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Miscellaneous Forums => Gameplay => Topic started by: Tenko Kuugen on 2014-07-11 06:04:21

Title: Worldmap Submarine and Buggy Movement value
Post by: Tenko Kuugen on 2014-07-11 06:04:21
This is, probably, stored somewhere in the .exe but obviously I have not a clue where.
If possible I'd like to make both twice as fast, if not the buggy even 2,5x as fast, unless that causes massive problems with the collision.

And so I shall cast Summon NFITC1, Exe overlord.
Title: Re: Worldmap Submarine and Buggy Movement value
Post by: DLPB_ on 2014-07-11 08:12:10
It may be possible to edit this in the exe to some degree, but it is likely the values are set in the world map script (Are movement speeds set for field in the field script?  And we can edit with Makou?).  No world map script editor currently exists.

Saying that... me and Kranmer did manage to speed up the Midgardsormr with the exe.
Title: Re: Worldmap Submarine and Buggy Movement value
Post by: nfitc1 on 2014-07-11 16:41:36
*Appears sitting on the toilet*

.....Go away.
Title: Re: Worldmap Submarine and Buggy Movement value
Post by: Kaldarasha on 2014-07-11 16:58:18
*Appears sitting on the toilet*

.....Go away.

And here is the proof:
(http://s14.directupload.net/images/140711/f3b4mek9.jpg)
Title: Re: Worldmap Submarine and Buggy Movement value
Post by: nfitc1 on 2014-07-11 16:59:35
That's not really me, but not a bad likeness...
Title: Re: Worldmap Submarine and Buggy Movement value
Post by: LeonhartGR on 2014-07-11 17:20:27
lol
Title: Re: Worldmap Submarine and Buggy Movement value
Post by: nfitc1 on 2014-07-11 23:56:46
Well, I did at least expand all the wm0.bot files into their mesh blocks. I was thinking of rendering it and creating a 1:1 scale image of the world map that way. Yeah, that'd be awesome.  8-)

Ahem. That said I debugged through the exe and couldn't find where it made a distinction between buggy and not-buggy. There are technically 12 vehicles in the game and they probably do have a speed associated with them, but I'm not sure where in memory these are stored or checked against. The entire world map may be one giant external script. Yet I can't find any handlers for it because I can't find where it's loaded into memory. I think the scripts may be stored in wm0.ev file that is in the world_XX.lgp file. I'm at a loss at its structure, however. That was with just a few minutes of staring at it.
Title: Re: Worldmap Submarine and Buggy Movement value
Post by: Tenko Kuugen on 2014-07-12 09:38:33
It may be possible to edit this in the exe to some degree, but it is likely the values are set in the world map script (Are movement speeds set for field in the field script?  And we can edit with Makou?).  No world map script editor currently exists.

Saying that... me and Kranmer did manage to speed up the Midgardsormr with the exe.

A walkspeed script would have to be present for every NPC and the player character in every field and I've never seen something like that so that must be handled somewhere else. Since different models have all the same walkspeed, I assume it's not in char.lgp either but handled in the .exe

Quote
Ahem. That said I debugged through the exe and couldn't find where it made a distinction between buggy and not-buggy. There are technically 12 vehicles in the game and they probably do have a speed associated with them, but I'm not sure where in memory these are stored or checked against. The entire world map may be one giant external script. Yet I can't find any handlers for it because I can't find where it's loaded into memory. I think the scripts may be stored in wm0.ev file that is in the world_XX.lgp file. I'm at a loss at its structure, however. That was with just a few minutes of staring at it.

That's really bad news. If it's that complicated for such a small thing I won't ask anyone to pursue this.
Title: Re: Worldmap Submarine and Buggy Movement value
Post by: luksy on 2014-07-12 11:27:49
The script files are a table of offsets and identifiers, followed by the scripts themselves. It's stack based so quite a bit simpler then say the field script, there are about 100 opcodes although I've mostly only figured out the easy ones so far (push, pop, arithmetic etc).
Title: Re: Worldmap Submarine and Buggy Movement value
Post by: Kaldarasha on 2014-07-12 11:47:31
Well, I did at least expand all the wm0.bot files into their mesh blocks. I was thinking of rendering it and creating a 1:1 scale image of the world map that way. Yeah, that'd be awesome.  8-)

Similar to this?
http://forums.qhimm.com/index.php?topic=10717.0
Title: Re: Worldmap Submarine and Buggy Movement value
Post by: nfitc1 on 2014-07-12 13:34:31
Similar to this?
http://forums.qhimm.com/index.php?topic=10717.0

Oh. That's not as awesome if it's been done already. I don't remember giving him permission to use my UnLZS method, but I probably did.
Title: Re: Worldmap Submarine and Buggy Movement value
Post by: jusete on 2014-07-17 17:25:25
Similar to this?
http://forums.qhimm.com/index.php?topic=10717.0

How I can download the tools of that post?

I have downloaded the tools of this post http://forums.qhimm.com/index.php?topic=10929.0 but the result is a .obj like this:

https://imageshack.com/i/ex6e85e2j
Title: Re: Worldmap Submarine and Buggy Movement value
Post by: Kaldarasha on 2014-07-19 00:12:15
You should ask Omzy if he has the tool or if he could reupload the files.
Title: Re: Worldmap Submarine and Buggy Movement value
Post by: jusete on 2014-07-19 13:04:30
Ok, thanks.