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by mandosrex
01 Mar 2020, 09:36
Forum: User-created Content
Topic: Update for Archive Viewer (viewing .bar files)
Replies: 20
Views: 2859
Flag: Romania

Re: Update for Archive Viewer (viewing .bar files)

DE only. All tools worked fine on all files in the original.
by mandosrex
29 Feb 2020, 22:08
Forum: User-created Content
Topic: Update for Archive Viewer (viewing .bar files)
Replies: 20
Views: 2859
Flag: Romania

Re: Update for Archive Viewer (viewing .bar files)

[mention]u256[/mention] can you say in what bar this DDT file locate ? Art\units\animals\alligator\textures UPD: Plugin says that format is invalid because DDT file is compressed. I guess it is DE file right ? DE is the subject of this thread so yes. UPD2: Seems like for DXT5 format alpha channel a...
by mandosrex
29 Feb 2020, 11:14
Forum: User-created Content
Topic: Update for Archive Viewer (viewing .bar files)
Replies: 20
Views: 2859
Flag: Romania

Re: Update for Archive Viewer (viewing .bar files)

That all looks amazing! But the issues I'm talking about, with FILECONVERTER and ddt, it sometimes makes the converted file have a different grading over it (I dunno the official terms). For example, this is the BaseColor texture of the alligator, which should be the normal texture that appears inga...
by mandosrex
27 Feb 2020, 23:38
Forum: User-created Content
Topic: Update for Archive Viewer (viewing .bar files)
Replies: 20
Views: 2859
Flag: Romania

Re: Update for Archive Viewer (viewing .bar files)

On behalf of the AoE3 modding community, yes, we need everything! At least all tools we used on the original to be adjusted to work for DE. So that means AoE3Ed (I understand FILECONVERTER also has some issues with the new textures), BAREditor v0.9.2 and the PS plugin.

Immense thanks for your help.
by mandosrex
10 Jun 2019, 05:47
Forum: User-created Content
Topic: ESOC-flavored UHC2
Replies: 7
Views: 3726
Flag: Romania

Re: ESOC-flavored UHC2

Thank you for your amazing work and contribution to the community! However, you asked for requests so here I go: - Increase selection limit from 50 units to 100 units, not a ridiculous number but far better than the current limit - Add a game setup option for Normal and Large maps (which the map scr...
by mandosrex
05 May 2018, 14:03
Forum: User-created Content
Topic: Durokan's Custom Map Workshop
Replies: 426
Views: 80407
Flag: Romania

Re: Durokan's Custom Map Workshop

430 Yes please! So the shore changes like in the image and the cliff area (though the cliff area should not be too close to the trade route or else it can block trading post construction, I've seen it before). Some small cliffs around the map would also be nice (like Texas has, maybe smaller. and m...
by mandosrex
23 Oct 2017, 22:35
Forum: User-created Content
Topic: Durokan's Custom Map Workshop
Replies: 426
Views: 80407
Flag: Romania

Re: Durokan's Custom Map Workshop

That is... a very complicated map. I have a simpler request, 430 . The last map I will work on for my project. So the ESOC map Adirondacks, I want to modify it a little. But (as always) I can't make it work properly without help. Modifying land layout is something I always struggled with, and making...
by mandosrex
11 Aug 2017, 09:15
Forum: User-created Content
Topic: Durokan's Custom Map Workshop
Replies: 426
Views: 80407
Flag: Romania

Re: Durokan's Custom Map Workshop

Ok? The new Hawaii map will be part of the new Improvement Mod Oceania map pool. Here's a better look at the complete map (it might feature some Polynesian natives in the future)! https://i.imgur.com/CYk3LlZ.jpg From Acropolis to this, I'd say it went pretty good, eh 430 ? And by using Fuji I also m...
by mandosrex
11 Aug 2017, 00:24
Forum: User-created Content
Topic: Durokan's Custom Map Workshop
Replies: 426
Views: 80407
Flag: Romania

Re: Durokan's Custom Map Workshop

@Durokan Ahem, the last quote from me, let's uhm... remove that. :D
Or just leave the "Yup, it worked, no need to upload the whole thing." part.

Image
by mandosrex
10 Aug 2017, 00:01
Forum: User-created Content
Topic: Durokan's Custom Map Workshop
Replies: 426
Views: 80407
Flag: Romania

Re: Durokan's Custom Map Workshop

Aaaah, now I understand. It finally clicked. The map size will always be *X number of players, that's why the size is smaller. I guess it kinda explains why some maps have higher values for >4 and others for >6, the map with >6 will still be bigger, but it also makes the >4 bigger as well, though to...
by mandosrex
09 Aug 2017, 19:47
Forum: User-created Content
Topic: Durokan's Custom Map Workshop
Replies: 426
Views: 80407
Flag: Romania

Re: Durokan's Custom Map Workshop

So, I understood the equation, I did it myself and came to the same result. However, there are 2 other things I don't understand. 1. "playerTiles is an integer which is initially set to 20,000. If there are more than 4 players, it changes playerTiles to 18,000. If there are more than 6 players,...
by mandosrex
09 Aug 2017, 17:16
Forum: User-created Content
Topic: Durokan's Custom Map Workshop
Replies: 426
Views: 80407
Flag: Romania

Re: Durokan's Custom Map Workshop

Alright, but how about the fact that some maps have a higher number for >4 and others for >6. Which is correct?
by mandosrex
09 Aug 2017, 15:04
Forum: User-created Content
Topic: Durokan's Custom Map Workshop
Replies: 426
Views: 80407
Flag: Romania

