Warcraft II Forum

Warcraft II => Mods & Development => Topic started by: Delete mine too on March 07, 2017, 07:06:24 PM

Title: Easycompany
Post by: Delete mine too on March 07, 2017, 07:06:24 PM
Find out what this is lol. I don't have my tools or pc :( It's from dijhnkahn!
(http://web.archive.org/web/20030314081243/http://www-personal.umich.edu/~tsirgeda/files/lust125.jpg)

There is a memory address and the value! Let me know what it is thanks sir!
Offset: 004A1C9E
Byte: 0-255 he uses 125.
Notes: Lust was in the filename!
Title: Re: Easycompany
Post by: shesycompany on March 07, 2017, 10:02:13 PM
its blood lust mana cost...i wonder where this dude is.

125 is his value all i can see..as he seen 50 as to cheap.

god tis dude and lamb is driving me to drinking well off to the music section :D
Title: Re: Easycompany
Post by: Incos on March 08, 2017, 09:39:51 AM
Wow can we do that as a patch??? Balance blood lust ??? Maybe 125 too much but 100 sounds reasonable
Title: Re: Easycompany
Post by: Lambchops on March 08, 2017, 11:34:25 AM
Find out what this is lol. I don't have my tools or pc :( It's from dijhnkahn!

Oh dear mousey, now you've let the cat amoungst the pidgeons ;D
Title: Re: Easycompany
Post by: Delete mine too on March 08, 2017, 12:20:06 PM
Find out what this is lol. I don't have my tools or pc :( It's from dijhnkahn!

Oh dear mousey, now you've let the cat amoungst the pidgeons ;D
Nah I found that website years ago! It's been well known. A thread about it is buried somewhere.
Title: Re: Easycompany
Post by: Delete mine too on March 08, 2017, 12:21:59 PM
Wow can we do that as a patch??? Balance blood lust ??? Maybe 125 too much but 100 sounds reasonable
Yes soon! When I release a tool it will be very easy! This is one the reasons I haven't released it! We can change spells for units but now we can change cost hahahaha!!!
Title: Re: Easycompany
Post by: shesycompany on March 08, 2017, 11:10:11 PM
kahn is a war2 genius no offense lamby you are to and tupac
Title: Re: Easycompany
Post by: Lambchops on March 09, 2017, 12:45:53 AM
Wow can we do that as a patch??? Balance blood lust ??? Maybe 125 too much but 100 sounds reasonable
Yes soon! When I release a tool it will be very easy! This is one the reasons I haven't released it! We can change spells for units but now we can change cost hahahaha!!!

umm... sounds great in theory.

Sure patching spell mana cost is trivial. But have you tested it? do all clients need to be patched? i.e. will it cause de-sync? if yes then then patched clients will not be able to play with unpatched clients. If no then there is nothing to stop everyone just changing the cost to 1 or even 0.

Are we now restricting the server to using the latest CE only?
Title: Re: Easycompany
Post by: shesycompany on March 09, 2017, 06:06:35 AM
naw its just for tc's it will de sync thank god lol
Title: Re: Easycompany
Post by: Delete mine too on March 09, 2017, 09:20:40 AM
Wow can we do that as a patch??? Balance blood lust ??? Maybe 125 too much but 100 sounds reasonable
Yes soon! When I release a tool it will be very easy! This is one the reasons I haven't released it! We can change spells for units but now we can change cost hahahaha!!!

umm... sounds great in theory.

Sure patching spell mana cost is trivial. But have you tested it? do all clients need to be patched? i.e. will it cause de-sync? if yes then then patched clients will not be able to play with unpatched clients. If no then there is nothing to stop everyone just changing the cost to 1 or even 0.

Are we now restricting the server to using the latest CE only?


I was making an exe editor but I was thinking of making a server and client and depending on game name or something it would modify the memory locations allowing the players to not have to modify the client..

I'm thinking of designing it like this.

Open the program check the spells you want to change and change the price for it also if you want. So check orge mage box change lust to blizzard, enter in cost of mana for spell. Then I want to have the program detect war2 username and use it in the program. It would also say tupac is host in the program and send the values to other people using the program then modify their setting to match mine....

Other then that it will just be an exe editor and you all would need to use the exe edited.

Title: Re: Easycompany
Post by: Lambchops on March 09, 2017, 03:08:33 PM
I'm thinking of designing it like this.

Interesting idea. Sounds a bit tricky to impliment... did get me thinking tho... how about this:

Add a section to the PUD file with some custom mods. call it [MODS]
Then have either built-in to a new release of CE - or as and external app - something that detects the new section and applys the mods for that game.

That way the mods can be set in the PUD and there's no network stuff to code. :)

Title: Re: Easycompany
Post by: Delete mine too on March 09, 2017, 04:28:05 PM
I'm thinking of designing it like this.

Interesting idea. Sounds a bit tricky to impliment... did get me thinking tho... how about this:

Add a section to the PUD file with some custom mods. call it [MODS]
Then have either built-in to a new release of CE - or as and external app - something that detects the new section and applys the mods for that game.

That way the mods can be set in the PUD and there's no network stuff to code. :)



Sounds like great idea! How possible would that be without corruption? Also we would still need to give out new war2 exe.
Title: Re: Easycompany
Post by: shesycompany on March 09, 2017, 04:29:25 PM
kahn is a war2 genius no offense lamby you are to and tupac

i was 14 beer under on this statement i think yall are nuts :P

but what im seeing is a 2d rts builder, war2 native though  :) good luck with whatever yall doing.

i believe there is a spell behavior section also. well crap going to get some beer and start poking around..
Title: Re: Easycompany
Post by: Delete mine too on March 09, 2017, 05:21:44 PM
kahn is a war2 genius no offense lamby you are to and tupac

i was 14 beer under on this statement i think yall are nuts :P

but what im seeing is a 2d rts builder, war2 native though  :) good luck with whatever yall doing.

i believe there is a spell behavior section also. well crap going to get some beer and start poking around..

Of course there is a spell behavior!  That why if you replace holy vision with blizzard you can cast at blizzard at 255 range ;)
Title: Re: Easycompany
Post by: shesycompany on March 09, 2017, 05:41:45 PM
I'm thinking of designing it like this.


Interesting idea. Sounds a bit tricky to impliment... did get me thinking tho... how about this:

Add a section to the PUD file with some custom mods. call it [MODS]
Then have either built-in to a new release of CE - or as and external app - something that detects the new section and applys the mods for that game.

That way the mods can be set in the PUD and there's no network stuff to code. :)




Sounds like great idea! How possible would that be without corruption? Also we would still need to give out new war2 exe.


good idea..or just make another launcher call urwar2exename.exe..  hate having people to delete and replace a exe...unless it was a full conversion of something.

slowknights at 25 mana lol it makes it different for sure
http://imagizer.imageshack.us/v2/640x480q90/921/yZx1Z5.jpg (http://imagizer.imageshack.us/v2/640x480q90/921/yZx1Z5.jpg)

Title: Re: Easycompany
Post by: Lambchops on March 09, 2017, 05:50:22 PM
Sounds like great idea! How possible would that be without corruption? Also we would still need to give out new war2 exe.


