August 7th, 2012, 07:53
(This post was last modified: August 7th, 2012, 11:02 by FrancoK.)
Posts: 398
Threads: 31
Joined: May 2012
Asfex Wrote:This is wrong! Aureus executables have same length. This double size can appear as incorrect unpack.May be the wrong source.
I maked this work before for my mod- there is no problem (before 1.40j).detailed:
i make binary .dif file by using 'fc /b aureus.exe wizard.exe >>w.dif' ,then apply it to the kyrub files. (I use xcp.exe to apply changes).for each aureus file. That's all! The only problem you will have: you must detect and cut Aureus patch of wind mastery,and apply the wind mastery patch for 1.40. Did you use the last released files?
This link I mean:
https://docs.google.com/open?id=0Bwq69Bk...2trV3NwQ0E
Can some one else confirm the files in the package were (or not) bigger than usual? ![huh huh](https://www.realmsbeyond.net/forums/images/smilies/huh.gif)
I've downloaded it again and checked the CRC and WinRar says it's not corrupted and executables are bigger.
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it.
Posts: 64
Threads: 3
Joined: Feb 2011
Nagas spell description was a bit off. Here is the proper link which contains the correct HELP file.
https://docs.google.com/file/d/0Bwq69BkQ...edit?pli=1
Please update your links. Sorry!
Posts: 64
Threads: 3
Joined: Feb 2011
Franco - As I will send you in my e-mail response, the WIZARDS.EXE file should be exactly the same size as in 1.31. The modifications were achieved purely through the use of hex editing - I did not add any additional code.
Posts: 398
Threads: 31
Joined: May 2012
Aureustgo Wrote:Franco - As I will send you in my e-mail response, the WIZARDS.EXE file should be exactly the same size as in 1.31. The modifications were achieved purely through the use of hex editing - I did not add any additional code. I believe you.
Anyway the file I download from Google Docs contains Magic.exe and Wizards.exe that are almost double size compared to 1.31 or other mods/patch.
Here you can see what I'm downloading:
http://www.mediafire.com/?6vag6nohxufib4w
MD5: bf0f33ea2ad4fdc0f589537099628e64
SHA1: a16230b138af8d4a0db0ca99e7db219fda9429d3
CRC: 3aff591b
I'm I the only one?
Can someone else share the MOM200R(bis) file with another provider, not Google? Thanks
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it.
Posts: 973
Threads: 20
Joined: Oct 2010
FrancoK Wrote:Anyway the file I download from Google Docs contains Magic.exe and Wizards.exe that are almost double size compared to 1.31 or other mods/patch.
I just checked.
Aureus's wizards.exe is twice as big as the original wizards.exe + 2 bytes.
This was already the case in his MOM200.ZIP.
Wizards.exe is supposed to be 1.001.232 bytes.
Both of Aureus's versions are 2.002.466.
I've created a hex dump of the files and compared those.
It turns out that all bytes after the correct size are zeroes.
Truncating wizards.exe to 1.001.232 will do the trick.
@FrancoK: Your patched files should work without problems, since those extra zeroes won't actually do anything.
--I like ILSe
Posts: 398
Threads: 31
Joined: May 2012
I like Serena Wrote:I just checked.
Aureus's wizards.exe is twice as big as the original wizards.exe + 2 bytes.
This was already the case in his MOM200.ZIP.
Wizards.exe is supposed to be 1.001.232 bytes.
Both of Aureus's versions are 2.002.466.
I've created a hex dump of the files and compared those.
It turns out that all bytes after the correct size are zeroes.
Truncating wizards.exe to 1.001.232 will do the trick.
@FrancoK: Your patched files should work without problems, since those extra zeroes won't actually do anything. All right, I'll do this weekend.
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it.
August 12th, 2012, 19:02
(This post was last modified: August 13th, 2012, 01:05 by FrancoK.)
Posts: 398
Threads: 31
Joined: May 2012
Here I am again.
As already told I've created the file for Aureus mod (aka MOM200R bis) to be applied to Master of Magic 1.31; the bis means is from the latest files, not the first 200R version. Please Aureus, tell me if you like any change (renaming or so).
Copied into and applied to Master of Magic 1.31 creates the same files you will get from the latest version of Aureus files, but few extra zero bytes.
Aureus mod (aka MOM200R bis)
Includes both PDF files and, after Aureus confirms it is working, my suggestion is to archive old files and use this one.
Applied to Insecticide Patch 1.40n doesn't work 100%.
Some of the changes from 1.40n are gone.
