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Messages - Buttercraft

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31
just use combat with plugins support + HD patch if you want to play campanigns with this plugin.
so basically you not need gog to play campanigns because gog is shit
so probably you do not need this plugin for multiplayer at all.
and that means you want it for singleplayer? just use combat for that, gog is shit

Yeah, I'm only interested in singleplayer. I know I can use War2Combat, but I want to use original gog version (with high quality music ripped by me from my original DOS CD and placed into install.mpq). That's why I asked if it was possible to add a plugin to the widescreen patch, since it already use similar plugins.

You can replace the BNE audio with any MPQ tool, INSTALL.EXE is an MPQ file afterall.

Place cmdmpq, the bat file I attached and the .wav files (named human1-6.wav, orc1-6.wav) into the root game directory and run the bat file to switch the game music.

human1 is BDP Track02 (0m:0s - 2m:52s)
human2 is BDP Track02 (2m:52s - 6m:28s)
human3 is BDP Track03
human4 is BDP Track04
human5 is BDP Track05
human6 is BDP Track06

orc1 is BDP Track10 (0m:0s - 2m:23s)
orc2 is BDP Track10 (2m:23s - 5m:54s)
orc3 is BDP Track11
orc4 is BDP Track12
orc5 is BDP Track13
orc6 is BDP Track14

Code: [Select]
@echo off

cmdmpq a INSTALL.EXE human1.wav music\human1.wav
cmdmpq a INSTALL.EXE human2.wav music\human2.wav
cmdmpq a INSTALL.EXE human3.wav music\human3.wav
cmdmpq a INSTALL.EXE human4.wav music\human4.wav
cmdmpq a INSTALL.EXE human5.wav music\human5.wav
cmdmpq a INSTALL.EXE human6.wav music\human6.wav

cmdmpq a INSTALL.EXE orc1.wav music\orc1.wav
cmdmpq a INSTALL.EXE orc2.wav music\orc2.wav
cmdmpq a INSTALL.EXE orc3.wav music\orc3.wav
cmdmpq a INSTALL.EXE orc4.wav music\orc4.wav
cmdmpq a INSTALL.EXE orc5.wav music\orc5.wav
cmdmpq a INSTALL.EXE orc6.wav music\orc6.wav

32
Server.War2.ru / Drop Player Countdown
« on: July 25, 2024, 01:42:11 AM »
Fifteen seconds to drop players is far too short, in later titles Blizzard increased the drop timer to 45 seconds.

What should it be, ideally?

33
Support Requests / Re: Map errors on editor
« on: July 19, 2024, 01:05:30 PM »
I modified the installer to include the original tome files from the War2BNE disk (combat editions are stripped down for portability)

Make sure you close all instances of the editor before you reinstall, the tomes won't be replaced while the editor is still open

https://fastupload.io/027ee735571fa6fb

If that doesn't work you might like to try War2xEd

34
Support Requests / Re: Map errors on editor
« on: July 18, 2024, 08:32:29 PM »
You don't have to reinstall the whole game, there is a standlone map editor by iL (3.6mb download)

https://ftp.war2.ru/war2/Map%20related%20software/war2combatmapeditor102.zip

just remember to update your shortcuts, it installs to Program Files in a folder named War2CombatMapEditor.

(no guaruntees this fixes your problem)

35
Server.War2.ru / Re: Not able to connect to server
« on: July 11, 2024, 02:35:35 AM »
Hi anatole, run the Restore Gateways batch file (attatched to the post) and try connect connect to the mirror server, hope that helps.


36
Server.War2.ru / Re: am i banned?
« on: July 04, 2024, 10:16:53 PM »
if i uninstall/reinstall it lets me log onto the server once and only once. after i try to disconnect/reconnect to server i get the message i posted above.

Does deleting bncache.dat allow you back on another time? maybe try restore the server list (see attachment, right click - run as admin)

There are other things it could be,  but try those first.

37
Mods & Development / Re: Updated lobby_map plugin
« on: July 04, 2024, 05:13:40 PM »
@fois if you read this, a nice middle ground between the old and new layouts is a minimap position of (x=442 and y=87)

The standard map centers perfectly bewteen game name and map name.


38
Mods & Development / Re: Updated lobby_map plugin
« on: July 04, 2024, 04:52:40 PM »
Great as usual, the latest version does not cause minimap flicker when the mouse cursor moves out of the SD zone (or across the 640x480 boundary) under HD fullscreen.

and the map features are easier to discern, worth trying for those who have problems with previous versions.  :newthumbsup:

39
Nice  ;)

Might be worth adding a link to downloads page, to this thread.

40
Strategy & Replays / dJ_boSs Saint vs Mystical spb - tight game
« on: July 07, 2023, 05:04:57 AM »
https://www.twitch.tv/videos/1859831769

Game starts at 22 minutes

41
Server.War2.ru / Re: War2 Triggers Editor released!
« on: June 29, 2023, 05:17:44 AM »
Unrelated question: is there a known method to turn Zeppelin into a transport with triggers or otherwise? I guess if you morph a transport into a Zeppelin and then back after loading it might work :thinking:

42
Server.War2.ru / Re: War2 Triggers Editor released!
« on: June 29, 2023, 05:13:37 AM »
Yeah but once game starts nobody should change speed by accident or on purpose IMO, even the host. I hope in next version you could set both EF and F trigger (as EF is more popular by far).

I always hit minus key by accident because I place hall/command center on the 0 hotkey (also peon/probe/peasant is one key over), so it's now completely disabled when game window is active.

GOW with pathfix + rally + speedfix is really great introduction to triggers, but people don't want tower control and won't join fastest games.

43
Server.War2.ru / Re: War2 Triggers Editor released!
« on: June 28, 2023, 04:25:01 PM »
there is trigger for changing fastest to anything other
:))

Problem is nobody joins fastest games, or thet just leave - the trigger works perfectly fine.

Speed at 18 is nice but not too fast, and really nice animations.

44
Server.War2.ru / Re: War2 Triggers Editor released!
« on: June 28, 2023, 12:34:25 AM »
By the way, it would be really nice to change the speed of "even faster" being the most popular selection.

For reference, fastest defaults to 13, even faster is 20. Something like 17 plays better, I think.

45
Server.War2.ru / Re: War2 Triggers Editor released!
« on: June 28, 2023, 12:21:05 AM »
Yeah it migt be a problem :)) I didn't notice the trigger maps are embedded without separable files for online play, makes sense.

I was thinking of Sniper CTF or bomb plant/defusal with random groups of NPC units moving around the map to create danger for both teams, as well as runes so you must send spotters first, with each round you can buy fire throwing grunts, additional spotters(submersible peon), demo team etc, or air strike (temporary battleship or catapult with 128 range and turtle missiles), etc, the random factor makes each round different as much as is possible, random terrain would be cool but maybe a bit ambitious.

I think random can be implemented another way (Hp of unit under some effect) but it's slow, you lose player slots and I don't know how reliable that method will be generally.

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