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@  Elwood : (02 May 2025 - 07:37 AM) When it was active, this place was some of the most fun I've ever had on the internet.
@  Elwood : (02 May 2025 - 07:37 AM) Really wish I liked Discord better so I could hang out with you guys again. I just really prefer forums to Discord. :/
@  Elwood : (02 May 2025 - 07:34 AM) Lol Blazer probably just keeping it up so I can leave it as my homepage for Firefox!
@  Valke : (04 April 2025 - 10:57 AM) wow i cant believe this site is still up
@  acceptance : (27 January 2025 - 08:32 PM) You're right, it really is nostalgic. Totally with Shu on that.
@  Shu : (15 November 2024 - 09:50 PM) Right you are
@  Elwood : (01 August 2024 - 03:41 AM) Wow a new post! ....aaaand it's a bot. Still, it's strangely nostalgic.
@  Oblivion Knight : (26 February 2024 - 11:30 AM) Whoa I can edit a typo. The technology.
@  Oblivion Knight : (26 February 2024 - 11:29 AM) Obligatory message.
@  Elwood : (02 January 2024 - 04:19 AM) Happy New Year!!!
@  Aaron : (13 February 2023 - 09:19 PM) I'm still out here alive. If you remember me, I hope you're doing well!
@  Aaron : (13 February 2023 - 09:09 PM) 2023 and this place is still up huhh
@  Elwood : (05 January 2023 - 07:58 AM) Ah a Christmas greeting from Wolfie! Even if I saw it way late Merry Christmas and Happy New Year to everybody!
@  Cero : (31 December 2022 - 09:27 PM) Man that bot went crazy
@  Whitewolf8 : (24 December 2022 - 10:02 AM) I return once more on the eve of Christmas to haunt you all again!... Mainly Elwood. Hello!
@  Elwood : (25 November 2022 - 04:58 AM) A bot! Ah the nostalgia!
@  Elwood : (02 November 2022 - 02:30 PM) Yo ho ho ho! Thar be the white wolf!
@  Whitewolf8 : (24 October 2022 - 12:29 AM) Well, blimey it's been a while. Hoy there! If anyone's still alive here anyway.
@  Valke : (21 April 2022 - 12:12 PM) im taking the 2nd shout of 2022 😂
@  Elwood : (03 March 2022 - 10:12 PM) Mwuhahaha! The first shout of 2022 is mine!

Madman4q2

Member Since 22 Apr 2014
Offline Last Active Oct 01 2014 06:20 AM

Posts I've Made

In Topic: Loading massive amounts of units

16 June 2014 - 04:02 AM

QUOTE (Fire Blazer @ Jun 13 2014, 10:57 PM)
You can turn the camera on/off, I think this may have been mentioned at one point. I'm not sure of the hex code though, sadly (random guess is A1 00 00 00 or A2 00 00 00 but those could both be totally wrong).

I'd assume it just follows whoever is currently being loaded, the camera shouldn't be causing an issue, or at least I don't recall having any problems with it. Again though, you can test it yourself. (And the EA not working can be resolved by using another computer, it's not a program that needs installing so if you have access to another computer you should be able to get it to work... unless said computer doesn't have .NET Framework............ oh, there goes that I guess, meh)


I got EA to work, but I've become so familiar with the hex that's it's pretty much a breeze coding in hex (for the most part). I know you can turn the camera auto follow off. Like I said I thought of a few ways to avoid the problem (one of them is to turn the cam off, and have the camera go to different tiles with stalls in between. The other is to simply break the reinforcements into smaller groups and load each group one after another). Like you said the camera follows whoever is being loaded - however, if a group is loaded from a single point and the individual units of that group move in opposite directions (enough so to cause a conflict) then it will happen. Like I made it happen so many times I figured out why it was being weird. I'll eventually post a video on it when I get around to fixing it, but I have a lot more important things to worry about.

In Topic: Loading massive amounts of units

14 June 2014 - 02:15 AM

QUOTE (Fire Blazer @ Jun 12 2014, 01:13 AM)
Probably has to do with the unit data, maybe where you're moving them (check the path from the loading coordinates to the starting coordinates) or the fact that you're using hex which no one uses tongue.gif

also there's a limit of 50 units per allegiance in case you didn't know


It's not the hex bit. I think it has to do with the default cam follow thing. One thing that I know causes it is when you load multiple units from the same point and they run off in scattered directions: For example, when one unit runs all the way to the right of a large map, and another - all the way to the left of a large map. The cam doesn't know which to follow and bugs out resulting in the same effect I'm speaking of now. Often times this isn't too much of a problem since the cam only follows units still in motion. However, I'm beginning to suspect that something else might also make this happen, though I am unsure. Honestly, this isn't something I'm too woried about - but if I can avoid the situation it'd be nice.

In Topic: Chapter Transition Issues

08 June 2014 - 08:59 PM

QUOTE (Blitzzurger96 @ Jun 5 2014, 03:33 PM)
It's been so long since I've posted on this forum... whoa... Anyways, I think i have an idea about what's wrong: for your layer properties, all you had was "Main" when you also need the x length, y length and some other properties that I can't remember at all... check some random Mapping tutorial or some mapping video and it'll probably tell you the problem that I've sorta solved.


Uhhhhhhhhhhh..... do you even know what you're saying lol. I mean yes you're right- you need " ID Width Height X Y " FOR TILE CHANGE LAYERS.
You only put "Main" for the Base layer (and since this map has no tile changes there's no list like that). If you read above you would of known that it was actually the chapter name being the problem (alpha-numerical numbers only apparently). I thought it was the map because of the timing of the crash, and because I remember reading somewhere that the ship is "unusable", but I believe that was only for the town tiles (if even that). But thanks, for the post I appreciate someone trying to help biggrin.gif!

In Topic: Default Weapon Pointer Table HERE IT IS

08 June 2014 - 07:40 PM

QUOTE (Fire Blazer @ Jun 5 2014, 07:43 PM)
I'm kind of confused as to the entire point of this context

But a couple of those offsets look vaguely familiar, does this perhaps involve repointing the item table? You can't just use find/replace for this thing? I'm so confused


Yes I made this for repointing the weapon table for extension purposes. I just recently tested it and noticed you need to do the same for the spell animation/association table so I'm going to post that on here too.

The copy one makes it easier to copy/paste (since you don't have to worry about "where" the table ends if you're unfamiliar with hex.
The other version is to see how Nightmare translates into hex (this is to help get a better understanding, and aid in creating additional weapons).

In Topic: Default Weapon Pointer Table HERE IT IS

05 June 2014 - 02:24 PM

QUOTE (Icecube @ Jun 2 2014, 03:32 AM)
Well, add 000 for hex editor and 080 for pointer. IMO, nightmare version of them is more practical. Just a personal opinion though (since most of my modifications were transferred into nmm, and I'm having bad experience with notepad++).


Ah I see. I basically put everything straight into the hex editor with the exception of maps and tile changes (Though I have done tile changes the hard way b4). This is basically here so you can quickly copy the weapon pointer table and move it elsewhere for extension purposes (while changing the pointers so it actually works :3). As far as I know, you can't move tables and repoint to them with Nightmare (though it is helpful for finding tables and many other things). [I do use the nightmare a bit though biggrin.gif- tis an amazing tool).