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Post by redvlastelin on Mar 3, 2012 8:42:50 GMT 1
danzig70, I'm sorry, if my question is stupid. I wanted to say about the countries, which have no. Topographic maps of our days do not correspond to the maps of the WW2. What to do with it? I looked changes! Have you achieved success, I congratulate you. Now it's really impressive!
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Post by danzig70 on Mar 3, 2012 18:03:57 GMT 1
Hi red, there's no such thing as a stupid question. I am glad you have tried the demonstration. The topographic maps of Germany that I have are from 1880-1936. I am not able to add historic topographic maps for every theatre.
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Folgore
General
(Once) BK Translator
Posts: 1,431
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Post by Folgore on Mar 7, 2012 0:06:15 GMT 1
Thinking about HP and ammo values to be passed from a map to another I had an idea. I made a 2x2 small map for vanilla BK and I put there for units: a Tiger, a Panther, a KV-85 and a SU 100. I made also a script (not running, I think) and an objective. I don't think those two latter are needed, but I did that in order to simulate a real map though in a small scale All four units belong to human player so I used all of them. After some shoots situation is as follows: Unit ---------- HP -------- Ammo Tiger ------- 57/143 ----- 76/81 Panther ---- 57/143 ----- 76/81 KV-85 ----- 170/220 ----- 67/70 SU-100 ---- 18/147 ------ 30/33 (i.e. Tiger has 57 HP on a total of 143) Then I saved the file. Maybe tomorrow or the day after tomorrow I will open the file with an hex editor in order to find something interesting but, in the meanwhile, if somebody want to try right now... www.mediafire.com/?hlhdsuxailxei
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Post by redvlastelin on Mar 8, 2012 7:33:00 GMT 1
danzig70, good. I ask because I want to understand all the ideas. I think your idea has a great future. The question about the theaters and topographic maps is not so important, but nevertheless. I will follow the changes ahead...
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Post by danzig70 on Mar 8, 2012 20:45:12 GMT 1
Interesting experiment Folgore. I foresee CSI:BK coming soon:) I will download the file when I get home from work. How did you determine the HP and ammo again? I'll reread the earlier posts tonite and play around with a script. Thanks red, these are the things that keep me awake at night. EDIT: Here are examples of interactive stories using maps: storymaps.esri.com/spring2012tornadoes/www.geostories.org/portal/This is kind of what I am shooting for with community mods and the globe.
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Post by redvlastelin on Mar 9, 2012 9:21:45 GMT 1
danzig70, hi. There is progress? I don't think that the problem should not give sleep at night.
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Post by danzig70 on Mar 9, 2012 20:28:03 GMT 1
I have updated the web page with a prototype of the map. It still needs alot of work but it's a start. I have to learn more about kml files but should be able to start adding topo maps and imagery ths weekend after I work on some BK stuff. I will work on a java application for the mission planner idea as I learn more about java. The prototype map uses javascript and free tools from ESRI. I hope to start my own environmental research business in August so that will take most of my time. I research past use of properties prior to purchase or refinance for due diligence. I am mapping hazardous waste sites and regulated facilities so development complements both projects. I am waiting for my visa but I hope to be in Moscow, St. Petersburg and Barnoul in April if anyone is up for a beer red, do you know where Barnoul is?
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Post by redvlastelin on Mar 10, 2012 9:13:17 GMT 1
danzig70, your activities will not leave time for the company? Poorly. Barnoul is located in the Altay territory in Southern Siberia. near Novosibirsk. ;D ;D ;D
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Post by danzig70 on Mar 10, 2012 19:37:55 GMT 1
Barnoul is easy to spot from satellite images because it looks (to me) like claw marks. Folgore: I see what you mean about the hit points and ammo status after I started the mission. I never used those before! EDIT: It looks like there is an ammo1bar, ammo2bar and healthbar to correspond with the primary and secondary ammo and health status bars. I did some hex work doing file maintenance on a unix system, removing bad characters if a user lost their connection, but that was in 2000-2002 and seems like a long time ago now. I have forgotton most of what I had learned. EDIT: Crap! I never realized that BKBH removed the Multi-Player option.
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Post by redvlastelin on Mar 11, 2012 6:34:26 GMT 1
danzig70, we are already a step closer to beta-test. I hope you have the patience for this.
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Folgore
General
(Once) BK Translator
Posts: 1,431
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Post by Folgore on Mar 12, 2012 12:05:02 GMT 1
Bad news from CSI:BK At a first try I didn't find all values needed. I did the search using decimal values, I will try using hexadecimal values. I was searching values about Ammo and HP left after shooting since, I believe, starting full Ammo and HP values are contained in the xml file of the units. It would be useful to know which part of the application retrieves unit values from .sav files, maybe a .dll does the job. I think there should be a starting point somewhere in the .sav file where the application points at to start retrieving values. Not sure about an ending point. Indeed the application can't know in advance how many units are left. Maybe there is some kind of mobile marker that tells the application "Stop retrieving, do something else". Maybe our AMP (Almighty Major Pain) can give us an helping hand...
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Post by Major Pain on Mar 12, 2012 14:01:46 GMT 1
Almighty huh?
I am still trying to break the code that stores those values. The saved game does store the Unit parameters, but I believe it must store them in a Binary Number. One thing that I have noticed about many of the codes in BK, the programmers used a lot of Binary Code. The other possibility is the use of Sequential Files in xml format. The issue is finding the start and end of each file.
The AMMO is easily extractable before you save the game with a Script; GetNAmmo(iScriptID).
The HPs function works only on 2-D objects; GetObjectHPs(iScriptID)....... (example: Buildings)
Using a variety of Set and Get commands, you can manipulate units in various ways. You can find out how many of a type of unit is left, or how many of a Script number are left... as examples.
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Folgore
General
(Once) BK Translator
Posts: 1,431
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Post by Folgore on Mar 12, 2012 15:44:01 GMT 1
Oh well, Powerful sounds better? ;D So we should open the file with a binary editor? Hmm... sounds interesting... There are indeed references to xml files of the model used, but do you mean other new files created in the saving process? A script like "If all objectives are fulfilled then GetNAmmo(iScriptID)" would do the job? In this case every single units should be scripted. We should have also to think about single soldiers of a squad... OK one step at time! It could pe possible to write a function about it... provided that the code allow it. I'm sorry for harassing you, but I feel this thing quite intriguing... ;D
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Post by danzig70 on Mar 12, 2012 19:39:35 GMT 1
MP, do you have a copy of the map and chapter script for moving a unit from one map to another (passing the global variable)? I think I am going to play around with that after work today. I just need to see what's included in the chapter script.
Folgore: I noticed alot of unreadable characters also, either compressed or binary. I cant even remember if opening in hex mode helps. I could write a program that opens the save file in binary, hex or text. I can look for the keywords of the status bars or something and spit out something. I dont know if that would be particulary helpful though:)
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Post by Major Pain on Mar 12, 2012 20:16:16 GMT 1
I haven't worked on this in the last week or 10 days due to work schedule. That and trying to clear out my Model Completion List.
So far I can only pass Global variables. What I cannot seem to pass is the correct script units. I'm sure I am overlooking something. I gave each unit a unique script ID. Then pass the Script IDs if they survived in a Global Variable (G-Var).
On the new map, I perform the LandReinforcments Function on each surviving Script ID. The hard part is detecting at the time which ones are landing.... so I look at a saved game after they are moved to see which ones made it. It works correctly on about 50% of the script units. So I'm thinking there is something wrong with my conversion or the way I passed them.
I just made a couple of 21 x 21 maps (about a square Km) and moved the units to a Hot Zone Location. For testing purposes I directed all Hot Spots to one other map. Passing the data was the purpose, not which map to load.
I'm still trying to load saved maps... but haven't had time to work that out yet.
The Hot Spot is much the same as an Objective and forces the Win(0) function. I couldn't get anything else to exit the map and move to the next. So there may still be a bug in how the next map is loaded, but the G-Var clearly stores the map number and does load it. I use a multi-level "If - then" argument to check map number, but they are all the same at the moment, so it may be bugging out until I check it further.
I use the DisplayTrace function to read the passed values... before and after transition. This seems to work correctly. So at best it is cumbersome at the moment as I work out the data handling and map movement.
I might add... I have only tested the maps moving one direction so far. Moving back just restarts the previous map again. This is where Saved maps would be useful, but again, I haven't been able to get that to work yet. It doesn't seem to like the extension for some reason. It is looking for the BZM and if you try to load MAPNAME.sav it crashes. In the Chapter Script you only use the map name, without extension. So we may need to create a new path in a new folder, then save the map with the .bzm extension. The path can be changed it seems, just not the extension.
I'll try to pack it up and send tonight when I get off work. It will be pretty late since I have meetings until around 10 pm CST, if not later. I'm still trying to play catch-up at the job after much time off.
And good luck with your new business...
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