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Messages - Serge

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2021
Modifications / Serge's feedback page
« on: September 29, 2008, 05:05:07 PM »
First post updated.

2022
Modifications / Serge's feedback page
« on: September 29, 2008, 04:49:00 PM »
Thanks, but I've got a website already.
http://www.q3k.org/

Yes, I am surprised about the lack of goosiness here. We just have to wait.

2023
Modifications / Darky Mephisto's First Wheel ^^
« on: September 29, 2008, 04:47:29 PM »
Quote from: HvitrEbrithil;15931
I haven't tried it yet, for now I only use 3DSM 5, since you need that to have Warcraft III Art Tools, and I use it to model Warcraft III, too. But Serge's right, acording to the Wiki, it should work with atleast v.8.


Hell, I wrote these Wiki page after all :D

2024
Discussion / Oh, hello back.
« on: September 29, 2008, 04:20:11 PM »
https://gametechmods.com/forums/showthread.php?p=15928
I HAS THREAD

@scrap: true.

@madiaba: Thanks for helping me out with the idiot overflow ;).

2025
Modifications / Serge's feedback page
« on: September 29, 2008, 04:19:00 PM »
=======================================
 UPDATES ARE ON http://twitter.com/sergiuszb !!!
=======================================

Well, this is a page where I will post a summary of what I'm working on. Everything that is NEW will get added to this post, answers to question, well... Will be answered later in this thread.

Projects:
1) RA2 executable disassembly and analysis:
RA2 installed, disassembler powered up, and analiyzing the PE file. I will update this page when progress is made.

0x006F31F4 (data segment) is used to store the heavyweight class name.
0x073F90 is the start of a subroutine that does the decisions what class should the bot belong to.

There is an ALLWEIGHT class, too. WTF?

Some thoughts:



2) Open Source C GMF Compiler.
Well, I am working on it. So far, I'm working on the decompilation part. I've got up to
Code: [Select]

GMA
*GABRIEL_ASCIIEXPORT 3
*MODEL_TYPE Basic Model
*SCENE
{
*SCENE_FILENAME mycomponent.max
*SCENE_FIRSTFRAME 0
*SCENE_LASTFRAME 100
*SCENE_FRAMESPEED 30
*SCENE_TICKSPERFRAME 160
*SCENE_BACKGROUND_STATIC 0xffffff
*SCENE_AMBIENT_STATIC 0x191919
}


Actual source code is here:
http://www.q3k.org/files/gmfdec.c

2026
Discussion / Oh, hello back.
« on: September 29, 2008, 03:33:10 PM »
No, I am not, don't get too excited :P

Anyway, I've got my XP system up. Let's start hacking!

2027
Modifications / Darky Mephisto's First Wheel ^^
« on: September 29, 2008, 02:58:57 PM »
Quote from: Gigafrost;15916
Are you telling me that you are able to use 3DS MAX 9 for Robot Arena 2 directly? Or do you transfer that gmf to 3DS Max 5? We are all curious since it is VERY rare to get any current max versions working with RA2


v.8 works with my exporter script. cf. Wiki.
v.9 should work, too.

2028
Discussion / Oh, hello back.
« on: September 29, 2008, 02:54:48 PM »
I'm back home.

More details:
This modification will hopefully be done in the binary itself. First of all, I need to get hold of a Windows installation (since, on my box, I am currently running OS X and Linux, and Virtual Box just doesn't do the trick with DX). After that is done, I'll get cracking.
I was thinking about how to find the part that does the > 7 verification. First, I'll try to get a "signature" by compiling and analyzing the assembly of a C++ snippet that would correspond to the code that has been used in the game executable. Then, I'll search for this signature int he code. This WILL create a lot of false results, so it's the most annoying way.
Secondly, I can hope that there are some traces of the function names, maybe they left some debugging symbols in, but I don't think so. This is the easiest way, but only if I can look through function names.
Last, but not least, I can use a kernel debugger. This is the proper way to do this, but heck, debuggers are evil and a pain in the butt to install. Either I'll try to guess what API calls are used near the checking function, or do stepping. But like I said before, debuggers and I don't get well together.

