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DarthVaygr
11th Sep 04, 10:10 AM
Huge kudos and props to Spooky :) for making this possible.

In order to to edit starting units and buildings, the things that appear in the army painter *team color*, decide what the unit cap is, give paths to decide on things like buildings, projectiles, speech, squads, taskbar UI, and unit path (?), you edit the file in root for DoW/W40k/Data/attrib/racebps/xxx(space_marine? eldar?)_race.lua

BTW, you would have had to extract the contents of data.sga with spooky's extractor. Now, to figure out what each unit is called......this could open up doors for pre-set armies mods, and this looks like the file to edit when adding a new race, or changing what unit to preview in the army painter! Mods, do I have permission to edit either the BEta or Demo file, because the devs used no sort of protection for either, and the Beta is going offline in a few days anyway, and no one is going to play tutorial only, so do I have permission to do maybe a small edit startingfleet mod for the Beta? :) SvK gets a free cookie :D

Double Post

I've figured out some things concerning research items. But I'm using Chaos as an example...need permission to post it. Space Marines are just too.......ehh! For me.

Double Post

I'm adding this on as I go......

To find each individual unit, go to directory W40k/data/attrib/ebps/races/choose race from here. In each individual unit, there appears to be alot more data, as well as a large, generic begining *must be the beginnignn of every command* It appears these particular files edit the build cost, time to build, weapon dynamics and layout, UI info, movement, armor, armor families *infantry, heavy infantry, etc.*, and, with infantry only, references to the different attack protocols and animations that go with it *like avatar skewering :) *

Attributes editor will be released soon after release I suppose, so this is useless, but for you veteran notepad junkie modders out there, this is for you :)

Devs: "He knows too much," "Shall we sicke the Culexus assassins and imperial guard on him?" "Yes, we must guard our work! Get to work on the imperial guard!"

Double Post

Another thing. I made my first mod! Adding Avatar to the startingfleet. This told me several things:

You do NOT need ANy command lines to get mods working! Also, the starting fleet goes by 2 things; starting structures and starting troops/units/vehicles. Also, it goes numerically. So you add building 1, unit 2, building 3, unit 4, etc. :) Hope this helps!

SvK
11th Sep 04, 11:21 AM
Wait, you can mod the beta? You have earned your cookie back!

King Raa
11th Sep 04, 11:29 AM
or is he modding the demo? or is the full game released? and are you saying its good or bad to mod the beta?

SvK
11th Sep 04, 11:50 AM
I have not received any official word on whether it is good or bad to mod the beta. Personally, as a long-time modder, I think it's great.

DarthVaygr
11th Sep 04, 12:17 PM
I used Beta to look at stuff for personal use bcause it has more races, but I would have only publicly released anything for the Demo because, for some strange reason, I have it in my head that you can't mod the Beta. It's not like I'm going to release some mod that hacks the real DoW servers and can be accessed using the Beta, and also adding all release stuff to the Beta, thus making Relic lose alot of money, and a new entry at Karos :/ Maybe we should ask a dev or Dyn?

Double Post

Anyway, anyone have anything to add? Comments? Can I choose my cookie's flavor?

TheBladeRoden
11th Sep 04, 2:22 PM
para exemple, let's say I wanted to make a gamemode to give all units half their normal build time. Could I make a new file for the game mode and have a command line that modifies all the buildings build times by a percentage? Or would I have to duplicate all the building files and adjust their build times manually and make the game type reference all those buildings instead?

Did that make sense? Excuse my poor English, I'm an American.

DarthVaygr
11th Sep 04, 2:52 PM
Lolly, haha on the last sentence. Let me check. Normally, what you would do to hack this is make a research item with 0 cost and 0 time, with no prerequisites, but there is no current research, and variable for this. I would need a dev to tell me all possible variables.

Double Post

Avatar does this, maybe I should check him.

Double Post

I found the line in the avatar that incrases build speed:

GameData["modifier_apply_ext"]["modifiers"]["modifier_03"] = Reference("production_speed_modifier")
GameData["modifier_apply_ext"]["modifiers"]["modifier_03"]["application_type"] = "apply_to_entity_type"
GameData["modifier_apply_ext"]["modifiers"]["modifier_03"]["target_type_name"] = "eldar_hq"
GameData["modifier_apply_ext"]["modifiers"]["modifier_03"]["value"] = 2.000
GameData["modifier_apply_ext"]["modifiers"]["modifier_04"] = Reference("production_speed_modifier")
GameData["modifier_apply_ext"]["modifiers"]["modifier_04"]["application_type"] = "apply_to_entity_type"
GameData["modifier_apply_ext"]["modifiers"]["modifier_04"]["target_type_name"] = "eldar_aspect_portal"
GameData["modifier_apply_ext"]["modifiers"]["modifier_04"]["value"] = 2.000

So, it is a modifier. hmmm......perhaps this is very close yet!

