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  #21  
Old June 26th, 2007, 04:17 AM

chrispedersen chrispedersen is offline
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Default Re: Tools and Tutorials

Once upon a time, there was a file?? with all the graphics, weapons, armors, #s and all for the modding community for Dom2.

Is that still around?
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  #22  
Old June 26th, 2007, 09:06 AM

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Default Re: Tools and Tutorials

Edi's DB. Just look for one of his posts and there'll be a link in it. But I dont think it has the graphics.
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  #23  
Old July 12th, 2007, 02:31 AM
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Default Re: Tools and Tutorials

Terrain Math Tools thread Link updated
Contains a lot of discussion on map file terrain analysis and suitable scripts

Kaljamaha's Map Check script Link updated
This particular utility will output analysis into a tab-separated text file that can be pasted into a spreadsheet program like Excel or Open Office Calc and then easily inspected using filters. Great for analyzing a map file and checking nostarts. Requires Perl to be installed on the computer.

Last edited by Edi; September 1st, 2008 at 11:34 AM.. Reason: Links updated
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  #24  
Old August 2nd, 2007, 01:50 PM
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Default Re: Tools and Tutorials

Is there an up-to-date version of the mod manual that contains all the new commands and the ones that do and don't work up to the current patch? I know the current mod masters could probably update the original in a heartbeat, but I wouldn't even know where to start.
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  #25  
Old August 3rd, 2007, 12:01 PM
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Default Re: Tools and Tutorials

No, I don't think there is. The modding aspect of the game is currently a bit of a mess with some commands not working, new commands having been added but things not necessarily updated and other such.

Getting a concentrated burst on getting that right might be a good thing. I've got the typo fixes to do, but after my trip to Italy, I may tackle that. It comes with the bug list territory and you might as well pay attention to documentation at the same time.
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  #26  
Old August 4th, 2007, 08:30 PM
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Default Generate a list of used ID numbers in a mod file

I have written a small awk script that Sombre requested which lists all the ID numbers which are used in a mod file. ID numbers which are being used more than once will be listed as often as they appear, too. Makes it easy to find overlaps...

Example usage: Code:
$ awk -f dmlist.awk CBcomplete_1.00.dm
Monster IDs: 2851,2877,2888,2890-2892
Weapon IDs: 659,708-710,751-755,768-769
Armor IDs: 252-264
Site IDs: 890


For Windows users, download the GNU awk binary here: http://gnuwin32.sourceforge.net/packages/gawk.htm
Attached Files
File Type: zip 541188-dmlist.zip (511 Bytes, 295 views)
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  #27  
Old August 16th, 2007, 05:52 PM
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Default All Units map

Hmmm I thought this was already done and available but since I dont find one (and it would be out of date anyway) I will whip this one off.
http://www.dom3minions.com/docs/AllUnits.zip

Since its small I will also attach it for the people coming from countries like China who seem to have problems reaching my site. But the next patch will make that one bad. The one on my site I might get around to updating.
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File Type: zip 543769-AllUnits.zip (458.9 KB, 282 views)
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  #28  
Old August 18th, 2007, 01:50 PM
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Default Re: All Units map

Gandalf - have I told you how to make a self-updating AllUnits map yet? You can have as many units as you want, you just have to have a mod enabled that adds a new monster with an ID number higher than the highest unit in there.
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  #29  
Old August 18th, 2007, 03:08 PM
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Default Re: All Units map

Actually that seems hit-or-miss for me. I achieved it partially gaining a province with thousands of what seemed like filler units. But the previous province still caused a crash. So apparently, If i ensure that the last province extends from legal units up to the filler units then it wont crash. I just havent fiddled with it enough to do that.

Feel free to fix the AllUnits and we will make yours the official maintained one (I didnt want that anyway)
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  #30  
Old August 18th, 2007, 03:52 PM
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Default Re: All Units map

I have free time until 2400 on Tuesday, so I might do just that.
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