I write too much lol. I dont blame you all for not reading all of it.

PUD FILE FORMAT (http://forum.war2.ru/index.php/topic,2852.msg50187.html#msg50187)     

You can add as many sections as you like into a PUD file.

I exploited that to make combination PUD/EXE files.

The attached file is a playable mini-bgh pud. The blizz editor won't like it but you can host and play it as per normal. If you rename it from .PUD to .EXE it's a working copy of my build hack detector (the original version - won't run on 64bit machines).

... and yeah the mod thing could be included in a new CE release and/or distributed as a seperate app





Title: Re: Easycompany
Post by: shesycompany on March 09, 2017, 06:09:06 PM
ahh war2 file sharing! a exe that is a pud my mind is blown...
Title: Re: Easycompany
Post by: Delete mine too on March 09, 2017, 06:23:39 PM
Sounds like great idea! How possible would that be without corruption? Also we would still need to give out new war2 exe.


I write too much lol. I dont blame you all for not reading all of it.

PUD FILE FORMAT ([url]http://forum.war2.ru/index.php/topic,2852.msg50187.html#msg50187[/url])     

You can add as many sections as you like into a PUD file.

I exploited that to make combination PUD/EXE files.

The attached file is a playable mini-bgh pud. The blizz editor won't like it but you can host and play it as per normal. If you rename it from .PUD to .EXE it's a working copy of my build hack detector (the original version - won't run on 64bit machines).

... and yeah the mod thing could be included in a new CE release and/or distributed as a seperate app








Wow so .pud files are a security risk! This is a missing part! So we can technically add code to the pud.... now if you are a host you can make people download the map automatically on join with hidden code in the pud... Then use an exploit i know that will save the game as exe for anyone who clicks save when prompted.... boom exe is now in your war2 directory. I haven't found no way to auto execute it hmmm. We might have to disable save feature totally! Especially if we can get it auto execute.

So bad example part is.
You join a game and map downloads you start playing host clicks save with the exploit I know. Everybody is prompted to save... if you click no or cancel it will just ask you over and over!!! When you click save you just saved a exe in your war2 directory!

So too bad war2 is dead or we can maybe be bounty from blizzard LOOOL!!!!! If we can get out of of sav dir we replace a war2 file next time they load war2 it would automatically execute our code.... my exploit can change .pud to any file extentions.
Title: Re: Easycompany
Post by: Delete mine too on March 09, 2017, 06:27:23 PM
Sounds like great idea! How possible would that be without corruption? Also we would still need to give out new war2 exe.


I write too much lol. I dont blame you all for not reading all of it.

PUD FILE FORMAT ([url]http://forum.war2.ru/index.php/topic,2852.msg50187.html#msg50187[/url])     

You can add as many sections as you like into a PUD file.

I exploited that to make combination PUD/EXE files.

The attached file is a playable mini-bgh pud. The blizz editor won't like it but you can host and play it as per normal. If you rename it from .PUD to .EXE it's a working copy of my build hack detector (the original version - won't run on 64bit machines).

... and yeah the mod thing could be included in a new CE release and/or distributed as a seperate app








Make me a sample of hello world hidden in pud. I will make a video of the rest of ur exploit and mine together demonstrating the risk!
Title: Re: Easycompany
Post by: Lambchops on March 10, 2017, 04:09:32 AM
hehe ok.
Maybe a full network or device path \\drive\partiton would do it.

so i guess convincing the local client to look for an EXE causes the remote client to use the same filename?
Title: Re: Easycompany
Post by: Lambchops on March 10, 2017, 05:28:00 AM
here's one hf  ;)

Title: Re: Easycompany
Post by: Lambchops on March 10, 2017, 08:04:41 AM
Anyway... such silliness aside, for custom mods if you write a mod editor that produces a custom section, I can write a mod app that will impliment them.
Just have it produce a file like this
Code: [Select]
4 BYTES "MODS"
DWORD  size of mods (file size-8)
DWORD  NumberOfMods

   then a list of mods like this:

DWORD  memory offset
BYTE    number of bytes
N*BYTE  data to write at offset

obviously it will be restricted from writing to executable sections otherwise this could be use to inject malicious code - so that won't be happening  :)
Title: Re: Easycompany
Post by: Delete mine too on March 10, 2017, 08:14:21 PM
here's one hf  ;)



Going to try to find this weekend to set up my VM on a lan! I will try to make a good quality video of this nasty risk. I would recommend we remove the save feature from multiplayer! We said too much in public I know a few people who are not trust worthy who can pull this off. It might not auto execute but still we should remove save because it will drop the exe in their war2 map sav folder.....

Anyway... such silliness aside, for custom mods if you write a mod editor that produces a custom section, I can write a mod app that will impliment them.
Just have it produce a file like this
Code: [Select]
4 BYTES "MODS"
DWORD  size of mods (file size-8)
DWORD  NumberOfMods

   then a list of mods like this:

DWORD  memory offset
BYTE    number of bytes
N*BYTE  data to write at offset

obviously it will be restricted from writing to executable sections otherwise this could be use to inject malicious code - so that won't be happening  :)

I understand about 80 percent of that code. Is that how asm is setup? What does Number of Mods means a variable? Or is it like a sub name? How does the data look that I want to write in hex??? Sorry me and many people here have 0 knowledge in such low level programming.
Title: Re: Easycompany
Post by: shesycompany on March 11, 2017, 09:14:51 AM
how i do it incos.... get a sprite sheet, resize add the war2 pal ...give them team colors and edit the pal if they are errors in game.(flashing colors)

ur just making a war2 sprite sheet with the sprites so just use the ones u want..
like if u got 100 sprites  ur just gonna use like 60 of them :P

https://www.spriters-resource.com/pc_computer/warcraft2/sheet/29477/ (https://www.spriters-resource.com/pc_computer/warcraft2/sheet/29477/)

something like that order

take asu ..click in order or it will dump in incorrect order.

now take another paint program that u can macro to self center and resize...allow retro grp to build the grp walla  :D u should be working!

theres other ways to doit im sure ..just the centering is difficult without a program
Title: Re: Easycompany
Post by: Lambchops on March 12, 2017, 03:58:15 PM
here's one hf  ;)



Going to try to find this weekend to set up my VM on a lan! I will try to make a good quality video of this nasty risk. I would recommend we remove the save feature from multiplayer! We said too much in public I know a few people who are not trust worthy who can pull this off. It might not auto execute but still we should remove save because it will drop the exe in their war2 map sav folder.....

