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-   -   Tools and Tutorials (http://forum.shrapnelgames.com/showthread.php?t=32749)

chrispedersen June 26th, 2007 03:17 AM

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?

DigitalSin June 26th, 2007 08:06 AM

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.

Edi July 12th, 2007 01:31 AM

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.

Morkilus August 2nd, 2007 12:50 PM

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.

Edi August 3rd, 2007 11:01 AM

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.

lch August 4th, 2007 07:30 PM

Generate a list of used ID numbers in a mod file
 
1 Attachment(s)
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: <font class="small">Code:</font><hr /><pre>$ 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</pre><hr />
For Windows users, download the GNU awk binary here: http://gnuwin32.sourceforge.net/packages/gawk.htm

Gandalf Parker August 16th, 2007 04:52 PM

All Units map
 
1 Attachment(s)
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.

Endoperez August 18th, 2007 12:50 PM

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.

Gandalf Parker August 18th, 2007 02:08 PM

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)

Endoperez August 18th, 2007 02:52 PM

Re: All Units map
 
I have free time until 2400 on Tuesday, so I might do just that.


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