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Messages - salvadorc17

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31
Mods & Development / Re: Remove unit limit map editor
« on: January 25, 2017, 03:58:59 PM »
Yes, that would be really cool, to have ultra big armis in multiplayer matches like a GoW dm. Sadly i have tried chance population in savefile, but is not find as exact value, must be calculated from the total farms you have.

32
Mods & Development / Re: A collaborative PUD editor.
« on: January 22, 2017, 03:37:13 PM »
Yes, for all cases seems that using wargus could get better results, the only big problem there is that you will need to create your own server to allow people play multiplayer, forget about war2ru compatibility, is totally diferent protocol.

33
Mods & Development / Re: A collaborative PUD editor.
« on: January 21, 2017, 05:52:39 PM »

I'm not too experienced in programming to consider making such modification would be easy. I'd look to wargus for that. I had an idea about wargus on phone/tablet devices. Looks much more easier than war2 there. Unfortunately looks like wargus development team have no experience in mobile device programming.
Not sure about dota on war2, how many changes should be made in it's code to use.


There is warcraft 2 for android version made from wargus, i have played it.
http://play.mob.org/game/warcraft_2_tides_of_darkness.html

34
Mods & Development / Re: Remove unit limit map editor
« on: January 18, 2017, 04:37:26 PM »
The other war2 editors don't have a unit cap. I was bored one day and filled every spot with a cpu unit. When I load the map most units are gone. But open editor and they are in the map. I think we would have to hex war2 unit limit also for this to fully work.

Talking about this hack, will also alow to increase game population capacity??

35
Cartography & Custom Maps / Re: New Campaign
« on: January 04, 2017, 04:14:45 PM »
Most new ai.gold change also.  He should attack you all the time

How did you made the new ai?? because seems no ai file has been edited..

36
Mods & Development / Re: War2 Save editing tool (WIP)
« on: January 04, 2017, 04:06:22 PM »
omg lol,lets see what you can do...over here its been like  >:( ....nothing to exciting  :'(

What do you mean, what im missing or doing wrong way?? Please be more specific..

37
Mods & Development / Re: War2 Save editing tool (WIP)
« on: December 29, 2016, 03:56:22 PM »
Playing with the saves found that unused units still does have some weird graphics, for example unit type 22 is like some submarine. Maybe we can use those spots for new units.




38
Mods & Development / Re: A collaborative PUD editor.
« on: December 29, 2016, 02:32:48 PM »
Good work with this example version, now im wondering what else you can achieve with asm into the game executable..

39
Mods & Development / Re: A collaborative PUD editor.
« on: December 23, 2016, 04:15:18 PM »
Ok, now i understand, thanks for clarification, seems good way to have people some asm lessons, i dont want also do another pud, but is good starting to learn how to code for the epic process of change executable.

40
Mods & Development / Re: A collaborative PUD editor.
« on: December 22, 2016, 02:50:15 PM »
Maybe the post title could get people confused, this seems not only oriented to edit maps but also game in general, so you will need to clarify about that..

41
Mods & Development / Re: A collaborative PUD editor.
« on: December 20, 2016, 02:51:19 PM »
Why you want to use asm programming, unless you want to change game executable??

42
Mods & Development / Re: Victory Conditions
« on: December 20, 2016, 02:49:38 PM »
But I am sure that testing anything in single player/campaign mode is no guarantee that it will work in a multiplayer game (server games with only computer opponents are still multiplayer games).

So test stuff via the server with "use map settings" and you will know.


That will not change stuff, the objectives is not saved in map files, you need to change executable or, do victory conditions changes with save editing or ram editing like tupac doing here..

43
Mods & Development / Re: Victory Conditions
« on: December 19, 2016, 03:35:09 PM »
What are you looking for adress to trigger victory?? or objectives, seems this is for cheaters xD

44
Mods & Development / Re: mission objective
« on: December 10, 2016, 02:52:49 PM »
Yes, that can be done in the save file with hex edit, but also can be achieved by replacing campaing maps in mpq files, or edit executable to change objectives ids for specific maps..

45
Mods & Development / Re: War2 Save editing tool (WIP)
« on: December 08, 2016, 02:40:43 PM »
nice man!have you done online of the built in?i thought the dark portal would be a cool way of making a hero's of the storm type map.

Yes, as tupac say to make this work for online will need to change the exe, the game is not made for custom objectives values in multiplayer maps, the saves for multiplayer could allow custom units, but no other options from singleplayer maps..

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