Cool, just remember your old mate Lamby when they start handing out briefcases full of cash  ;D

... and yeah if you can just make an exe appear on someones puter - can you imagine back when there was 50K players on bnet every day? You would have had hundreds of people randomly clicking ok it...     Hey! now I think about it, I should make one with a .PUD file icon :P that would be really tricky.... give it some interesting name that stands out so people want to look at it. hehe.. then OMG they will see my HELLO WORLD MESSAGE! AAARRRRGGHHHH!!  ;D


Anyway... such silliness aside, for custom mods if you write a mod editor that produces a custom section, I can write a mod app that will impliment them.
Just have it produce a file like this
Code: [Select]
4 BYTES "MODS"
DWORD  size of mods (file size-8)
DWORD  NumberOfMods

   then a list of mods like this:

DWORD  memory offset
BYTE    number of bytes
N*BYTE  data to write at offset

obviously it will be restricted from writing to executable sections otherwise this could be use to inject malicious code - so that won't be happening  :)

I understand about 80 percent of that code. Is that how asm is setup? What does Number of Mods means a variable? Or is it like a sub name? How does the data look that I want to write in hex??? Sorry me and many people here have 0 knowledge in such low level programming.

Well it's kinda pseudocode.
its just a description of how I suggest the file (which would end up as a PUD section) be laid out.

A "DWORD" or double-word is a 4 byte number
A BYTE is a byte

so for example if you make and app that allows you to change spell MP costs and some other stuff... the app would have to know the EXE offsets that correspond to each spell or whatever, and what the appropriate format is to write the values, so the user changes some stuff and saves their work, then the app has decided it needs to do this:

(just makin stuff up for example)

     it needs to write a 0xFF byte at offset 0x444555

and these: 0x01, 0x02, 0x03, 0xAB, 0xBA at offset 0x432100

and 0xC0, 0xDE at offset 0x439991


then if you were using the file format I suggested you would create a file and wite this to it:

"MODS" ... the signature, which ends up as 0x4D, 0x4F, 0x44, 0x53
... not that u really need to know that - just write the 'M' 'O' 'D' 'S', it all ends up the same.

next is a DWORD (4 bytes) for the size of the data (this combination of a  4CC and a Section size is for the PUD format)

so we dont know the data size yet - you could pre-calculate it, but in this situation it's much easier to just write the data, see how big it is then go back and fill in the size at the end.

so...

"MODS"
(skip 4 bytes)

then DWORD number of mods,
which in ths case is 3, so it would end up
03:00:00:00

then we write the 3 mods, each one is like this:
    DWORD  memory offset
    BYTE    number of bytes
    N*BYTE  data to write at offset

so the first one is:

55:45:44:00
01
FF

the second one is
00:21:43:00
05
01:02:03:AB:BA

and the last one is

91:99:43:00
02
C0:DE

so at this stage we have:
Code: [Select]
4D:4F:44:53:00:00:00:00:
03:00:00:00:55:45:44:00:
FF:00:21:43:00:01:02:03:
AB:BA:91:99:43:00:C0:DE:
and we can see that the file is 32 bytes long.

Those 4 zeros at the end of the first line there is where we need to write our DWORD size value.

But we just want the length of the data, not the the "MODS" and the size DWORD itself - they are 4 bytes each so we subtract 8 from the total size (32-8=24) so now we just need to write a DWORD 24 (0x00000018) there
so seek to file offset 4 then write 18:00:00:00 and we're done:

4D:4F:44:53:18:00:00:00:
03:00:00:00:55:45:44:00:
FF:00:21:43:00:01:02:03:
AB:BA:91:99:43:00:C0:DE:


In a hex editor it might look something like this
Code: [Select]
4D:4F:44:53:18:00:00:00:03:00|MODS↑.....
00:00:55:45:44:00:FF:00:21:43|..UED. .!C
00:01:02:03:AB:BA:91:99:43:00|....½║æÖC.
C0:DE:                       |└▐

of course the actual values would depend on what offsets you can track down in the exe, and what you wanted to change them to. All the normall PUD stuff is there, but you can just set them in the .PUD anyway.

Swagier had some interesting ideas a while back like:
edit spells(for example change that orge got heal not lust)
mission objective
edit upgarde( u can change dmg +2 -> +4)
changing side train knights as orc

the mission objective I have no clue about, but this sort of stuff should be do-able.

Then the app at the other end would be locating the WC2 process, monitoring its status and waiting for you to enter a game, then when a game starts it would check the PUD for a "MODS" section and if it finds one, write the changes to the WC2 process, and back up the previous values to be restred after the game.

I would also want to include some kind of safeguard so that players couldnt shut down the app half way through a game then leave mods in place for other games on normal maps. In most cases this would probably just cause desync/drop but no doubt if there is some sneaky little exploit some gremlin will find it... so I would want to prevent this, probably by diverting part of the WC2 program flow through the app so if its terminated unexpectedly then WC2 would crash... or if you just shut it down normally it would remove it's hook and exit gracefully.

Probably this project would be an excellent candidate for dll injection.  8)


Title: Re: Easycompany
Post by: shesycompany on March 16, 2017, 06:50:47 PM
heres the orc troll incos. just rename, put in patch mpq in orc orge spot.
Title: Re: Easycompany
Post by: Delete mine too on March 16, 2017, 07:25:25 PM
heres the orc troll incos. just rename, put in patch mpq in orc orge spot.
I forgot who made that! We should get em to make more..
Title: Re: Easycompany
Post by: Incos on May 10, 2017, 05:50:35 AM
Easy, I have been using 116 for the amt for frames for grp for portrait.grp and war 2 keeps crashing with unknown error, when I do 117 it is fine but he portraits are off. Do you j is what this is from?
Title: Re: Easycompany
Post by: shesycompany on May 10, 2017, 04:08:27 PM
the portrait file in war2bnet is 196 frames.

ive crashed in a game before making a to big of a unit sprite, but idk why the portrait would.

maybe by numbers also..it has to have all them images cause its still coded in.

i still use retrogrp.

u would dump all of them...edit one and rebuild the grp and place in patchmpq.

im still working with asu cause sprite sheets are fast! its problem.. bmp format is not correct from it or my paint program..it will be distorted

ill mess with it again and hopefully its my paintshop pro causing this error.
Title: Re: Easycompany
Post by: Incos on May 10, 2017, 04:50:30 PM
Yes your right, I'm meant 196. It might be running ok now. Your asu fast because of your macro. I Tarik manually do photoshop and psp for editing colors.
Title: Re: Easycompany
Post by: Incos on May 12, 2017, 04:55:31 PM
Game is back to crashing. Not sure I understand why, if I delete the portrait grp or have higher frames it works. When I set to 196 it doesn't. What the blow
Title: Re: Easycompany
Post by: Lambchops on May 17, 2017, 10:20:50 AM
Hi peeps :)

.. so in my spare time I've been doing a bit on this idea:

for custom mods .../... I can write a mod app that will impliment them.

... and I've got a lot of it done. Like a prototype mod editor, and an app that watches the WC2 process, detects the current PUD file being used then checks if is has a mod section added to it etc. I've designed it to be configurable via an .ini file so if you come up with your own mod ideas later on you can easily add them to the editor.