Double Post

Next topic: Research!

Research is found in W40k\data\attrib\research. It is formatted such that all research for every race is in that one folder *smart thinking relic :p * and each item is a separate file, as supposed to 1 big file, probably becuase of the amount of varaibles in the research at any one time. The cost, time, unit/s it affect/s, and UI stuff is in that file. To find the building it is in, or change the building, go to W40k\data\attrib\ebps\races\xxxrace\structure. Choose your building. The building file is pretty much tells its health, time to build, armor type, its special abilities, UI, things it can build, and, most important in this case, things it can research. I have found a way to add research to make things build faster :)

TheBladeRoden
11th Sep 04, 4:55 PM
good, good

Tempest Storm
11th Sep 04, 9:11 PM
Hmmm, this is looking good indeed.

With some help from this thread, and myself I got IG playable...although with a Makeshift HQ. (Space Marine)

Nothing buildable yet, jsut starting with the proper stuff.

They are quite weak against SMs though. (A full squad of 16 PLUS a Colonel could not kill a SM Force Commander by himself...near brink of death though)

The Leman Russ is cool... I think tommorow I may try and whip up a buildable working race with placeholder meshes and such.

Uncle Jimbo
11th Sep 04, 11:06 PM
how'd you manage that?

TheBladeRoden
11th Sep 04, 11:17 PM
Ok, second question: do you see any remnants of code dealing with the height advantage that used to be in there? I'd hate to have to implement it by starting from scratch.

Fang
12th Sep 04, 8:52 AM
Ignore this sorry.

Tempest Storm
12th Sep 04, 10:23 AM
how'd you manage that?

Through a tad bit of editing. Nothing too complicated, you need to open up the race's file for IG (They already have one) and delete the command that says they are unplayable. Then add in some commands from another race's config. (Like starting Req. and Power) and it should work fine.

You need to change the HQ however to be a different race's HQ (I used SM) as while there is supposedly an IG HQ building there is no present model or something and makes the game crash. Because of this you will only get the stuff through starting units. By default you get one squad of Guardsmen, a Colonel, the Inquisitor, and a Leman Russ.

The Leman Russ doesn't have any upgrade IIRC, its got the Battle cannon and hull and sponson Hvy. Bolters. IG Squad can take 5 weapons, they can only choose between Grenade Launchers and Plasmaguns however.

I made up a smalkl makeshift tech tree in notepad this morning. I'll be out for the day but I may get to work on it, just for fun. (And to play as something other than SM in the demo :D)

Fang
12th Sep 04, 12:08 PM
You can make the orks playable by altering the playable line in the code as well. However it appears they dont work with the army painter so you cant customize em. But its somthing other than sm to play in the demo.

1eyedParrot
12th Sep 04, 6:03 PM
Compiled List of Missings-

ART(Models, Textures, Animations)
IG:Guard HQ
PlasmaGun wielding troopers
(play the IG and upgrade to their plasma guns, you'll notice the gun/model doesn't change appearance and the red laser keeps firing from the muzzle as well as blue plasma bolts)
Leman Russ Lascannon

Chaos:
Everything besides Chaos Lord and Chaos Sorceror

Eldar:
Everything

CINA
12th Sep 04, 6:10 PM
how do you edit the demo so you can play ass orks????

1eyedParrot
12th Sep 04, 6:50 PM
First you have to add the ass ork faction and the ass ork models and textures, which I would assume to be floating animating disembodied rectial bowels with appropiate horns and brown stain textures, then play the shit out of it!(literally!)

DarthVaygr
12th Sep 04, 7:31 PM
Guys, lets cut down on the 50 million question marks :) As for height advantage, no there is no height advantage dealing with damage bonuses, changes to accuracy, or any of the sort. However, and I would have to confrim this, but I'm sure you COULd edit the weapon's ability to shoot up to being some small number like 2 degree,s while its ability to shoot down a perfect 90 degrees, just so we don't run into problems, so that units on the bottom of a hill cannot shoot up, while they are being shot at when running up the hill :)

Yeah, and, I was busy all day today, sorry if I couldn't get back quickly enough :)

DarthVaygr
18th Sep 04, 10:27 AM
Bumped for SvK's righteous what we know how to mod so far thread :D :bump: