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Messages - 0x517A5D

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706
Other Games / Re: New Alien Swarm on Steam Monday 7/19
« on: July 20, 2010, 02:59:04 pm »
Here's a nice writeup slash mini-review.

Quote from: Rock Paper Shotgun
John:: So how does it compare to the original? It’s still top-down four-player shooting of swarms of enemies.
Jim:: Yeah, pretty much, it’s just polished up. There’s a slight angle in the camera, there’s more weapons, lashings if lighting effects, new enemies, the ability to dive and roll, clever equipment, physics puzzles. There’s quite a lot of stuff. Including a decent front end that’s roughly based on Left 4 Dead, for co-op ease.
[...]
Jim:: in conclusion, we can only take this game as evidence of showing off.
John:: Absolutely.
Jim:: Valve are no longer a game development company, but a showing off company.
John:: “We thought we’d make the best example of this genre in our spare time.”
[...]
John:: How many high-fives out of a chest-bump do you give it?
Jim:: Seventy-eighty-nine!

Also, the review comments have instructions for turning on a L4D-style Director.

707
DF Modding / Re: Modifying room price bands
« on: July 20, 2010, 02:30:24 pm »
There is a chance that you can find it with a hex editor viewer.

For instance, assuming the change points are 50, 100, 200, 400, you would convert each of these to hexadecimal: 32, 64, C8, 190

Then you would search for a sequence such as this:
00000032 00000064 000000C8 00000190

Or this one, because the comparisons may actually be done with 49, 99, 199, 399:
00000031 00000063 000000C7 0000018F

There may also be other data intermixed with the sequence, as in an array of pairs of numbers and pointers to the quality rating text:
00000032 ???????? 00000064  ???????? 000000C8  ???????? 00000190

I consider this to be a long shot; it is more likely that the comparisons are done in a sequence of if-then-else statements that would take a true disassembler/debugger to track down.

708
DF Modding / Re: How do I speed up a macro?
« on: July 18, 2010, 04:19:43 pm »
Assuming you're using the new DF2010 aka 0.31.* releases, and the SDL version of that.

In data\init\init.txt there is a setting called MACRO_MS.  Change it from 150 to 1, see what that does.

709
Other Games / Re: New Alien Swarm on Steam Monday 7/19
« on: July 16, 2010, 11:37:32 pm »
ROCK.

I was so sad when I realized that Black Cat was probably defunct.  No updates, no news, website abandoned, no forum activity except "big planz soon".

But no!  Running silent in the Valve fleet, for two years.  And now they surface and launch the nuke!

Source code even.  Probably not art assets, but still worthy of respect.

710
DF General Discussion / Re: Casual vs. Hardcore vs. Dwarf Fortress
« on: July 15, 2010, 04:40:26 pm »
What's growing from the Fun in the second-last panel?
I interpreted that as arteries.  My take is that he cut out the dragon's heart and is chowing down to gain its power.

711
This thread reminds me of my change Fahrenheit to Celsius suggestion that turned into a thousand page flamewar.

I'm starting to form the opinion that this thread should be locked and abandoned.  Then chmod could start a new announcement-only thread and keep it locked except when he puts up a post.

This mix of announcements, support, debate, and lecturing is not working for me.

And from what I understand, he wants actual support issues to be on the dedicated forum he set up.

712
DF Modding / Re: Increasing embark dwarves
« on: July 11, 2010, 11:09:43 pm »
:o i feel like this has to be a simple file edit... but ill let all u mem hackers have ur fun

Actually, yeah, if you're comfortable hex-editing a file and you have an editor that supports searches with wildcards, you can just search for that byte sequence in the executable and make the edit permanently.

713
DF Modding / Re: Increasing embark dwarves
« on: July 10, 2010, 11:31:52 pm »
.09 SDL: 008F49E4
.09 legacy: 008EA735

Edit: in Cheat Engine's Memory Viewer, search for this:
83 ?? 01 79 ?? ?? 07 00 00 00 4D E8 ?? ?? ?? ?? 0F B7
The 07 is the byte to change.

Edit:
.10 SDL: 008F4394
.10 legacy: 008EA895

714
DF Modding / Re: Increasing embark dwarves
« on: July 04, 2010, 02:59:59 am »
mel, probably the problem is that your OS is Vista or Windows 7.