Anyway does anyone have any ideas for mods that I can use to test it out?
We want stuff that can't already be edited in the PUD file ( no point in that ).

There's one here already, of course - the one that started this thread:

Offset: 004A1C9E  -  BYTE  -  "Bloodlust MP Cost"

So what else would we like to mod?????

 ( Edit: BTW not asking for a wish-list here : want things that people have already worked out the addresses/values for so I can test if this thing is going to work )

Title: Re: Easycompany
Post by: Lambchops on May 17, 2017, 10:46:14 AM
the portrait file in war2bnet is 196 frames.

ive crashed in a game before making a to big of a unit sprite, but idk why the portrait would.

The portrait GRP contains 196 frames. They are all 46x38 pixels except for frames 171 -> 178 which are only 27x19 pixels. I suspect this is probably what is causing the issue.

I never really noticed this before either, I only checked it out after catching up with this thread. Indeed I have documented this incorrectly in my GRP format .pdf, I'll correct that when I get a free minute or two.

Heres a dump of the relevant part of the frame headers:
(the dump for the whole portrait GRP is attached - if its any use to you)

Spoiler
Code: [Select]
0546: frame 169 dx  : 0
0547: frame 169 dy  : 0
0548: frame 169 width 46
0549: frame 169 lines 38
054A: frame 169 ofs : 0x3CCFF
054E: frame 170 dx  : 0
054F: frame 170 dy  : 0
0550: frame 170 width 46
0551: frame 170 lines 38
0552: frame 170 ofs : 0x3D26B
0556: frame 171 dx  : 0
0557: frame 171 dy  : 0
0558: frame 171 width 27
0559: frame 171 lines 19
055A: frame 171 ofs : 0x3D91D
055E: frame 172 dx  : 0
055F: frame 172 dy  : 0
0560: frame 172 width 27
0561: frame 172 lines 19
0562: frame 172 ofs : 0x3DAE5
0566: frame 173 dx  : 0
0567: frame 173 dy  : 0
0568: frame 173 width 27
0569: frame 173 lines 19
056A: frame 173 ofs : 0x3DCE4
056E: frame 174 dx  : 0
056F: frame 174 dy  : 0
0570: frame 174 width 27
0571: frame 174 lines 19
0572: frame 174 ofs : 0x3DED8
0576: frame 175 dx  : 0
0577: frame 175 dy  : 0
0578: frame 175 width 27
0579: frame 175 lines 19
057A: frame 175 ofs : 0x3E0B4
057E: frame 176 dx  : 0
057F: frame 176 dy  : 0
0580: frame 176 width 27
0581: frame 176 lines 19
0582: frame 176 ofs : 0x3E308
0586: frame 177 dx  : 0
0587: frame 177 dy  : 0
0588: frame 177 width 27
0589: frame 177 lines 19
058A: frame 177 ofs : 0x3E4E6
058E: frame 178 dx  : 0
058F: frame 178 dy  : 0
0590: frame 178 width 27
0591: frame 178 lines 19
0592: frame 178 ofs : 0x3E70B
0596: frame 179 dx  : 0
0597: frame 179 dy  : 0
0598: frame 179 width 46
0599: frame 179 lines 38
059A: frame 179 ofs : 0x3E888
059E: frame 180 dx  : 0
059F: frame 180 dy  : 0
05A0: frame 180 width 46
05A1: frame 180 lines 38
05A2: frame 180 ofs : 0x3ED60
Title: Re: Easycompany
Post by: Delete mine too on May 17, 2017, 05:15:05 PM
Hi peeps :)

.. so in my spare time I've been doing a bit on this idea:

for custom mods .../... I can write a mod app that will impliment them.

... and I've got a lot of it done. Like a prototype mod editor, and an app that watches the WC2 process, detects the current PUD file being used then checks if is has a mod section added to it etc. I've designed it to be configurable via an .ini file so if you come up with your own mod ideas later on you can easily add them to the editor.

Anyway does anyone have any ideas for mods that I can use to test it out?
We want stuff that can't already be edited in the PUD file ( no point in that ).

There's one here already, of course - the one that started this thread:

Offset: 004A1C9E  -  BYTE  -  "Bloodlust MP Cost"

So what else would we like to mod?????

 ( Edit: BTW not asking for a wish-list here : want things that people have already worked out the addresses/values for so I can test if this thing is going to work )



Find mine and easys hex thread boom! :)
Title: Re: Easycompany
Post by: Incos on May 18, 2017, 06:55:09 AM
What about ripping something like unholy shield off a dk and attaching it to a paladin
Title: Re: Easycompany
Post by: Delete mine too on May 18, 2017, 05:25:07 PM
What about ripping something like unholy shield off a dk and attaching it to a paladin
I just did all spells last night. Easycompany want me to release a beta?
Title: Re: Easycompany
Post by: Delete mine too on May 18, 2017, 08:23:38 PM
whatever u want, i already at wargus now :P
Okay I'm doing a few fixes so sat or Sunday. I will release a beta! Hang tight mother fuckers you will all see what easy has been doing while hammered.
Title: Re: Easycompany
Post by: Incos on May 19, 2017, 07:27:47 AM
Yeah the difference heal is a click fest through battle and slow on even faster is pretty hard. Most balancing that could be done is make everything pre battle. Like bunholy shield rip it off the dk put on paladin and rename holy shield.

Move heal to the mage
And flame shield to dk
Title: Re: Easycompany
Post by: Delete mine too on May 19, 2017, 12:01:52 PM
Yeah the difference heal is a click fest through battle and slow on even faster is pretty hard. Most balancing that could be done is make everything pre battle. Like bunholy shield rip it off the dk put on paladin and rename holy shield.

Move heal to the mage
And flame shield to dk

Well when you edit spells, for example switch holy vision for blizzard, you can cast blizzard at 255 range. So I think death coil casts in multiple locations depending on mana... So if it works like I think switch that with heal maybe it would heal a whole group? Well we will see sat or Sunday..
Title: Re: Easycompany
Post by: Incos on May 19, 2017, 05:24:08 PM
Oh that's a very interesting point :) id like to see if that could work for my separate projects as well, I guess that would have to be an entirely differently war2.exe right Tupac.
Title: Re: Easycompany
Post by: Lambchops on May 20, 2017, 10:03:57 AM
maybe lamb's pud magic can work.

Seems to be working. Tested ok vs. comps on server games. Can't see why it wouldn't work for multiplayer games as long as everyone is running the software. I'll post an alpha test soon and we can try it out. :)


Title: Re: Easycompany
Post by: shesycompany on May 20, 2017, 12:37:35 PM
cool man sounds like it works!

if it does work,we need some cooler stuff than just spells...

(to tupac below)
dam man i went as bout as far as i can go..ship object sizes is 1! its some mysterious other force that keeps them 2x2 for mini(kinda like birds..but i have got birds to stack before..transport value i think).... and just units for alot of 2d creations.

ive not got to the point yet..but it crosses the back of my mind.....units are just not in the exe are they  :blank:

95ee0 the command setting spot,this place allows spells to be casted on buildings also,was seriously hoping this was it.
Title: Re: Easycompany
Post by: Delete mine too on May 20, 2017, 06:53:55 PM
cool man sounds like it works!

if it does work,we need some cooler stuff than just spells...

Keep reversing war2 and the more options we will have!
Title: Re: Easycompany
Post by: Lambchops on May 21, 2017, 06:02:39 AM
cool man sounds like it works!

if it does work,we need some cooler stuff than just spells...

I've designed it so modders can add their own mods to the editor as they are discovered.  :critter:

The only restriction is no writing to executable code sections, otherwise people could use it to inject malware from a PUD file, but I've also included a security check to override that restriction for specific cases - so if somebody comes up with a cool mod that needs to  change the code somewhere, once it's been checked out as being safe I can supply an exception that will allow it.

It's a bit time consuming, but I want to get it right :)
Title: Re: Easycompany
Post by: Lambchops on May 21, 2017, 02:07:06 PM
OK

 :critter:  Here's an alpha test.

I made a simple PUD for a tester, but you can use the built in editor to make your own.

Have a look at the .ini file and you can probably work out how to configure the editor for other mods - I havn't written any docs yet...

To test the map, all players must have LiveMod.exe running and active.
(click the lamb icon to activate it).

Still pleanty of work to do, but using this method we should be able to do lots of cool stuff, like embed GRPs in the PUD files so the graphics will change for that game etc...  :fro:

Check it out.


Title: Re: Easycompany
Post by: Delete mine too on May 21, 2017, 05:21:40 PM
OK

 :critter:  Here's an alpha test.

I made a simple PUD for a tester, but you can use the built in editor to make your own.

Have a look at the .ini file and you can probably work out how to configure the editor for other mods - I havn't written any docs yet...

To test the map, all players must have LiveMod.exe running and active.
(click the lamb icon to activate it).

Still pleanty of work to do, but using this method we should be able to do lots of cool stuff, like embed GRPs in the PUD files so the graphics will change for that game etc...  :fro:

Check it out.



What features does this contain so far? I was going to release the Ultra editor today, but I have a few things to correct.

Maybe I can send the info and code of my project and you can add into yours? Me and easycompany spent weeks and months reversing Warcraft 2.
Title: Re: Easycompany
Post by: Delete mine too on May 21, 2017, 05:30:29 PM
https://www.virustotal.com/en/file/cf20e7c6a4ea3679b564f7d0b481a0451decc2cfe2e8419261bffd692227c0b1/analysis/1495401892/ (https://www.virustotal.com/en/file/cf20e7c6a4ea3679b564f7d0b481a0451decc2cfe2e8419261bffd692227c0b1/analysis/1495401892/)

I assume those are false positives. I will check into it later. I would recommend to send a build into those companies and have them analyzed! 10+ detections. Mostly from injecting.
Title: Re: Easycompany
Post by: Lambchops on May 21, 2017, 06:20:35 PM
Maybe I can send the info and code of my project and you can add into yours?


You can add it yourself, thats the point. Put the details of what you want to change in the .ini file

I assume those are false positives.


LOL Havn't looked at it, but only 10 is nice  ;D  I'm guessing THIS (http://forum.war2.ru/index.php/topic,2703.msg50633.html#msg50633) post will still be relevant.

Title: Re: Easycompany
Post by: Delete mine too on May 21, 2017, 06:32:51 PM
Maybe I can send the info and code of my project and you can add into yours?


You can add it yourself, thats the point. Put the details of what you want to change in the .ini file

I assume those are false positives.


LOL Havn't looked at it, but only 10 is nice  ;D  I'm guessing THIS ([url]http://forum.war2.ru/index.php/topic,2703.msg50633.html#msg50633[/url]) post will still be relevant.



I see, can you add delimiters for example to edit a spell you need two memory locations and two values. So I can prevent having a massive .ini file



Edit: So the sided values everyone would need the same .ini file? For onscreen I could technically add that and only I would receive it.. Don't try it people it's detected with antihack. (I think this is awesome)


If not already is the ini file locked to a map or all maps?



Title: Re: Easycompany
Post by: shesycompany on May 21, 2017, 06:33:51 PM
dude the finals are up get back to this stuff later :P seems like a cool approach lamb!

http://www.youtube.com/watch?v=RHTfD_Hz2e0 (http://www.youtube.com/watch?v=RHTfD_Hz2e0)
Title: Re: Easycompany
Post by: Lambchops on May 21, 2017, 06:53:37 PM
I see, can you add delimiters for example to edit a spell you need two memory locations and two values. So I can prevent having a massive .ini file

That sort of thing shouldn't be too hard to add, if you give me an example of exactly what you want.

Edit: So the sided values everyone would need the same .ini file? For onscreen I could technically add that and only I would receive it.. Don't try it people it's detected with antihack. (I think this is awesome)

If not already is the ini file locked to a map or all maps?

The ini file just configures the editor.

The editor adds the mods to the PUD file.

When the game is played, the mods are loaded from the PUD file so they are the same for all players.

As the game has always been, if one player has different mods they will drop from the game - all players must use the same map.

:critter:

EDIT: So just to clarify - To play a modded PUD all you need to do is run the LiveMod program. You don't need to ever look at the editor so you don't need any ini file at all.

Title: Re: Easycompany
Post by: shesycompany on May 21, 2017, 06:59:26 PM
ill find some,later on, ill have to go thru them find out which is which,building take spells is pretty cool,invisi and poly morph  works on them :o but ud want to leave something alone like a gold mine  :P lusted towers  :o heal your buildings :o  :))

unsure what organic in the pud would do crash?

i have found fully auto towers.....which is in the grp timing etc part (hard to make sense of it)
which is to bad of a weapon to have for war2 :P maybe  a ww2 rts
Title: Re: Easycompany
Post by: Delete mine too on May 21, 2017, 07:24:07 PM
I see, can you add delimiters for example to edit a spell you need two memory locations and two values. So I can prevent having a massive .ini file

That sort of thing shouldn't be too hard to add, if you give me an example of exactly what you want.

Edit: So the sided values everyone would need the same .ini file? For onscreen I could technically add that and only I would receive it.. Don't try it people it's detected with antihack. (I think this is awesome)

If not already is the ini file locked to a map or all maps?

The ini file just configures the editor.

The editor adds the mods to the PUD file.

When the game is played, the mods are loaded from the PUD file so they are the same for all players.

As the game has always been, if one player has different mods they will drop from the game - all players must use the same map.

 :critter:

Well for example not actual values!

[Death and Decay]
tab="dnd spell"
input=DECIMAL
output=1
address=0x004A1CAE,0x004A1CAE
limit=0,250
default=25,26
checked=1

1. So to replace death and decay with blizzard I would need to input 2 addresses and 2 values.

2. Also should be a comment section where we can add lists of addresses & values.

3. I see the format is in decimal, can we use Hex? That would be great and save time from converting all current research.

