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Messages - Night

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61
Mod Releases / Re: [3.63] URWSSSelector v1.0.1
« on: December 14, 2020, 02:35:43 PM »
~Update

v1.0.2 -
  • Added search modes.
  • Starting location tile information and selected mode now displayed in title bar.
  • Some performance upgrades.

Left v1.0.1 attached just incase people prefer the minimal version.

Just a quick one to say thanks for the tool and the source code & freely sharing your knowledge.

Did you consider using Lazarus/FreePascal for your utilities? That would be write-once, compile & use everywhere (win+lin+mac).

I took a look at it briefly after reading your post. Seems like it would work, but not something I want to invest a serious amount of time in currently, as I'd have to translate a lot of my work/learn the language before getting a decent foundation built. It's a good idea though for compatibility sake.

62
Modding / Re: URW Modding Discord
« on: December 09, 2020, 12:59:52 PM »
~Bump
we're still here

Wanted to invite a few of you who have contributed to / frequent the modding section.
@caethan @Galgana @Buoidda @Ezezaguna @Jaredonian @Bedlam @koteko @Roheline @Dr.Hossa @Frostbit @JP_Finn @Sloomingbla @Teellox @Ubie @paulkorotoon @Bert Preast @trowftd

Anyone is of course, welcome to join ^^.

63
Suggestions / Note taking
« on: December 09, 2020, 02:01:56 AM »
Some sort of way to write / read text would provide a nice way to roleplay note taking/journal writing for players. Lot's of ways to implement it so just thought I'd throw it out there incase you think it might fit well for UnReal World's setting in some fashion.

Maybe instead of text, Finnish symbols, or other marking methods.

Had the idea after reading a post on the old forums, in regards to players tracking hide spoilage and other time sensitive information.

64
Mod Releases / Re: [3.63] URWSSSelector v1.0.1
« on: December 07, 2020, 10:56:24 AM »
~Update @Brygun @Frostbit @Buoidda

v1.0.1 -
  • Made map detection automatic
  • Start location is now set to the closest land tile from your cursors location in order to avoid starting in water
  • Game version checking added
  • Overlay is now 'invisible' to the human eye (opacity = 1%)
  • Added edge detection for starting location to avoid starting in tiles considered to be non-movable (invisible map wall).

65
Bug reports / Re: Cant get back to shelter
« on: December 07, 2020, 12:55:05 AM »
I used the 3rd party mod to select the start location.

Picture attached here.

Its wierd that I can move on some parts of the island that then become dissallowed.

I was wondering if it had something to do with the spirits.

As a veteran player I've never seen this before. I've never played this close to the world map edge either.

That island is extremely close to the edge. Youre probably in an area thats naturally supposed to be off limits, mostly due to rendering issues when you get closer to the edge. Ill make an update for my mod to restrict it closer towards the main land. As for the character you'll likely need to scrap him and start fresh.

edit: 12/7/2020, made update to restrict starting locations by 48 over-world tiles from the map edge.

66
Mod Releases / Re: [3.63] URWSSSelector v1.0.0
« on: December 06, 2020, 11:30:10 AM »
I will ask my usual question, what about Linux users?

@Tinker

Python seems to be the best way to implement these sorts of things for URW on Linux systems.

I have no idea what you have to work with on Linux so I can't give you a clean answer, but the requirements for this are fairly straight forward:

Requirements:

Memory addresses:
URW.exe = Process.MainModule.BaseAddress (whatever the python/Linux equivalent of this is)
XStart = (urw.exe)+0x1B4BA0
YStart = (urw.exe)+0x1B4BA4

Data:
X, Y, Width, Height, of the unrealworld map in map generation. I've used user input as an initial method for getting this via dragging the box over the map, an easier way I've just implemented is calculating the first and last blue pixel co-ordinates from a screenshot of the game (IE top left edge of the map, and bottom right edge of the map).

Mouse cursor X/Y, relative to game window.

after you have the required data you can WriteProcessMemory (Windows version of memory writing) to XStart and YStart after calculating the cursors position relative to the maps x, y, width, and height

Code: [Select]
                X = (int)((Cursor.X - URWMap.X) * (3072m / URWMap.Width));
                Y = (int)((Cursor.Y - URWMap.Y) * (2048m / URWMap.Height));

This gives you the co-ordinates of the cursor within the map, 0,0 being the top left most map tile. Once this is implemented you should be able to implement it w/ mouse inputs, I detected movement and constantly changed the XStart and YStart values to the calculated co-ordinates, another way would be to just detect when the mouse clicks and set the XStart and YStart to the click/cursor location.

There are also, probably, additional ways to change your location on the map through save files after you've gone through character creation, if memory read/write isn't an option.

67
Hi Night, thanks for the feedback, and for sharing your documentation on the CRS file!

I'd like to cross check the entity struct with the OBJ file, maybe we can identify the inventory, with the possibility of injecting modded items on creatures and characters. Or even spawning new entities!

One thing I couldn't find is how the game knows that those are the robbers associated to the quest. Maybe their position on the entity array is stored somewhere?

It's possible they're marked somehow in the entity struct, a better way to identify them is maybe cross referencing their position with any new data related to the shelter/items generated around them, I'm not sure if it's generated fully when the quest begins but, I suspect if it is then the map tile with the items on ground+shelter is likely saved into ZOOMMAPS. then its just a matter of referencing that locations x/y to your robber's x/y.

