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Sue's Workshop - Finally a new version


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#1 22 January 2007 - 05:22 PM

ProfEich Offline
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Join Date: 07 Jan 2006
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Hi!

Well, before I start the new SW project I decided to fix some bugs at first.

I hope everything is fixed:
- Boss bug
- Map-Shift bug
- Map-limit set to 127

And you're now able to delete entities with the DEL key on your keyboard ;)

http://www.kob-onlin...SueWorkshop.zip


Now working on the new version - But may take some time.

#2 22 January 2007 - 05:37 PM

Ex-Administrator
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Uhhhh, love it! ;) :D :D
Truely awesome!
ProfEich you are my god! :D

Feel free to write me an E-Mail, if you want something from me.


#3 22 January 2007 - 11:33 PM

SeriousFace Offline
Been here way too long...
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Join Date: 21 Jan 2006
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Thank you so much :mad:
Today is now a great day!

#4 25 January 2007 - 03:37 PM

caveoholic! Offline
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can you make the map limit 128 because my mod uses 128 maps it's maps after 129 that won't work not maps after 127

#5 25 January 2007 - 03:45 PM

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can you make the map limit 128 because my mod uses 128 maps it's maps after 129 that won't work not maps after 127


Isnt map 0 a map too? lol :D
Iam not sure if 0 counts but maybe this is helpfull for Eich:

I figured this wasn't thread-worthy, so I thought I'd post it here. Maybe this thread could be more of a "odds and ends" thing. Anyhow.

The max amount of maps a hack can have is 128 (0x80). The reason for this is that the code reserves 0x80 bytes for a structure contained at 0049E5B8 in RAM. This structure is indexed by the map ID, meaning that maps over 0x80 would end up messing around in memory reserved for other uses, which could screw the game up.

The function at 0x00014B20 is the main culprit. The CALL it makes to 00480D30 is basically a call to a function which zeroes out memory, and 0x80 is PUSHed onto the stack at some point (the function uses this to calculate how many bytes to affect by the function.) I suspect, for you C/C++ programmer out there, that this is a call to ZeroMemory() (which itself is an alias of sorts for memset(x, 0, y).) If this doesn't make sense to you, don't sweat it - basically, there are 0x80 entries reserved for maps in the code and in memory.


Maps after 128 dont work not maps after 129 lol So its exactly 128, but this means: maps with the number 1-127 + map 0 so 127 + 1 = 128 :p

Feel free to write me an E-Mail, if you want something from me.


#6 26 January 2007 - 04:55 PM

caveoholic! Offline
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I have 128 working maps in my mod (I have 129 maps but I don't use the last one in my mod you can go in it without any problems but I don't really have much scripting in it so maybe that's the reason) & map #0 is used only for a blank screen & half the screen during the credits

#7 26 January 2007 - 05:39 PM

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I have 128 working maps in my mod (I have 129 maps but I don't use the last one in my mod you can go in it without any problems but I don't really have much scripting in it so maybe that's the reason) & map #0 is used only for a blank screen & half the screen during the credits


Map 0 is a map too, let Eich figure it out lol

Feel free to write me an E-Mail, if you want something from me.


#8 26 January 2007 - 07:52 PM

caveoholic! Offline
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I have 129 working maps including map #0 it's going to be a problem for me if I can't have maps up to map #128 so don't just blow me off about this

#9 26 January 2007 - 08:31 PM

Ex-Administrator
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I have 129 working maps including map #0 it's going to be a problem for me if I can't have maps up to map #128 so don't just blow me off about this


No offense please :p
Just let him figure out <_<

Feel free to write me an E-Mail, if you want something from me.


#10 26 January 2007 - 08:44 PM

caveoholic! Offline
Um... Chosen One? Yeah that'll work. : P
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Now I'm quite offended, just what exactly does he have to figure out, we know the game can handle another map & if he doesn't set the limit one map higher I can't use it!
And why the hell are you winking at me?



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