4. Is there a reason the range is from 0 to 250 instead of 255?

5. Now the hardest part. For example what if I would want a address to be triggered apoun certain conditions? So I have an address that changes the icons for units so a peon could have a mage icons(attack, move, blizz, fireball, etc.) The current set up would force all units and buildings to have those icons. So if we could add some mini scripting this would be pure ownage.
There is a string value in a memory location that changes to peon, mage, barracks when you click on them in game. We could then use that!
My psudocode idea
If selected = peon then
Call icons
End else
Call defaults
End

Something like that would be amazing! Think of all the possibilities. You could add the scores of each player in game and reward them with onscreen, or whatever the possibilities are endless. It would not be cheat proof because a person could edit the ini.... but if you networked the exe and said everyone has to use the hosts ini file boom!
Title: Re: Easycompany
Post by: shesycompany on May 21, 2017, 07:26:26 PM
oh,  i forgot 0 i think crashes 1 is smallest
Title: Re: Easycompany
Post by: Delete mine too on May 21, 2017, 07:31:16 PM
oh,  i forgot 0 i think crashes 1 is smallest
The 0 value is really important 0 to 255.
Title: Re: Easycompany
Post by: shesycompany on May 21, 2017, 07:31:55 PM
well 1 is lowest mana for heal last i checked ill doit again,

ok back let me find something for lamb to work with..didnt know everyone wants to mess with this god awful exe
Title: Re: Easycompany
Post by: Delete mine too on May 21, 2017, 07:33:51 PM
well 1 is lowest mana for heal last i checked ill doit again,
That could cause a crash. It will be very important to document this stuff, new people will have trouble.
Title: Re: Easycompany
Post by: shesycompany on May 21, 2017, 07:43:49 PM
96150(08)switch 90 24 44 with E0 2B 44

you will have knights casting full map blizz if it works
Title: Re: Easycompany
Post by: Delete mine too on May 21, 2017, 07:46:55 PM
96150(08)switch 90 24 44 with E0 2B 44

you will have knights casting full map blizz if it works
Let's see if he updates with delimiters so we can use the spells here! If not we would have a huge config just for all the spells.

00405196 = 90
00415196 = 24
That will replace holy vision with blizzard ;)
 
Title: Re: Easycompany
Post by: shesycompany on May 21, 2017, 07:52:50 PM
yall nerds  ;D we can always release html2exe  :-*

my mouse icon better not turnto a  :critter:  >:(

but if yall wanted to make a stand alone exe part it wouldnt be as big as the pud editors,just not a whole lot of usefullness stuff as the pud afaik

but good news u can control which spells can cast...here is an example why poly is a bad all cast spell :P "every little thing she does" mess with the cpu,but inviso as long as it can be controled not to hit gold mines (may not be able to have it that way with buildings)is a great defense.

ok ruffed them all to this one value im just guessing shit right now.....heal does heal lol lust works also haste does to on canon towers guard..should of released this first :/

95f70-95fc0 =70 22 44  "on for buildings?"

but great got this little part out of the way and what it kinda is ...spell affects which type units.
Title: Re: Easycompany
Post by: Lambchops on May 21, 2017, 11:08:27 PM
Well for example not actual values!

[Death and Decay]
tab="dnd spell"
input=DECIMAL
output=1
address=0x004A1CAE,0x004A1CAE
limit=0,250
default=25,26
checked=1

1. So to replace death and decay with blizzard I would need to input 2 addresses and 2 values.

Currently, each entry only changes one address (its just an alpha), however I will add the option for multiple changes to the "SELECT" input method for the next release. Good point and not hard to add.

I notice you have the same address twice there - I'm assuming thats just for this made up example and they would normally be different (in fact I just re-read and you said that), anyway for multiple options for what to write at a single address the look at the "SELECT" input type on the example tab.

2. Also should be a comment section where we can add lists of addresses & values.
You mean in the ini file itself? or included in the mods section that is written to the pud? ... both worthwhile ideas.

Certianly I have been planning to use the semicolon [;] as a comment delimiter to allow comments in the ini file, but just havn't got around to it yet - currently any text that is not part of a valid definition will cause an error.

It would also be good to have 2 text sections available to be saved with the PUD:
 - Comments for other modders and interested people that would appear on the LiveMod console log
 - An intro message that would be displayed on the screen for all players at the start of the game that would explain a bit about the particular map/mods


3. I see the format is in decimal, can we use Hex? That would be great and save time from converting all current research.

Of course :)
change "input=DECIMAL" to "input=HEX"
That sort of stuff is all up to you.
Have a look at the entries for the "example" tab in the ini file

There is also a "scale=" option where you can set a multiplier to be applied to the input value before it is saved, for cases like the gold amount in mines that is written to PUD files. I dont know if we will need this but it's there.
e.g.
   with "scale=3" inputing 10 in the editor would save a value of 30 for the mod
   or "scale=0.5" inputing 88 in the editor would save a value of 44 for the mod etc....

Here's the basic outline of the format so far:

[Name]
tab     = (tab title)
input   = DECIMAL|HEX|TEXT|SELECT
limit   = min,max
scale   = (multiplier)
select  = "item",(value)
output  = 1|2|4|Sz|USz
address = (write address)
default = (initial contents)
checked = (BOOL: initially active)


It still needs documenting properly.

"output" types are
   1-BYTE
   2-WORD
   4-DWORD
   Sz-ANSII STRING
   USz-UNICODE STRING

Obviously "select" items only work with input type "SELECT" .... the "item" part is what will appear in the editor combo-box, then after the comma is the value will be written if that item is selected.

output to "Sz" (ANSII string) or USz (UNICODE string) requires "TEXT" input.

4. Is there a reason the range is from 0 to 250 instead of 255?

Nope. That's just what I typed in when I was quickly making a test ini file. If the acceptable range is 0-255 or 1-255 or whatever then it should be changed to that. I'm hoping that our awesome modding community will help work out things like that :D

5. Now the hardest part. For example what if I would want a address to be triggered apoun certain conditions? So I have an address that changes the icons for units so a peon could have a mage icons(attack, move, blizz, fireball, etc.) The current set up would force all units and buildings to have those icons. So if we could add some mini scripting this would be pure ownage.
There is a string value in a memory location that changes to peon, mage, barracks when you click on them in game. We could then use that!
My psudocode idea
If selected = peon then
Call icons
End else
Call defaults
End

Something like that would be amazing! Think of all the possibilities. You could add the scores of each player in game and reward them with onscreen, or whatever the possibilities are endless.

Yes, scripting like this would be very cool, and it is ultimately possible, however that's a whole extra layer on top of what will be the first release. Might add this for version 2 if I get time... never know, see how we go.

It would not be cheat proof because a person could edit the ini.... but if you networked the exe and said everyone has to use the hosts ini file boom!

