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by Mechanist
Tue Aug 21, 2018 9:28 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 343
Views: 109217

Re: Widescreen hack and some other fixes aka AiO Patch

You can reproduce it single player eg. if a bunch of Wartoks hit you at the same time. Should be even easier in MP with just 1 player attacking, just need a heavier weapons, I don't recall how much damage exactly it should have at least, probably around 40. Actually I don't think that knockdown (ak...
by Mechanist
Tue Aug 21, 2018 9:04 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 343
Views: 109217

Re: Widescreen hack and some other fixes aka AiO Patch

Should I leave it as it is or change it so it's blocked during attack animation/being stunned? It doesn't really affect gameplay, right? I mean, if I understand this correctly, there is no in-game advantage to stowing Rynn's weapon in the middle of an attack, since the animation continues regardles...
by Mechanist
Tue Aug 21, 2018 8:53 pm
Forum: Drakan Level Editing and Game Mods
Topic: Some reverse-engineering of the Level Editor and TXD stuff
Replies: 15
Views: 3263

Re: Some reverse-engineering of the Level Editor and TXD stuff

If I bypass the check at 0x426EC6 or just make it call that converter function, if BMP contents were full of red, they turn into full blue in 2D preview. That was the check I messed with back then, thanks for pointing it out! Not quite sure we're on the same page here... What I meant was that I byp...
by Mechanist
Tue Aug 21, 2018 4:52 am
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 343
Views: 109217

Re: Widescreen hack and some other fixes aka AiO Patch

Ok, that's great :D I've made good progress on letting the Editor import 32-bit textures (both without and with alpha); I hope to have a workable version ready by the end of the week. Careful analysis showed that a lot less code needs to be changed than I initially expected. Some parts of the existi...
by Mechanist
Mon Aug 20, 2018 9:54 pm
Forum: Drakan Level Editing and Game Mods
Topic: Some reverse-engineering of the Level Editor and TXD stuff
Replies: 15
Views: 3263

Re: Some reverse-engineering of the Level Editor and TXD stuff

Even more strangely - it unlocks the memory eventually, BUT then reads the unlocked memory later on. WTF? So it's not even consistent with itself! EDIT: updated the OP with more info about the routines involved. Further notes: Bypassing the check at 00426EC6 causes the texture to be loaded into memo...
by Mechanist
Mon Aug 20, 2018 2:42 pm
Forum: Drakan Level Editing and Game Mods
Topic: Some reverse-engineering of the Level Editor and TXD stuff
Replies: 15
Views: 3263

Re: Some reverse-engineering of the Level Editor and TXD stuff

All transparent textures I found use integrated alpha channels. Yes, and I suppose this is the case precisely because the alternative doesn't work in the Riot Engine. That, and probably also because these hypothetical "separate alpha maps" use more disk space, memory, and presumably also incur addi...
by Mechanist
Mon Aug 20, 2018 4:06 am
Forum: Drakan Level Editing and Game Mods
Topic: Some reverse-engineering of the Level Editor and TXD stuff
Replies: 15
Views: 3263

Re: Some reverse-engineering of the Level Editor and TXD stuff

the fact no in-game texture seemed to use alpha maps What. There are several of those, even in the stock game. Arokh's wings, as well as his fireballs (Resources\Texture510) - those are the 2 that I can name right off the bat. There are several other textures with transparency, but I don't remember...
by Mechanist
Sun Aug 19, 2018 2:49 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 343
Views: 109217

Re: Widescreen hack and some other fixes aka AiO Patch

I messed with this a little in the past. I think I got editor to import them in 24-bit format. At least I remember some check for 16-bitness and skipping it made the texture/image I had appear in the database in 24-bit, at least that's what it said. Don't know if anything more would be needed on th...
by Mechanist
Sun Aug 19, 2018 2:37 pm
Forum: Drakan Level Editing and Game Mods
Topic: Some reverse-engineering of the Level Editor and TXD stuff
Replies: 15
Views: 3263

Re: Some reverse-engineering of the Level Editor and TXD stuff

So the thing working in editor's 3D is new to me. One critical thing that I had to do is to set the texture "pitch" value correctly in the TXD. With a wrong value, the preview in the Databases window was only slightly wrong, but in the 3D View it was totally messed up. Edit: works in-game if Drakan...
by Mechanist
Sun Aug 19, 2018 12:33 pm
Forum: Drakan Level Editing and Game Mods
Topic: Some reverse-engineering of the Level Editor and TXD stuff
Replies: 15
Views: 3263

Some reverse-engineering of the Level Editor and TXD stuff

Here's a bunch of things I uncovered while digging around in the Editor: -------------------------------------------- First, let's clear up some confusion: Flags: (...) // 0x01 this has a seperate alpha map attached after the image data This does NOT work! For every possible combination of pixel for...
by Mechanist
Sat Aug 18, 2018 6:47 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 343
Views: 109217

Re: Widescreen hack and some other fixes aka AiO Patch

Ok, I've transferred my fixes to the new editor.exe from AiO 144. I'll try to investigate the lens flares issue a bit more when I find some time, try it on different hardware and with different AiO builds. And I still have an old computer with an nVidia card, but I would have to dust that one off (t...
by Mechanist
Sat Aug 18, 2018 6:10 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 343
Views: 109217

Re: Widescreen hack and some other fixes aka AiO Patch

I put it to 100. Wait, did you mess with the Editor .exe again? Oops, now we have 2 different versions with different changes :( (I based my fixes on the Editor .exe from AiO 143) So what does that tell you? Their tech just wasn't feasible for the job anymore? :) I haven't changed the code that dea...
by Mechanist
Sat Aug 18, 2018 8:14 am
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 343
Views: 109217

Re: Widescreen hack and some other fixes aka AiO Patch

memory fragmentation also comes to mind (who knows how good memory management works in there, plus the potential memory leaks) In my testing with 99 undo levels, I haven't observed any problems: after the initial buildup, the memory usage remained quite steady, even when I would deliberately undo s...
by Mechanist
Fri Aug 17, 2018 8:00 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 343
Views: 109217

Re: Widescreen hack and some other fixes aka AiO Patch

Wow, that was fast. Thanks for the help :) Now the next issue is this: I'd like to make some pretty significant additions to how some parts of the game work (in particular, add a simple text-chat-based voting system to the dedicated server). I have a relatively solid idea of how to approach it from ...
by Mechanist
Thu Aug 16, 2018 5:36 pm
Forum: Drakan (PC) Game Discussion & Technical Support
Topic: Widescreen hack and some other fixes aka AiO Patch
Replies: 343
Views: 109217

Re: Widescreen hack and some other fixes aka AiO Patch

Hmm, I've downloaded the AiO patch source and tried compiling it. After wasting several hours on getting Visual C++ 6.0 SP6 set up and running, already the first problem occurs: can't even open the damn files. These files appear to have been saved in Linux (or some noncompliant Windows text editor),...

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