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mapview stretch/ZOOM
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imswear Offline

Posts: 33
Post: #1

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.

(This post was last modified: 26.12.2021 10:22 by imswear.)
26.12.2021 09:49
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Berserker Offline
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Posts: 16657
Post: #2

I see no easy way to do it, sorry.


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26.12.2021 15:04
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imswear Offline

Posts: 33
Post: #3

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
26.12.2021 15:51
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imswear Offline

Posts: 33
Post: #4

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
26.12.2021 15:58
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daemon_n Offline
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Posts: 4343
Post: #5

imswear, 004635D0 Battle_PrepareBattlefield

004642B0 char *__thiscall Battle_GetBackgroundPcxName(_BattleMgr_ *this)


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26.12.2021 16:05
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imswear Offline

Posts: 33
Post: #6

(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.
(This post was last modified: 26.12.2021 17:34 by imswear.)
26.12.2021 17:32
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daemon_n Offline
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Post: #7

sorry, my asm level is 0, and the same is about reverse


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26.12.2021 18:34
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imswear Offline

Posts: 33
Post: #8

(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?
(This post was last modified: 26.12.2021 20:06 by imswear.)
26.12.2021 20:05
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XEPOMAHT Offline
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Posts: 2356
Post: #9

(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.
(This post was last modified: 26.12.2021 20:32 by XEPOMAHT.)
26.12.2021 20:31
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daemon_n Offline
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Posts: 4343
Post: #10

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)


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26.12.2021 20:41
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imswear Offline

Posts: 33
Post: #11

got it. The problem is two entrances. So two town icons appear (actually the same city).
That's good, thank you.


All those... moments... will be lost in time.
(This post was last modified: 26.12.2021 20:44 by imswear.)
26.12.2021 20:43
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Raistlin Away
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Posts: 1349
Post: #12

(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.


Создал новый глобальный мод: WoG Ultra Edition
(This post was last modified: 26.12.2021 22:01 by Raistlin.)
26.12.2021 22:01
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imswear Offline

Posts: 33
Post: #13

(26.12.2021 22:01)Raistlin Wrote:  

Raistlin,thank you. You saved me。2020


All those... moments... will be lost in time.
27.12.2021 10:33
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igrik Offline

Posts: 2819
Post: #14

Кстати, вот так выглядит полностью разобранная функция: (Click to View)


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27.12.2021 11:56
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imswear Offline

Posts: 33
Post: #15

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?


All those... moments... will be lost in time.
(This post was last modified: 28.12.2021 16:31 by imswear.)
28.12.2021 16:31
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