.... the .ini file is only to configure the editor. The editor writes the mods to the PUD file and it is the mods in the PUD file that are applied to the game, so when you play the map everybody has the same mods (from the PUD) and the .ini file has nothing to do with it.

yall nerds 

Hehe - yes indeed  ;D

my mouse icon better not turnto a  :critter:  >:(

OMG! :D That is a FREAKIN AWESOME idea! Ima do it!!

ok ruffed them all to this one value im just guessing shit right now.....heal does heal lol lust works also haste does to on canon towers guard..should of released this first :/

95f70-95fc0 =70 22 44  "on for buildings?"

but great got this little part out of the way and what it kinda is ...spell affects which type units.

Sonds cool. Not exactly sure what you are saying here, but I suspect "95f70" etc. are file offsets, so you will have to convert them to process addresses.

    --> Fortunately for most of the WC2 exe this is very easy - you just put a "4" in front of it .... i.e. 0x00495F70. This is because the image base is 0x00400000 most sections have the same value for "VirtualAddress" and "PointerToRawData" in the IMAGE_SECTION_HEADER structures. The exception is stuff in the .rsrc section .... but I can help with that later if need be.
Title: Re: Easycompany
Post by: Lambchops on May 22, 2017, 01:41:07 AM
but if yall wanted to make a stand alone exe part it wouldnt be as big as the pud editors,just not a whole lot of usefullness stuff as the pud afaik

Oh... now I see what you're saying....

Good news, mate  :)

That is the point of LiveMod. The editor can add a new section to a PUD file. The new section lists all the mods for that map. So then when you play the map, the LiveMod.exe automatically mods the Warcraft II EXE in memory, while it is running. Then when you leave that game it reverses the mods and puts the EXE back to normal.   :critter:

Of course all the players must be running LiveMod.exe so they all get the same mods, otherwise people will desync and drop.

So instead of having to distribute a modified EXE file, people just have to download LiveMod once, and then modders can configure the editor for whatever mods they can come up with, and map-makers can add whatever mods they want to each PUD file so then it all happens automatically...  :fro:


Title: Re: Easycompany
Post by: Delete mine too on May 22, 2017, 09:35:19 AM
I can't wait to get version 2 up in this bitch. :)

Go lambchops, go lambchops....
Title: Re: Easycompany
Post by: Lambchops on May 22, 2017, 10:09:13 PM
all this has to do is spell swap

please explain? is there something that you need to change that you can't change?

ahh it needs to be online?

The internals locations for many things are different for multiplayer/siingle player games.
Some are the same, however if you are looking for multiplayer mods there's not much point testing in single player mode as they might not work.


Title: Re: Easycompany
Post by: Lambchops on May 24, 2017, 01:34:24 AM
ok lamb  ;D  any way to hide the value box? im just doing some spell test like ...ex Heal2Lust checked it replaces so users wont crash with bad spells...got my own little spell tab this is great !!!

well it can stay open no biggie..so users least see what its writing.

we'll ok to work some spells, there is 2 value spots so i had to do a 1 and a 2..

well tried to bypass with the text and sz :P most values in the exe has  3 parts 00 00 00

but still good enuff.

hehe, just tried out the heal2lust thing - cool :)

   ------------

For slow, you are witing 2 values to consecutive bytes
49615C and 49615D .... so what you are actually doing
is writing a WORD (2 byte) value at 49615C, so you want
to change it to "output=2".

[Heal2Slow]
tab="knights"
input=HEX
output=2
address=0x0049615C
limit=0x29E0,0x29E0
default=0x29E0
checked=0

--------------------

You can see here that I have limited the allowed value to only that correct value, to avoid mistakes....

But as you do not need to enter a range of values, it would be better as input="SELECT". Try this:

[Change Heal to:]
tab="knights"
input=SELECT
output=2
address=0x0049615C
select="slow",0x29E0
select="bloodlust",0x2CF0
default=slow
checked=0



Actually, doing that I've just noticed that the combo-box for selection isn't displaying properly - you can still use the little "up/down" arrows to make it work though.... I'll get that fixed.
Title: Re: Easycompany
Post by: Lambchops on May 24, 2017, 01:37:48 AM
Currently, each entry only changes one address (its just an alpha), however I will add the option for multiple changes to the "SELECT" input method for the next release. Good point and not hard to add.

... what I mean by this is... so for example we can change the spell to lust AND the icon to the lust portrait AND the hotkey to 'B' all at once.
Title: Re: Easycompany
Post by: Igognito on May 24, 2017, 09:09:27 AM
Hey guys, can you make heal increase the max hp of a unit?
This way, heal would be a perfect before battle spell!
It could become OP but if you can make it to do only double original HP then it should be fine :-D

Tell me when I can test some of your stuff :-D and what I need to do?

Cheerios
Title: Re: Easycompany
Post by: Incos on May 24, 2017, 04:45:06 PM
do heal cost 1mp, its as powerful as ive got it to do yet...not a lust killer but dam better than 6mp.(i think computers become invince with this  :P )

oh no it cant increase hp :(,maybe with some future scripts :o

Lol so nice easy, even implementing that would Be nice, can you upload the .exe for that?

Is it possible to do .5 or does this become op?

To be actually honest, with some testing, this could be a minor but permanent change into the next war2combat file. Let's be honest, out of all the units in Warcraft 2, paladins get the least love. Even rangers and berserkers beat them it's so bad
Title: Re: Easycompany
Post by: Lambchops on May 25, 2017, 01:40:06 AM
Hey guys, can you make heal increase the max hp of a unit?
This way, heal would be a perfect before battle spell!
It could become OP but if you can make it to do only double original HP then it should be fine :-D

Those things would require modding the code, not just the data sections. LiveMod is restricted from writing to executable sections. This is necessary to safeguard against people using it to inject malware.

They are cool ideas though. There is a facility built in for safe, tested code mods to be given an encrypted exception, so if anyone works out this, or other fun code mods they can eventually be included in pud files also.
Tell me when I can test some of your stuff :-D and what I need to do?


The LiveMod alpha test is available HERE (http://forum.war2.ru/index.php?action=dlattach;topic=3066.0;attach=1403), there isn't much in the way of documentation yet, but an idea of what it does and how can be gained from reading this thread.

Its a format to allow non-standard mods to be added to PUD files. As for the individual mods, they are up to the community to work out. I've included examples for setting the MP costs for spells, and EC has posted stuff for giving paladins lust or heal also.

Hopefully as this matures we will be able to colaborate on an extensive .ini file that has lots of cool mods that people can add to PUDs.

Is it possible to do .5 or does this become op?


It is not possible to have fractional MP costs for spells the value is stored as an integer, however I think it would be unnecessary as I really can't see anyone re-casting heal faster than they recover 1 MP anyway - well not without hacks...
this could be a minor but permanent change into the next war2combat file.