Anyway, I'll save the predictions for later. My main goal now (probably more for the weekend, I am very rarely free during the afternoon) is to get an XP install.

kthxbai, and any constructive remarks would be greatly appreciated.

2029
Discussion / Oh, hello back.
« on: September 29, 2008, 09:32:38 AM »
Yes, and of course I will share the information once I get this to work. First, I need to get home, since I'm writing this on my phone. I will be using IDA for the disasembly.

2030
Discussion / Oh, hello back.
« on: September 29, 2008, 12:15:40 AM »
Quote from: R0B0SH4RK;15848
Wasn't Megabyte a notorious troll and arsonist?

EDIT: Sorry, nevermind. It was MegaVolt, not Megabyte.


Bullsh**, I was a troll, too!

Anyway, I just started to work on disassembling the binary, and hopefully, I will be able to crack the 7 parts-in-a-row limit. The hardest part will be finding the routine that does the verification, and it will be even harder because it doesn't give any kind of error message, so it's searching a 4 byte long instruction in a whole binary. However, once I get it, patching it will require only a few minutes of work.

2031
Discussion / Oh, hello back.
« on: September 28, 2008, 04:59:48 PM »
Quote from: goose;15843
hey MB, want me to change your name to  Serge?
 
also welcome back.  We could use some more vets to keep the idiots in line.


If you may.

About the idiots: these forums should be more strict, that would fix everything.

2032
Discussion / Oh, hello back.
« on: September 28, 2008, 04:08:56 PM »
Hello everyone!

Some of you may remember me. My name is Megabyte, or Serge as I prefer myself being called now. I have been in the RA2 scene for a long, very long time (7 years now? Damn). I am a C++ programmer now, so I can help with loads of things. Need some tools? Just give me a hint, I'll get to programming in no time. It'd be a pleasure to contribute in any way to this community.

kthxbai
Serge

PS. I'm very happy my fix to the GMF compiler was downloaded so many times! However, please remember, 99.999% of the work was done by dummee - all credit should have gone to him!

2033
Off-Topic Discussion / VC++ Express Edition
« on: November 25, 2007, 04:02:34 AM »
In case you haven't heard of it, VC++ EE is a free for personal use IDE released by Microsoft. Along with the PSDK, it is the ultimate way of developing in C++ for Windows.

Get it at http://www.microsoft.com/express/vc/
BTW, you'll unfortunately need SP2 for it to work.

2034
Game Development / Hello.
« on: November 25, 2007, 03:58:50 AM »
'sup guys?

2035
Discussion / CD vs. Downloaded RA2
« on: July 17, 2006, 01:06:46 AM »
Send me an email @ bazanski@gmail.com, I'll find a way to show the files.

2036
Off-Topic Discussion / 3D modeling programs - Best? Easiest?
« on: July 03, 2006, 01:56:49 AM »
Try blender. It's free and kicks ass.

2037
Discussion / DSL 2.0 Sneak Peeks!
« on: July 03, 2006, 01:54:28 AM »
Quote from: Clickbeetle
I thought you had 3DSM, Megabyte.

I have 3dsm, but it's difficult to set up, so instead I mod with notepad. And this is wehere my calculator comes in handy.

2038
Discussion / DSL 2.0 Sneak Peeks!
« on: June 28, 2006, 01:10:30 AM »
Quote from: Clickbeetle
Although recently I've figured out how to use Excel as a sort of poor man's 3DSM.

I use my graphing calculator. Very handy!

2039
Discussion / DSL 2.0 Sneak Peeks!
« on: August 19, 2005, 02:25:49 AM »
II hope Darkrat and Starcore will come back... I hope...

2040
Discussion / Ha! Updated cheatbot2 in DSL 1.2!
« on: December 26, 2004, 12:59:47 PM »
As i was bored, i reinstalled my copy of RA2 (it was my last liscence on the DL version...). I tried tu build a mega-uber-super-cool flamethrowing bot. When i typed cheatbot2 in the robot name field, strange things happend.

In the Mechanics section you have the new Beast motor (w 0 0 t >< >< 0 r 2) that weights 70 KG and gives you lottas power + doesn't last accus.

There is also a claw (w00t 1337) that uses air but doesn't really work.

Anyway, thank you DSL team for finally updating this mode. ;-)

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