cartography & Custom Maps / Re: Golden Grid (8)
« on: May 05, 2019, 08:24:59 AM »
Yeah I remember playing that one with you a while back. It was actually pretty fun :)

379
General Discussion / Re: anti-capitalism thread
« on: May 05, 2019, 06:47:29 AM »
So your not a disgruntled poor person who lives paycheck to paycheck?

Speaking for the majority of the human species, by and large we are poor people.

Irregardless, the degree of disgruntlement that we all suffer is something that needs to be managed. Often that management takes the form of religion - the construction of imaginary saviours that might give meaning or value to our otherwise largely irellivent existance. Things like "God" or "Communism" are examples that spring to mind.

Being the type of person that lacks the ability to believe in such nonsense, I prefer instead to distract myself by tinkering with computer software, playing old games or even occasionally socializing with my fellow humans .... but each to their own.


380
Mods & Development / Re: Nerd's Corner
« on: May 03, 2019, 11:28:02 AM »
Have you ever seen that program that automatically generates a new map?  That would be a cool plug-in, host runs it and it generates the map and then you host, and instead of showing the thumbnail preview it shows a big "?" and everyone has to explore, because nobody has seen it...

Yeah that would be cool. You could make a plugin that makes a random map and hosts it, but people could still look at the pud file and cheat...

Have you tested the plugin framework yet? :)


381
Mods & Development / Re: Nerd's Corner
« on: May 02, 2019, 09:51:34 AM »
im not seeing the map as a host?  installed to 2.02 bnet and created tvb


--- edit ---


This problem fixed with v0.1.2

( was an issue with custom ddraw )

382
Mods & Development / Re: Coming soon :)
« on: May 02, 2019, 08:36:22 AM »


             Ok ....  HERE it is .... please test  :)



383
Mods & Development / Re: Nerd's Corner
« on: May 02, 2019, 08:33:37 AM »
              Warcraft II Plugin Framework

                                              ( including demo plugins )
 


To install download the zip file attached to this post and copy/replace its contents into a combat43 or Warcraft II BNE 2.02 installation.
*Should also work for any versions earlier than 4.3 - AFAIK they all use the same wc2 .exe file.

Currently tested and working with Windows 10, 7 and XP.


Note: The plugin framework currently only supports BNE 2.02 (Combat Edition 4.3 or earlier), it does not support CE 4.4 / GOG version. If there is a demand it can be ported at a later date.


  ----------------------


This will install a small file called "LC.dll" and make a few modifications to Warcraft II BNE.exe that link it.

A "plugins" folder will be created in the wc2 folder. Plugins can be placed in this folder will be automatically loaded when you run wc2.

This will allow a variety of mods to be easilly installed/uninstalled by users.

If there is nothing in the "plugins" folder, there is no change to how the game functions.

  -------------

For developers:
Spoiler
A plugin is simply a dll file that has the extension changed to "w2p".
There are currently only 3 hook points, although I may add more in the future if there is a demand.

The hook points can be accessed by exporting appropriately named functions from a plugin dll.

w2p_init has no arguments and is called when the exe is first started.

create_game will be passed a pointer to the game name and called when the player creates a game.

join_game will be passed a pointer to the game name and called when the player joins a game.

screen_update will be passed a value that describes the current game screen and will be called immediately before each screen update.

... so to make a simple plugin all you need to do is make a dll file that exports one function called "w2p_init" that takes no agruments, then rename it to "MyPlugin.w2p" or whatever and put it into the "plugins" folder. Your plugin will then be injected into the WC2 process when you next run it.

I will try to do some examples later when time allows.


   ---------



There are 4 example plugins included. If you don't want any of them, you can disable/enable them individually just by moving them in or out of the plugins folder (of course exit WC2 first then restart).





   ----------

   The "Lobby Map" plugin






The "lobby map" Plugin gives you a preview of the map in the pre-game lobby.

  -----------------


   The "Game Time" plugin





The "Game Time" plugin just adds a small game timer to the in game screen.


     --------------



   The "Chop Bars" plugin





The "Chop Bars" plugin gives you an on-screen progress bar for chopping peons that you own and are selected.


       ------------



   The "Allied Colors" plugin





The "Allied Colors" plugin give you the option of displaying all allies in blue and all enemies in red on the mini-map.
Press F2 to toggle this on/off. It is off by default.

   ----------------------


This is still in development, but appears to be working and stable for me .... please test! :)



                                                               :critter:



Changelog
-------------
0.1 initial hosting support
0.1.1 plugin framework
0.1.2 screen_update hook
0.1.3 compatability fix for later OS
0.1.3a fix for timer plugin glitch
0.1.3b fix for chop bars in single player mode
          added CPU saver plugins



384
Mods & Development / Re: Coming soon :)
« on: May 02, 2019, 07:37:56 AM »
Yes, looks like DirectDraw downgraded War2 palette to "safe" 16 color. Sorry, I'm not able to help you now.


Yeah I figured it was something like that, doesn't really matter, with a low res map like this you really just want it to be clear and easily understandable, which it is.

Despite the aesthetics IMO it's more useful as-is than a thumbnailed pudpic would be.



 

385
Mods & Development / Re: Coming soon :)
« on: May 02, 2019, 03:17:01 AM »
Write out all 256 palette entries and you still just get repeats of the same simple colors.


Here's what you get when you draw a bitmap of the full palette on the DC. The source bitmap has the correct palette for that screen ofc. idk why.










386
Mods & Development / Re: Coming soon :)
« on: May 01, 2019, 11:40:49 PM »
yay mods!!! im just curious if bigger maps would work...exctly what is causing the crash ... mini map??


It all works fine. The only thing I ned a little bit more testing with is the behavior when a new map is being downloaded. Currently it is still displaying the last map until the new map has finished dl. Not a big problem, but hard to test without annoying people.


387
Mods & Development / Re: Coming soon :)
« on: May 01, 2019, 08:09:12 AM »
Green mark that connection is OK has more green shades. So current palette should support them too.

Yeah, you'd think so, but something about drawing over the screen there kicks it back to a very simple palette. idk why ... maybe ddraw/windows bug or something. I've tried using various 8bit and 32bit sources but but as soon as you write them to the DC most of the colors go. Write out all 256 palette entries and you still just get repeats of the same simple colors.

One day I might look at that, but right now I'm more interested in completing the installer for the plugin framework. Once that is done it will be much easier to add mods and improve them :)


388
Mods & Development / Re: Coming soon :)
« on: April 30, 2019, 09:22:58 PM »
I suggest make a bit darker map, its to light

I agree, but sadly the way that page is displayed there is only 2 shades of green, and that's what they look like. It works ok to see the map anyway.


389
Mods & Development / Coming soon :)
« on: April 30, 2019, 10:07:08 AM »

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