War2ce releases are not up to me, however I would be very surprised to see (and would strongly argue against) any permenant changes to the game mechanics. As soon as that happens, war2.ru is no longer a Warcraft II server. As soon as someone used heal in a game with standard wc2 clients there would either be crashes, drops and/or splits.

That's the idea of what I'm trying to do with LiveMod, it allows people to play modded games if they want without throwing a massive spaner in the works for the standard WC2 game that we have all loved for the last 20 years.
Title: Re: Easycompany
Post by: Lambchops on May 25, 2017, 01:46:16 AM
:critter: So has anybody tried running this with 2+ people in a server game?
:critter: It should work, but AFAIK it hasn't actually been tested yet.
Title: Re: Easycompany
Post by: shesycompany on May 25, 2017, 07:50:40 AM
nope..we can whenever you want though,it has to work :p and by my calculations u could have this sucker very powerful..like heal will turn a knight into a foot etc :))
Title: Re: Easycompany
Post by: Incos on May 25, 2017, 08:08:04 PM
Very nice lambs  :pig: I tried it today on melee with custom gow map. I realized it didn't work, however I am curious what settings do I have to use? Do both players need your program? And do I have to hit the lamb to activate or is that a fun thing for you :)
Title: Re: Easycompany
Post by: shesycompany on May 25, 2017, 10:01:18 PM
make a ums,it has a time limit 5 mins and do a use map settings in bnet,its not for single player yet. even though that would be cool for campaign people!

yes click the lamb to activate.
yes both people has to have it or will drop one.

"I tried it today on melee with custom gow map"-it will work any settings the time limit may have got you like it was doing me. activate it when u got ur magic units
Title: Re: Easycompany
Post by: Lambchops on May 26, 2017, 06:12:02 AM
make a ums,it has a time limit 5 mins and do a use map settings in bnet,its not for single player yet. even though that would be cool for campaign people!

yes click the lamb to activate.
yes both people has to have it or will drop one.

"I tried it today on melee with custom gow map"-it will work any settings the time limit may have got you like it was doing me. activate it when u got ur magic units

Yeah that is fine for testing, although when its actually being used everyone should activate it before entering the game.

For testing I just use a custom map where you start with a fort etc. on "use map settings" -- just make a map with 1 computer(active) controler and 1 human..... its handy to just give the comp 1 peon surrounded by walls, you can bust him out if you want to let them build.

Th 5 minute limit is just because it's an alpha test. In case we discovered some nasty issue when testing it that needs to be fixed - that will stop people from using the test version later in real games. When I release a stable, tested version there will be no time limit.

... and yeah when it's "Active" its monitoring the WC2 process for modded games and will apply the mods when the game starts. When it's not active its just a launcher for the editor/about with a console log and pretty pictures.

 As EC says, all players would definately have to be running it or they will drop. It may be that some mods will still cause drops, IDK. We have to test it.

At the moment my circumstances aren't ideal, I have limited computer time/internet time, so I would appreciate it if 2 or more people can test it in a multiplayer game.


BTW: If you make a player vs. CPU version of "flame wars" the comp totally pwns... it smashes out fireballs with 2 mages at once!





Title: Re: Easycompany
Post by: salvadorc17 on May 26, 2017, 12:57:35 PM
The LiveMod alpha test is available HERE ([url]http://forum.war2.ru/index.php?action=dlattach;topic=3066.0;attach=1403[/url]), there isn't much in the way of documentation yet, but an idea of what it does and how can be gained from reading this thread.


Can you please upload source code of this, youre doing in c or asm??
Title: Re: Easycompany
Post by: Lambchops on May 27, 2017, 05:15:21 AM
The LiveMod alpha test is available HERE ([url]http://forum.war2.ru/index.php?action=dlattach;topic=3066.0;attach=1403[/url]), there isn't much in the way of documentation yet, but an idea of what it does and how can be gained from reading this thread.


Can you please upload source code of this, youre doing in c or asm??


It's done with both. The dll is compiled from ASM source, the exe is compiled from C source... and of course the C source also has embedded ASM in it.

No, sorry I will not be releasing the source code because that would be a security risk. The aim is to have everyone running the program so that people can make and host fun modded maps and anyone can join.

If I were to release the source there is a possibility that someone could reverse engineer the security I have put in place and use it to release malware from a PUD file.

To be honest, beyond the editor/configuration etc. and the security itself there really isn't anything very interesting there, it's just a standardised framework for writing mods to the WC2 process. The mechaics of modifying an active process aren't terribly difficult - you can probably find examples on Stack Overflow (http://stackoverflow.com/) or the like.

The point is you can't really do that because unless everyone has the same mods it won't work. That's what this program is for, it means everyone gets the same mods at the start of the game.

As for the actual mods themselves, there is none of that in the source code. Any mods will be in the editor config (.ini) file. I'm hoping that people will share their modding research and we will end up with a comprehensive .ini file that has lots of cool new things that can be added to PUD files.  8)


 
Title: Re: Easycompany
Post by: shesycompany on June 01, 2017, 05:56:58 AM
see they aint noone here..
Title: Re: Easycompany
Post by: Delete mine too on June 15, 2017, 08:52:10 PM
Here someone make this a config file! Now you can modify game speed slower then ever or super fast, make archer automatically ranger, also i even reversed the game modes. Some one explore them and let me know if the game modes work!

GameLobby
   Game Type: 004D0930
      Top vs Bottom - 15
      Melee - 2
      Free For All - 3
      One on One - 4
      Use Map Settings - 10
      Ladder - 9
      Iron Man Ladder - 9
   Game Speed: 004D0BD8
      Slowest - 0
      Fastest - 8
In Game
   Auto Ranger: 004ACDDC
      Ranger - 1
      Archer - 0


Edit with this program we could maybe edit the users so people can join a game sav? I think we should work on reversing the save game lobby also. That would make customs even more powerful!!!
Title: Re: Easycompany
Post by: shesycompany on June 15, 2017, 09:47:08 PM
[rangers]
tab="INGAMe"
input=DECIMAL
output=2
address=004ACDDC
limit=0,250
default=0
checked=0

put it as 1 in menu and checked :/ and save to pud i couldnt get it to work..but may be back to gowbne classic ..drunk 5 beers im incapacitated

that looks like it does something 1 being they upgrade,try it lambs shit works pretty dam good
cant get it to work and sheryl cro is coming up next bbl
Title: Re: Easycompany
Post by: Delete mine too on June 15, 2017, 10:21:03 PM
[rangers]
tab="INGAMe"
input=DECIMAL
output=2
address=004ACDDC
limit=0,250
default=0
checked=0

put it as 1 in menu and checked :/ and save to pud i couldnt get it to work..but may be back to gowbne classic ..drunk 5 beers im incapacitated

that looks like it does something 1 being they upgrade,try it lambs shit works pretty dam good
cant get it to work and sheryl cro is coming up next bbl
Make sure u are human, it works great in ce.. when I do like 150 my ranger are level 200+ lol!



U forgot 0x
address=0x004ACDDC


address=0x004ACDDC