Re: Durokan's Custom Map Workshop

Can someone please explain map sizes to me because it's very confusing. Some maps have it like this: int playerTiles = 22000; if (cNumberNonGaiaPlayers >4) playerTiles = 18000; if (cNumberNonGaiaPlayers >6) playerTiles = 20000; Other maps have it like this: int playerTiles = 22000; if (cNumberNonGai...
by mandosrex
09 Aug 2017, 13:24
Forum: User-created Content
Topic: Durokan's Custom Map Workshop
Replies: 426
Views: 80407
Flag: Romania

Re: Durokan's Custom Map Workshop

It worked! Though, I had to place the player island in a weird position because of rmSetAreaLocation(playerIslandID, rmPlayerLocXFraction(i), rmPlayerLocZFraction(i)); If I place it higher in the file the map will fail to load probably because of that code. Anyway, I wanna do something extra. I wann...
by mandosrex
09 Aug 2017, 12:08
Forum: User-created Content
Topic: Durokan's Custom Map Workshop
Replies: 426
Views: 80407
Flag: Romania

Re: Durokan's Custom Map Workshop

430 Alright, surprisingly, I made it work! Took some codes straight out of Caribbean for the islands but hey, it worked perfectly! However, a big problem. Players won't spawn anymore, although their islands do appear. https://i.imgur.com/zi0ONqK.jpg I can do resource spawning and all that if player...
by mandosrex
09 Aug 2017, 00:03
Forum: User-created Content
Topic: Durokan's Custom Map Workshop
Replies: 426
Views: 80407
Flag: Romania

Re: Durokan's Custom Map Workshop

Sure, you could post the stuff we talked about the map.
I will try what you suggested with Acropolis though I am unsure with how it will go. Will give it my best.
by mandosrex
07 Aug 2017, 21:31
Forum: User-created Content
Topic: Durokan's Custom Map Workshop
Replies: 426
Views: 80407
Flag: Romania

Re: Durokan's Custom Map Workshop

Hey 430 ! I kept thinking about a map, looked around but didn't find any which matched what I wanted. So the only solution left was to ask you. I'd like to request a water map similar to Ceylon, but with player islands bigger, placed more symmetrical and not so random like in Ceylon and the center i...
by mandosrex
10 Jul 2017, 22:17
Forum: User-created Content
Topic: The Unhardcode Patch needs you!
Replies: 14
Views: 1709
Flag: Romania

Re: The Unhardcode Patch needs you!

New suggestion: Some new, properly implemented unit types could be of use for all big mods, for example something similar to AbstractSkirmisher, and it should also be linked to an icon to show in the UI and to a name in stringtable. And if adding new unit types is impossible/too difficult, then mayb...
by mandosrex
07 Jul 2017, 10:17
Forum: User-created Content
Topic: The Unhardcode Patch needs you!
Replies: 14
Views: 1709
Flag: Romania

Re: The Unhardcode Patch needs you!

Wait, what do you mean? I remember using the transform command with resource wagons, making them transform into crates. Like, you could choose into what type of crate to transform (food, wood, coin) and if you also selected other units... The bug happened.
by mandosrex
06 Jul 2017, 17:00
Forum: User-created Content
Topic: The Unhardcode Patch needs you!
Replies: 14
Views: 1709
Flag: Romania

Re: The Unhardcode Patch needs you!

63 Ok, fine, you cannot select a town center and a wall, but: 1. You can still select all wall pieces at the same time, meaning even wall corners can transform into gates. 2. Some mods use the transform command for other units as well, which means you CAN select that unit and a different unit and h...
by mandosrex
06 Jul 2017, 00:14
Forum: User-created Content
Topic: The Unhardcode Patch needs you!
Replies: 14
Views: 1709
Flag: Romania

Re: The Unhardcode Patch needs you!

Oh, and maybe make the transform command only transform the main selected unit/units of that type, not all selected units of different types, so that if I select a wall piece and a town center, they won't both transform into a gate... Also, the resources file! I forgot about that one. Well, at least...
by mandosrex
05 Jul 2017, 23:31
Forum: User-created Content
Topic: The Unhardcode Patch needs you!
Replies: 14
Views: 1709
Flag: Romania

Re: The Unhardcode Patch needs you!

Hm, any hope tackling the "Your official maps or set files have been modified. You will not be able to play online." problem on ESO (happens when you add new maps over the originals)? I guess not since it's a server side issue but maybe we can trick it or something. Or just disable the che...
by mandosrex
05 Jul 2017, 21:34
Forum: User-created Content
Topic: The Unhardcode Patch needs you!
Replies: 14
Views: 1709
Flag: Romania

Re: The Unhardcode Patch needs you!

A great idea! Now let's start. Personally, and I already annoyed Daniel with this several times, I think that increasing the performance of the game should be number one priority. It is a serious issue and it brings down an otherwise great game. Even more of an issue for mods who hope to add higher ...
by mandosrex
05 Jul 2017, 20:56
Forum: User-created Content
Topic: Durokan's Custom Map Workshop
Replies: 426
Views: 80407
Flag: Romania

Re: Durokan's Custom Map Workshop

Well, Durokan, I still didn't understand fully how it works but I managed to get the spawns that I want and that's perfect.
Thank you again!
by mandosrex
03 Jul 2017, 16:52
Forum: User-created Content
Topic: Durokan's Custom Map Workshop
Replies: 426
Views: 80407
Flag: Romania

Re: Durokan's Custom Map Workshop

430 I have a small request if you you would like to help me. I can't figure out how player spawning works to change it on my own and I want to ask if you could change spawn locations on your Highveld map. I will convert Highveld into a south African map where every player will start with a Star For...

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