I've noticed do not work correctly:
- Invisibility from item
- Starting cities roads (magical on both planes in 140n, now gone)
- AI combat (behaves in a different way, not sure why)
- Global spells management mismatch (found a "none" as global spell)
If you do the same test, please let us know.
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it.
August 12th, 2012, 19:13
(This post was last modified: August 17th, 2012, 18:03 by FrancoK.)
Posts: 398
Threads: 31
Joined: May 2012
So, to finish it up, I've applied Insecticide Patch 1.40n to Aureus mod 200R bis and here you are the result:
[COLOR="Yellow"]ATTENTION!!!
I've just created the archive and did not test it, yet!
Use it at your own risk![/COLOR]
Insecticide Patch 1.40n applied to Aureus mod 200R bis
So far I've only launched Magic.exe and the game did not crash.
So far, so good.
I'm going to play a couple of games, one with a Myrran Dark Elf Death wizard, another with a Myrran Draconian Conjurer wizard, if anyone would like to test it, I'm sure Kyrub and Aureus will be glad to receive feedback.
Works:
All starting cities road are magical.
Exploring a lair shows "many" creature.
Aureus mod creatures and spell are working (so far).
Initial cities placement works AFAICS.
Doesn't work:
Alorra can cast Cockatrices during a battle for the cost of 175. ![yikes yikes](https://www.realmsbeyond.net/forums/images/smilies/yikes.gif)
City placement. With Insecticide only the initial and the AI placement of the cities get the best possible location in the area. Here doesn't seem so.
Who can say it?
Engineer attacked my city
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it.
August 14th, 2012, 14:12
(This post was last modified: August 14th, 2012, 16:50 by I like Serena.)
Posts: 973
Threads: 20
Joined: Oct 2010
FrancoK Wrote:Some of the changes from 1.40n are gone.
I've noticed do not work correctly:
- Invisibility from item
- Starting cities roads (magical on both planes in 140n, now gone)
- AI combat (behaves in a different way, not sure why)
- Global spells management mismatch (found a "none" as global spell)
That does not sound good.
Did your patch-tool report any problems?
It should you know.
I checked and found 4 conflicts on wizards.exe.
Those need to be resolved properly by checking what the change was or something.
Next to that there are lots of conflicts on spelldat.lbx and itemdata.lbx.
I don't really think those are real conflicts.
It seems to me that Kyrub has done some tweaking on these files.
I suspect that's not just to fix bugs.
Either way, I think those conflicts can be resolved by simply selecting Aureus's changes over Kyrub's, since it's Aureus's mod.
The rest appears to merge without problems.
--I like ILSe
Posts: 398
Threads: 31
Joined: May 2012
I like Serena Wrote:That does not sound good. ![protest protest](https://www.realmsbeyond.net/forums/images/smilies/protest.gif)
Did your patch-tool report any problems?
It should you know.
I checked and found 4 conflicts on wizards.exe.
Those need to be resolved properly by checking what the change was or something.
Next to that there are lots of conflicts on spelldat.lbx and itemdata.lbx.
I don't really thinks those are real conflicts.
It seems to me that Kyrub has done some tweaking on these files.
I suspect that's not just to fix bugs.
Either way, I think those conflicts can be resolved by simply selecting Aureus's changes over Kyrub's, since it's Aureus's mod.
The rest appears to merge without problems. Yes, the patch tools reports I'm applying the patch to a different file. ![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
It is build from 1.31 and works great with 1.31, but to apply it to 1.40n I had to disable source checking, so it can be applied to other files.
I saw there are places where both Patch and Mod change, but I'm not able to understand what they do (one is the road in the beginning city, as I saw in the game, not in the code).
For this reason I created the second version, where Kyrub's patch overwrites Aureus mod.
This way Aureus can check the code and fix it, so we can create the final mod, that works with both 1.31 and 1.40n and possibly later releases.
Few more details, from release notes of both.
Invisibility from objects did not work well in 1.31; Aureus removed it, Kyrub fixed it. I think Aureus could remove the remove ( ![rolleye rolleye](https://www.realmsbeyond.net/forums/images/smilies/rolleye.gif) ) since it is fixed now.
Something similar for True Sight/Illusion Immunity.
Finally Aureus changed some spells, some of them was bugged and fixed by Aureus, however other where simply too weak/unliked and that's the reason of the change. I think Aureus should decide what spells to keep. It will be my job to let the Patcher overwrite the full spell (maybe with your supervision ILS, just in case... ![rolleye rolleye](https://www.realmsbeyond.net/forums/images/smilies/rolleye.gif) )
Unfortunately my skills do not allow me the fix the overlapping code.
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it.
|