I am amazed that Cheat Engine can't handle ASLR, but I don't see any mention of it in the help or on the wiki.

You have three four five options.
  • Disable ASLR globally.  This would make your entire operating system and every program you run a bit more vulnerable to being hacked.  I do not recommend it.
  • Hex-edit Dwarf Fortress.exe.  Actually not so hard to do.
  • Do the math described above every time you embark.  I'm willing to walk you through it once.
  • Switch to the legacy executable, and use the address for it.  This is probably the easiest solution, but it may be hard to merge the legacy package into Ironhand.
  • Research programs similar to Cheat Engine; one of them should be able to deal with ASLR.

715
DF Modding / Re: Increasing embark dwarves
« on: July 03, 2010, 02:02:00 pm »
So, how do I change the number of embark dwarves in Ironhand's .41 or .42?  Is anyone able to test this?  None of the addresses presented thus far work.

The .08 SDL address, 008EB894, works.

Tested in a debugger, and tested in CheatEngine.

716
DF Modding / Re: Increasing embark dwarves
« on: July 01, 2010, 03:09:42 pm »
DMA is different; the actual contents of an executable or dll are never put into memory via DMA.

ASLR exists only on Vista, Windows CE, and Windows 7.  It is an anti-hacking extension.

I would be amazed if cheatengine can't deal with it automatically, but...

To figure out the address you need, you have to
  • subtract 400000 hex from the reported (normalized) offset, e.g. 008EB894 - 400000.  Windows Calculator can do this if you change it into Scientific mode.  The result is your raw offset.
  • find out the base address of the executable module, Dwarf Fortress.exe.  Note that you have to do this every time you start DF, as it will change.
  • add the base address you found in step 2 to the raw offset.  The result is the actual offset for this run of the game.
If I'm not actually using a debugger when I need a base address, I just pop open Process Explorer, highlight the process, open the lower pane (Ctrl-L), switch it to DLL view if necessary (Ctrl-D), find the executable or dll in the list, and double-click it to get a popup that tells me the load address.  It's much faster than this description makes it sound.

717
Other Games / Re: Steam sales... again through July 4th up to 85% off
« on: July 01, 2010, 12:50:01 am »
Yeah, If I'd taken 10 minutes to search the Steam forums before posting here instead of afterwords, I'd have found this thread, shich says it works:

http://forums.steampowered.com/forums/showthread.php?t=1282228

Edit: Digging a bit further on The Void, I found this .torrent of concept art, music, interviews, poetry, and whatnot.  Legit.
End edit.


So that's another sale to Steam.  They're nickel and dimeing me to death here, but I can't pass up these deals!  Anybody else having that problem?

718
Other Games / Re: Steam sales... again through July 4th up to 85% off
« on: July 01, 2010, 12:36:04 am »
A question about The Void: does anyone know if the unofficial easy-mode patch works with the Steam version?

The game's concept sounds great to me, but I really don't have either time or patience to play something that's described as "stupendously, unrelentingly difficult” by a mainstream reviewer.

http://forum.ice-pick.com/viewtopic.php?p=101816#p101816

A quick answer would be appreciated.

719
DF Modding / Re: Rugs
« on: June 29, 2010, 04:20:50 pm »
The immediate problem I see with warping workshops into rugs is that you couldn't build furniture on them.  That's a feature I'd definitely want, at least for rugs bigger than 1x1.

What about adding, hm, special woods in all 16 colors that don't have trees?  (Can you even add wood to the raws that way?)  Or special metals that don't have ores, perhaps.  The downside of this would be that you couldn't force a rug-like symbol instead of the construction's + symbol.

720
DF Modding / Re: DFHack 0.4.0.2 - tools and memory access library
« on: June 29, 2010, 04:09:50 pm »
I agree.  You may have to make a construction that enters that 16x16 map block -- e.g. a ramp from the Z level below or a pair of stairways.  It is possible that a constructed wall might do as well, given that it creates a sort of floor above it.

Alternately... what happens if you save and reload the game?  That might force the map to be recomputed.  There ought to be a fully allocated and populated map block containing only air above every map block containing something solid.

Eventually I hope that DFHack will be able to reach inside DF and call its subroutines.  Then it would be possible (though hard) to populate map blocks as needed.

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