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Messages - Zelya

Pages: [1] 2 3 4
1) Mods & Development / Re: Warcraft 1 modding
« on: August 16, 2019, 08:41:35 AM »
>>I see, I hope WinWar support the 128-255 letters of ASCII code
Not now, but it easy to support. So, lets say: yes.

>> 1. I don't know how to edit top value(y position) of "msg:" on bottom panel.
In version 1.22 it's here:

cseg01:0002B716                 mov     ebx, ecx
cseg01:0002B718                 mov     edx, 5
cseg01:0002B71D                 mov     eax, 1
cseg01:0002B722                 call    w_PrintString 

Where eax is X and edx Y are offsets inside bottom frame.

>>2. WC1 crashes on score screen.
Looks like you try to print big letters outside some frame. Have no time now for investigation, maybe later.

2) Mods & Development / Re: Warcraft 1 modding
« on: August 16, 2019, 05:08:32 AM »
I mean that I'm not sure about UTF in WinWar. But if you can prepare resource with acceptable Korean ASCII codepage (128-255), we can test it in WinWar any time you want.

3) Mods & Development / Re: Warcraft 1 modding
« on: August 15, 2019, 05:46:19 AM »
To add UTF I need much more character images. I wanted to support user-defined 8-bit code pages, like CP437 (most known ASCII code page) and CP866 (Cyrillic). But now, I don't know.
Is there acceptable Korean ASCII code page?

Also game chat and save names will support English (ASCII 32 - 128) only to be compatible with original.

4) Mods & Development / Re: Warcraft 1 modding
« on: August 13, 2019, 08:06:01 AM »

Sorry, my fault! Yes it should be 213 and 214!

I don't know why, but Blizzard pass ResourceId + 2 as a function argument. And then just subtract 2 inside function. Some kind of obfuscation?

5) Mods & Development / Re: Warcraft 1 modding
« on: August 13, 2019, 05:31:31 AM »

There are two fonts in War1. Their resources are 215 and 216 (both are compressed).

The font header is next:

//This is index of the first ASCII code in font. In original resources it set to 0x20 (space).
byte FisrtCharIndex;

//In bytes: 4 pixels = 1 byte
byte Width;

//bytes = pixels
byte Height;

//Don't know. Has value 2 for both of fonts
byte Unused;

Then you have 2bit bitmap with character images. Each byte encodes 4 horizontal pixels. Font ends with 128th character and I don't remember if you can enhance it to 256 (maybe yes).

6) Server.War2.ru / Re: TOURNY UPDATE
« on: August 12, 2019, 09:34:56 AM »
I can integrate one forum login to one tournament login.
In this case you will be able to put your WarVideo onto GoogleDrive and attach it to any your game (there are ~100 tournaments starting from 2000).

7) Server.War2.ru / Re: TOURNY UPDATE
« on: August 12, 2019, 08:00:29 AM »
but its one frame second and there no volume :(

This is Ripe's warvideo replays. I don't know why they have so low frame rate but the same in original player. If somebody has better replays I can attach them too, for history.
Also you can see your local dk2 on this page. Just drag-drop it or open though menu.

9) Mods & Development / Re: Warcraft 1 modding
« on: August 11, 2019, 07:37:02 AM »
@easycompany Go?

10) Mods & Development / Re: Warcraft 1 modding
« on: August 07, 2019, 04:56:39 AM »
Thank you for supporting guys. But let me explain some details what I really need.
Of course we can also just play War1, but I need at least 20-30 min for testing.
I'm checking all the game mechanics step by step from basic to complex. Now moving/building is working, but there were some issues in combat logic.

So for the nearest testing I need to test game with peons and grunts only. Without magic/archers/catapults. Also without walls. We can setup starting army with a couple of grunts to speed up this process.
But the most annoying thing is next. The best way to check if game is still synchronized is verify peons position. Direction of units when they are idle of just created is generated by common RND functionality, which should by synchronized. So, at the start of game somebody needs to enter cheat for vision "SALLY SHEARS". I've added message for both of users when any peon is created, like this:

You need to check if you see the same direction and confirm this to chat. In another case it has no sense to continue the game.
Directions are:
And both of players should record video with game process. In DosBox it's just Ctrl+Alt+F5.
This is example of testing game (the speed is quite low, we use additional server):

war 009 - YouTube

Is it acceptable for you?

11) Mods & Development / Re: Warcraft 1 modding
« on: August 05, 2019, 04:53:42 AM »
I tested it with IL previously. But IL is away for a while, so any testing help will be appreciated.
If you want I can share with you WinWar exe. But it has some limitation (no music, one sound channel), and the only benefit is that you need no DosBox.
In any case, I think we need to have Hamachi to emulate local Network.

12) Server.War2.ru / Re: New tournament soon??!!
« on: August 02, 2019, 06:06:06 AM »

13) Mods & Development / Re: Warcraft 1 modding
« on: August 02, 2019, 04:17:17 AM »
Now it uses DosBox connection. There two cases how to play through Internet.
1. Use Hamachi or something like this to emulate local Network, DosBox+Warcraft should be started as IPX server, WinWar has simple connection page:

2. It's possible to deploy IPX server on any server with open 213 port. It can be empty DosBox (without Warcraft) or any another 3rd-party implementation. IL has one deployed on war2.ru, but looks like right now it's down.
In this case you need to start your DosBox with Warcraft in IPX-client mode. For WinWar nothing will be changed.
BUT. It can be really slow. All the packets will go though Internet twice. Client1->Server, Server-Client2.

May be in future I'll add PVPGN support. But I'm too lazy to implement it by myself. The only acceptable solution is to reuse storm.dll. But this is very-very far future.

14) Mods & Development / Re: Warcraft 1 modding
« on: August 01, 2019, 05:24:13 AM »
WinWar is still unplayable, but now it's possible to start network session between WinWar and original version.
Common functionality working almost fine: routing, building, chopping. But battles still have small mismatches which can destroy synchronization.   
And I need more and more tests with original/WinWar game. Does anybody want to join this testing process?

15) Server.War2.ru / Re: here my list of players ranked
« on: July 31, 2019, 06:46:53 AM »
Whats is everyones sudden ranking of Ragner?  im 5-0 vs that nigga lmfao
I haven't seen a lot of your result lately. May be you can be added to Tier 2. It will be great to have a couple of big tournaments to understand who is who.

Oragorn and lesnik on your list lmfao....
Tier 3 is not finished ("and more..."). I think that Oragorn and lesnik  are only active russian players who can get into Tier 3 (may be Kagan too). And I believe there are ~10-20 more people form other countries who can be added to this group. Just I'm lazy to do it.

And  spb is not as good as , lux, jesk , wargasm, myst or poscow,  neither is medivh tyrus or cbuh.

Sepi is better than virus
Đ¢oday, when viruz is passive, may be, not sure. But in general - disagree.
sg has never played sepi in series.
And what?

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