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I'm here again
I'm trying to modify hard coded data to stretch MapView,
To make it fit my screen better
As shown in the figure:
Change the scale, not the size.
I Know HD mod can change the resolution.
But I just want to zoom MapView.
I've tried some modifications, but they didn't work.
Can someone tell me the method or code area?
This may not be the direction everyone likes
But I think you have a way
Thank you.

I see no easy way to do it, sorry.
The news is heartbreaking

Theoretically, it obtains different stretching scale parameters with different HD resolution.
I want MapView to use the stretch scale of lower resolution (such as 1180x664) at high resolution (such as 2126x1196).
This is very important to me.

Sad. thank
Another question,
can you tell me the calling code of the battlefield background picture,
or the coordinates address in the EXE code?
I want to change its coordinates.
thx
imswear, 004635D0 Battle_PrepareBattlefield

004642B0 char *__thiscall Battle_GetBackgroundPcxName(_BattleMgr_ *this)
(26.12.2021 16:05)daemon_n Wrote: [ -> ]imswear, 004635D0 Battle_PrepareBattlefield

004642B0 char *__thiscall Battle_GetBackgroundPcxName(_BattleMgr_ *this)

Thank you,daemon_n。
It's a little different from what I thought.
How to modify the coordinates and dimensions.
I've changed most of the other UI. Only the position / size of the battlefield background map seems to be nailed.
sorry, my asm level is 0, and the same is about reverse
(26.12.2021 18:34)daemon_n Wrote: [ -> ]sorry, my asm level is 0, and the same is about reverse

Still thank you.

Hello, Berserker
I have some questions about WOG:
I use the [Object TXT file editor] to modify the object file
1. Why split into three files: zaobjts txt、zeobjts. txt、zobjcts. txt。 What role do the three play?

2. zaobjts.txt and zobjcts.txt contains a lot of duplicate content. Can they be combined into one file? It seems to double my workload.

3. As shown in the figure, when I modify the floor area of the castle, it seems that it can't be too large, otherwise some bugs will be generated when I enter the game. Is there a solution?
(26.12.2021 20:05)imswear Wrote: [ -> ]1. Why split into three files: zaobjts txt、zeobjts. txt、zobjcts. txt。 What role do the three play?

В оригинале должно быть 2 штуки - для рандома и установки объектов на карту. В WoG для редактора карт добавили третий текстовик, неизвестно зачем (та же непонятная история как с добавлением msg только для редактора карт).

(26.12.2021 20:05)imswear Wrote: [ -> ]2. zaobjts.txt and zobjcts.txt contains a lot of duplicate content. Can they be combined into one file? It seems to double my workload.

Можно, но некоторые объекты не должны генерироваться на карте, поэтому было разделение на 2 тестовика (на самом деле их больше, просто в ВоГ они не изменяются).

(26.12.2021 20:05)imswear Wrote: [ -> ]3. As shown in the figure, when I modify the floor area of the castle, it seems that it can't be too large, otherwise some bugs will be generated when I enter the game. Is there a solution?

Скриптёры никогда не проверяют объекты на количество входов. Естественно, никто не ожидает, что у города их будет 2. 148 Да сам ERM рассчитан на объекты с 1 входом. Поэтому ERM-скрипты всегда будут глючить на подобных нестандартных объектах.
imswear, 2 - map editor/ random map generator/ game manager (order is mexed up)

3. any complex object with 2 entrance is bad for erm, game.
Castle in structure has exact coordinates, so you try to cheat the logic. Don't do that)
got it. The problem is two entrances. So two town icons appear (actually the same city).
That's good, thank you.
(26.12.2021 17:32)imswear Wrote: [ -> ]
(26.12.2021 16:05)daemon_n Wrote: [ -> ]imswear, 004635D0 Battle_PrepareBattlefield

004642B0 char *__thiscall Battle_GetBackgroundPcxName(_BattleMgr_ *this)

Thank you,daemon_n。
It's a little different from what I thought.
How to modify the coordinates and dimensions.
I've changed most of the other UI. Only the position / size of the battlefield background map seems to be nailed.
(26.12.2021 22:01)Raistlin Wrote: [ -> ]

Raistlin,thank you. You saved me。2020
Кстати, вот так выглядит полностью разобранная функция: (Click to View)
sorry
I have another problem
ERM works only after entering the game map
I now need to remove the shadow from the game start interface
So I changed the assembly code directly
But it didn't work.
What's the problem?
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