There are a lot of steps needed in order to create new objects/entities and place them, etc. Entities item ID's seem to be located at 0x1B4, extending as far as 0x1CC. I have not yet found the quantity with certainty.

for item ID's, the ID (50042 for example) - 50000 = the index of the item in the Character.OBJ file, I believe the item struct is 172 bytes long, and I may or may not have posted some information on it elseware around here, but I have a majority of the struct mapped, with the exception of a few unknown values I have yet to identify, and some values I have not fully tested yet to determine their full scope.

As for cross referencing stuff, might edit one of the wiki's with struct information, as my experience so far using the fandom wiki has been pleasant and easy to share/edit.

Also I'm still around on discord if you want to chat directly of course ^^.

68
Fantastic work, glad to see you're back ^^.

Took a look at the code, overall very good work.
notes:
Spoiler: show

I noticed you we're documenting the data for entities on the github page, maybe ill write something up for scraping purposes.

Uploading a txt file w/ what I've documented for the struct, I'll look into the github page later and see if I can add it there later.

Heres some notes on the file, for readability purposes.

69
Mod Releases / Re: [3.63] URWSSSelector v1.0.0
« on: December 05, 2020, 11:51:59 AM »
Wonderful!

But I have technical problems making the drag. The moment I left click, Urw window minimizes and focus changes to URWSSSelector.exe on taskbar.



The focus should change, as you're actually clicking an overlayed window ontop of the game. I'm not sure why your game is minimizing though, if you're unable to find a solution I'll make a work around for it. I'll do some testing as well and see if I can reproduce it, I run the game in windowed mode if that helps.

If you do manage to get it working, once you've drawn the box and got the location where you want it you can just right click and it'll exit the program and leave the location where your cursor is.

EDIT: Not using fullscreen mode solved that.

This is great!!!! Thank you so much @Night!!!! You have made a huge contribution to the community.  ;D
edit:
Ah yes, as I suspected a window orientation problem :P I'll leave you to it and make a note in the OP ^^

71
Mod Releases / [3.71] [3.63] URWSSSelector v1.0.3
« on: December 05, 2020, 10:20:50 AM »
[3.71][3.63] URWSSSelector v1.0.3
(Start Spot Selector)

Simple mod that allows you to select your starting location with ease during character generation, simply start the program while unreal world is running and the starting location will follow your cursor. Map must not be zoomed in in order for co-ordinates to work properly. Right click to stop moving starting location and exit program.

Also make sure the game is in windowed mode while using this, fullscreen will cause issues when overlaying over URW. You can change it back to fullscreen afterwards of course.

Source included at bottom of thread if anyone is interested

Usage:


Instructions:
  • Run program during map generation screen (Make sure map is zoomed out)
  • Move cursor to desired starting location
  • Right click, exits program and leaves starting location at cursor
  • Middle scroll, changes search mode
  • Middle click, opens custom tile filter UI

Modes: (Mouse-Scroll)
  • Closest land - Closest land tile near your cursor
  • Closest village/settlement - Closest village to your cursor
  • Closest cave - Closest cave to your cursor
  • Custom - Closest tiles selected from list
  • High ground - Closest tile considered to be high ground
  • Dense forest - Closest forest tile

Version History:
  • v.1.0.3 10/21/21 - Updated to 3.70 stable; 3.71
  • v.1.0.3 - Minor bug fix with custom search locations, updated for 3.70b beta.
  • v1.0.2 - Added search modes, starting location tile information and selected mode now displayed in title bar, some performance upgrades.
  • v1.0.1 - Made map detection automatic, Start location is now set to the closest land tile from your cursors location in order to avoid starting in water, game version checking added, overlay is now 'invisible' to the human eye (opacity = 1%), added edge detection for starting location to avoid starting in tiles considered to be non-movable (invisible map wall).
  • v1.0.0 - Initial release

Please report any bugs to me via this thread, my PMs, or contact me directly on steam:
https://steamcommunity.com/id/Nightipoo/

Download attached to thread.

Credits:
   Night - Creator/Programming.
   Enormous Elk - Unreal world.

Requires Microsoft .NET Version 4.6 or later. (Usually already installed)

Source for study: [v1.0.0], [v1.0.1], [v1.0.2]

72
Suggestions / Re: Point and click start location
« on: November 04, 2020, 10:03:26 PM »
Working on something that'll be able to achieve this, and hopefully more in the future.

73
Mod Releases / Re: [Tool] Character Designer v1.1.0
« on: October 31, 2020, 11:08:58 AM »
@Night, thanks, it's a great update! I've noticed a couple minor inconveniences.

Spoiler: show
When wearing belts over overcoat, there's one-pixel gap in the east/west direction. Overcoat should be one pixel narrower in this directions to fit belts.



The program window is resizable. Not important at all, but I guess its size is meant to be fixed.



Also, it would be nice to have shirts/undershirts available for female character too.


I linked krutzelpuntz to your reply as he's managed all of the sprites so far,
(you'll be able to update/download new ones using right click > update sprites when they're available)
I'll fix the resizing next release, as well as a couple of other minor things. Also plan on adding layer saving/loading so people don't have to rebuild the layers every time they want to make a small change.

Thanks for the feedback ^^.

74
Mod Releases / Re: [Tool] Character Designer v1.1.0
« on: October 30, 2020, 09:30:37 PM »
Updated, added new sprites and polished the tool up some more. Enjoy!
@paulkorotoon , @trowftd , @BlankPaper , @koteko , @Mati256

75
General Discussion / Re: Kill counter?
« on: October 29, 2020, 09:45:53 PM »
After double-checking the entries, msglog.txt is full history. Other files are truncated.
See attached.


Now I need to prune the fluff out or extract the goods. To macro or to python  ???

Looks like kill.log is probably full too judging by the size.

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