Nexus Modding > Mod Development / Released Mods

The ExecList?

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jstubbles:
How are you getting such high page values?? With word wrap off, I'm only seeing 8312 lines in the DX9 exe file. Your line numbers go over 14,000. Doing a manual search for any of those variable names doesn't come up with a single thing.

I just see lots and lots of this:


--- Code: ---ŠFlmÏÎ,®›#s²¡Z€ñƒÅ‹ R“VÈ9ð‰

The Old Dragon:
I'm seeing more or less the same thing from dx9.exe (no 'plain' text, only those special characters), but I've got 40326 lines!

Hyperion5:
hmm, not entirely certain why you guys can't see it...

what version of notepad++? i'm using v5.6.8 unicode

on XP 64 default settings for just about everything, just set the view colors for less white
I do have the hex editor plugin, but it's off, i'm not using it to read this, since that plugin is still a little buggy

wait, is your computer reading as ANSI? that's what i'm using, don't know if that would affect it
there's also a setting to read as an MS INI document, but i'm just reading it as text

Language drop menu > M > MS INI, if your using defaults

DurText is the first phrase on line 13925 that's legible, followed by gfx info below it

Description: %s is where i began to find text on line 14082, followed by everything else

other than that, i'm not sure what the difference is between our systems, sorry :S

Hyperion5:
any luck reading it guys?

I'm trying to record all the text that appears to be related to any modding script, but i only have so much free time, exactly what they all do will probably need trial and error to find out.

I'm starting to believe that at least some of the 'nul' (or binary, depending on how you view them) values adjacent to the specific scripts may actually correspond to different memory addresses inside the game that script may influence, if this is true, i suspect it could be easier to create certain script types that already use in game mechanics and values - and harder for those that aren't already there. (such as by copy/pasting the binary code do influence/read those addresses, once we ID their purpose, if we can) but that's strictly speculation on my part, especially since i still can't see any actual commands that would add scripts in that way, again needing experimentation to find them.

I've also been looking into adding more hard-points to the stock game mechanics - i think i found something somehow related:

DS->LockIndexBuffer

followed by various parenthesis data, such as:

(Indices, 0, 0, (void**)&I, 0)

DS i assume meaning a command to DarkSun (the game engine Nexus uses, for those just learning) and LockIndexBuffer - i'm just shy of certain this means a cap on the size of a certain data table - there's several uses of this command with different sets of parenthesized values following.

If we can find a way to switch the correct buffer off (or better, set the size to accommodate more values) we could probably be able to add more hard-points to ships. I think the buffer allows/limits more memory addresses to the default amounts in this case. I tried to explain how that would roughly affect memory addresses in the game earlier, but in my haste, i botched it sounding like a know-it-all, I'll try to explain it again sometime soon.

in the meantime, i'm looking at some scripts i've found that could be useful for certain mod requests i've seen, one in particular:

%sChargeTime %G

I'm assuming this is used to set a specific amount of time before a device can be used rather than energy buildup, possibly how long it takes for a ship's hangar doors to open and similar effects?

Other things: I also was poking around the mod forums and found a request for a weapon charging effects, and how to implement weapon charge effects by interrupting weapon firing. naturally i can't find that thread now that i have an idea, so I'm just gonna put it here so i don't forget, I'll move it once i find that thread again:

I don't think you actually want to halt the charging process of weapons for an animation (charge glow, etc) a more elementary solution i should think would be to trigger the effect whenever the device exceeds a pre determined level of Energy is charged instead.

I think the value you'd want is simply called 'reserve' an object value i've only seen mentioned while searching the exe. EnergyIn seems just a preset level of the reserve value that triggers said weapon (or even other effects probably)

try setting a script (i'm guessing in subroutines, but wherever it works) that when your weapon reaches reserve value (that would have to be under the EnergyIn value to work properly) it will begin to display , like a glow at the beam point of origin, until reserve goes below reserve.

Arparso:

--- Quote ---DS->LockIndexBuffer

followed by various parenthesis data, such as:

(Indices, 0, 0, (void**)&I, 0)
--- End quote ---
Can't really comment on most of the other stuff (not much free time right now), but just wanted to mention something:

LockIndexBuffer most likely refers to a Direct3D call and has nothing do with weapon hardpoints. An IndexBuffer is a list of indices pointing into a VertexBuffer holding the 3d mesh information. It is used to tell the the graphics card how to connect all the vertices, that make up the 3d model. Usually three consecutive indices make up a triangle, so IndexBuffer entries of {2, 3, 0} inform the graphics hardware, that vertices 2, 3 and 0 in the VertexBuffer together form a triangle.

Concluding that, locking the index buffer is a purely graphics related call to Direct3D and should have nothing to do with weapon hardpoints or gameplay at all.

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