Desperados modding research
#21
Posted 28 February 2017 - 05:16 PM
#22
Posted 28 February 2017 - 09:49 PM
Some children have the characterId 1 which isn't in Characters.dat, so I simply named it DEFAULT_CHILD.
Also some names are in French, e.g. Grosdebile, BigBill Peureux, TuniqueBleue. Do you think we should translate them to English?
The Cooper <> Mr. Leone bug should be fixed now.
Here's the updated tool: DesperadosMissionScript_v0.3.zip 3.89MB 291 downloads
You can even drag & drop multiple files onto the window now.
I think you also don't have to look up each sound id in desperados.fxg, the value after fx_ is already the id, for example: fx_1088.wav, 1088d = 0x440
Another thing: I'm not sure about this but it looks like that the value after Accurary in this PDF file is the voice id and the column labeled W is the weapon sound id. Is that possible?
Characters.dat.pdf 32.96KB 284 downloads
#23
Posted 28 February 2017 - 10:43 PM
#24
Posted 01 March 2017 - 07:30 PM
Epic progress over here, now im confused about how to use this mission script tool, should modifiy elements from dvd??
#25
Posted 03 March 2017 - 03:54 PM
#26
Posted 05 March 2017 - 12:33 AM
Accessory "b1" is always 0.
NPC "n1" is always 0.
Animation "u2", "u3", "u4" is either 0 or 1.
Item "u5" is either 0, 1 or 2.
NPC "n3" is 0 most of the times, sometimes it's 33 or 100.
Is it possible that Accessory "s1" is some kind of id?
This txt includes the histograms of all values:
histograms.txt 3.33KB 235 downloads
(Alive = Player, NPC, Animal)
Edited by herbert3000, 06 March 2017 - 06:31 PM.
Made a mistake here: NPC "n2" is NOT always 0.
#27
Posted 06 March 2017 - 04:55 PM
As I said before Accessory "s1" is the ID of the horse the saddle is attached to.
NPC "n3" is the NPC-s drunk state. 33 is slightly drunk whereas 100 is wasted (has headache and seems that if there is a "sleeping spot" marker on the map the NPC will go there to take a nap)
I tried it out and we can actually use the extracted map images from .dvm to find spawn positions for stuff (for lvl 4 and 12 just add 70 to x and y). Using extracted sprites from .dvf we can make a very nice map editor (just have to find how how this game handles height).
- herbert3000 likes this
#28
Posted 07 March 2017 - 11:41 PM
If we want to figure out how the game handles height, this Excel spreadsheet might be useful.
It includes the x, y, u1, u2, u3, u4 values of all characters (grouped by mission) that are above ground level.
Desperados_Height_Flags.zip 19.24KB 246 downloads
Update:
I found out that the values u1 and u2 are also used in the SGHT chunk of the dvd file.
Level_04.dvd.sght.txt 82.27KB 276 downloads
For example:
# Object 327 0 1701.2197 501.11868 38.0 40.0 1 1768.8828 524.1192 38.0 40.0 2 1726.0073 565.61523 38.0 40.0 3 1658.3442 542.6147 38.0 40.0 1658.3442 38.0 501.11868 1768.8828 40.0 565.61523 EXTRA: 1 97 1 1 1 0 1.0 1.0 100 0
The EXTRA values match u1 and u2 from the ELEM chunk:
dvf x y u1 u2 u3 u4 Sheriff 1611 426 1 97 23 0
Btw, those values are coordiantes on the map and define the gallows platform where the sheriff stands:
1701.2197 501.11868 38.0 40.0
1768.8828 524.1192 38.0 40.0
1726.0073 565.61523 38.0 40.0
1658.3442 542.6147 38.0 40.0
38 = min z, 40 = max z
#29
Posted 10 March 2017 - 12:43 AM
Excellent work! After inspecting the BUIL section a little, I found out that the structure is quite simple. You have the general stuff like lock status, links to other doors... Then there is an array of edges that shape the door itself. Those can be easily modified with the .dvm extracted maps. They only consist of X & Y coords. After the shape comes another array with the navpoints that a character follows to enter/exit a building. Unlike the edges, navpoints also include the height -> they also correspond to the u1 & u2 values. u3 & u4 are still a mystery tho... Here is an example of a door edge marked red and navpoints marked green.
- herbert3000 likes this
#31
Posted 11 March 2017 - 07:37 PM
Just to ask what does the extra data in entities refers, stuff like God53ae3c8, Lopez53c4808, is refered to accessory??
#32
Posted 11 March 2017 - 09:50 PM
Just to ask what does the extra data in entities refers, stuff like God53ae3c8, Lopez53c4808, is refered to accessory??
It refers to a script in the .scb file
#33
Posted 15 September 2017 - 12:27 PM
Check out my Commandos BCD Mission Pack
#34
Posted 17 November 2020 - 09:41 PM
As I said before Accessory "s1" is the ID of the horse the saddle is attached to.
NPC "n3" is the NPC-s drunk state. 33 is slightly drunk whereas 100 is wasted (has headache and seems that if there is a "sleeping spot" marker on the map the NPC will go there to take a nap)
Added the horse id and drunk level. Finally.
Thanks for figuring this out!
DesperadosMissionScript_v0.4.zip 3.89MB 170 downloads
#36
Posted 05 September 2022 - 05:45 AM
#37
Posted 05 September 2022 - 08:26 PM
Sorry for necroing this thread, but was there ever any further research done? Was the discord link an invite to a server that further discussed this? I'm very interested in any progress you guys made.
I know the official Desperados Discord has a section for modding.
#38
Posted 05 September 2022 - 10:20 PM
Sorry for necroing this thread, but was there ever any further research done? Was the discord link an invite to a server that further discussed this? I'm very interested in any progress you guys made.
Hi there!
You should definitely check out the Discord. A lot of progress has been made.
YetiWizard uploaded his tools here:
https://drive.google...yAb?usp=sharing
And here are two videos showing my work-in-progress mission editor:
https://www.youtube....h?v=f4BGajrByKc
https://www.youtube....h?v=EWOFy1QH_jY
#39
Posted 05 November 2022 - 03:21 AM
Edited by Glitch Master, 05 November 2022 - 03:44 AM.
#40
Posted 13 November 2022 - 10:31 PM
Hi Glitch Master, glad you found us!
You should ask these questions on the Desperados Discord server, I think YetiWizard could answer your questions.
The only thing I managed to do is change the skin of one of your characters. I changed Sam's appearance and made him look like an enemy cowboy. But he still uses Sam's portrait and voice. And since the NPC doesn't have the animations for Sam's special weapons/items, those abilities can't be used.
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