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Specop75

Member Since 29 Jan 2013
Offline Last Active Nov 14 2022 01:41 PM

Posts I've Made

In Topic: Desperados modding research

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.

 

33yn7gx.jpg


In Topic: Desperados modding research

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).


In Topic: Desperados modding research

03 March 2017 - 03:54 PM

Yes, you modify the elements of a level (animated objects/characters/accessories...). Just follow the instructions and read the earlier posts to figure it out.
If you want to help, try to find out what all the unknown variables mean ( u1, u2, u3, u4...) or how the games handles height.
 
As for the animations:
    "u1" : 298, -> Height (unlike Y position, this influences whether an object will appear in front of it or behind it. (try it with the flag on lvl12)
    "u3" : 1, -> Visible? (1 yes, 0 no)
 
Enemies:
    "n2" : 0, -> This is a wierd one. It seems to determine how an enemy inside a building will react to gunfire. 0 makes him get out and run, 1 makes him get out and walk and 2/3 makes him get out and call for reinforcements. (Not sure what the difference between 2 and 3 is) (Only characters that spawn inside buildings have this >0)
 
And Accessories:
"s1" : 165, -> This ties a saddle to a horse, -1 means the saddle is not attached to any horse.
 
New missions can easily be added by cloning the 4 files of an existing one and then changing their names to Level_26.dvd/scb... (27, 28...).
After that add the new info into the ElDiablo.cpg file. (Between lvl 25 and Final)
 
[26. Escape from El Paso Custom]
cinematic = 10.bik
title     = Escape from El Paso Custom
level  = Level_26
map       = new mexico.map
Xposition = 315
Yposition = 415
 
Very usefull for testing.

In Topic: Desperados modding research

28 February 2017 - 10:43 PM

Thanks! I don't think it will be necessary to translate them since there is only a few of them.
And nice discovery, I didn't think of that. :D
 
Voice ID is definitely right but the W is the ID from the Weapons.dat. That also includes damage, ammo, range, but not the sound. The very last one (0 or 100) is if he is a camper. 100 yes, 0 no. And the first one is Health.
Btw. for the weapons:
v1 = ID (For the Characters.dat)
v2 = Name
v3 = Range
v4 = Strange, setting it to 0 does not seem to do much, but 150 gives you instant kills, yet the values at "Extra" also affect damage
v5 = Ammo
v6 = Shots fired (like the shotgun sends of 10 pellets)
v7 = Damage Area ( >0 allows friendly fire like Sanchez)
v8 = No idea, but has an interesting pattern...
The "Extra stuff" after Overheat and Recover might have something to do with damage and maybe more. (All 0 gives you only 1 damage like Mia)

In Topic: Desperados modding research

28 February 2017 - 05:16 PM

Allright, 0x21 makes sense for lvl 21 (the dead soldiers), but for lvl 16 I guess it's the gold bags that count as dead characters (01 01 08 00, ID is like that of an enemy).
As for 0x02, it makes the civs that have that use a different view cone "route" (slower and smaller).
 
So maybe Stance.2 = CHATTING? (since thats what they do on lvl4, dunno...), Stance.33 = DEAD
As for Neutrality, maybe:
0 = SUSPICIOUS
1 = NEUTRAL
2 = INSECURE
3 = AGRESSIVE?
 
Maybe map the actual char IDs as well? (Just extract them from Characters.dat)
11 = Pedro4
19 = Lino....
 
Not all sound effects are loaded into the level, only those specified in the FXBK (normally those that are used in the level, of course to save RAM). That means when you add a new enemy or something, his voice is not loaded automatically. I explained more about how to fix that in a pervious post. Anyways we would have to somehow link each character with his voice, gun sound effect... That way you could save a lot of time when adding new stuff to a level.
 
Btw. "s7" : 1 for accessories is the amount of that item, and not sure if you fixed that, but the program outputs "id" : "COOPER" for Mr Leone.