Russian Proto Editing Doc Translation!!

Discussion in 'Modding and Scripting Support' started by Tekkus McDwarf, Nov 27, 2007.

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  1. Tekkus McDwarf

    Tekkus McDwarf Member

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    It took me a few long hours to BabelFish this, then even longer to make sense of it. I've ironed out most of the glaringly bad stuff. Anyways, this needs to be added to the original protodoc quickly before my free web file host boots the link in 30 days.

    Get it while its HOT!!

    http://www.mediafire.com/?5wttw1unyiu

    NOTE: Type_16 and Type_17 structures are not even looked at by the Russians to my knowledge for from information gleaned from translating this document. Those being NPC'S Of the playable races type(16) and Monsters(17) which include all non playable races/mechanical beings. I will post some findings on those specific types in general here:

    Type 16 & 17-
    In GENERAL

    offset 15B(347 in decimal format - varies on prior optional structures)- there is a long or Double DWord block that looks like FAFFFFFF or F8FFFFFF. From there to the FFFFFF0F block are where you find all hard coded stats in byte format (str, dx, hp, some derived stats as well). Towards the end of that section and on down towards the short marker block FF0F you'll find the byte pairs of skills/level of mastery. The skill level goes in intervals of 4. So one CP in a skill has a value of 4, maxed its at 20. For level of mastery, its slightly different. I've just done comparisons between mobs/pros and 16's/17's to find them. Sections after that contain info such as death sounds, portrait used and other flags. One thing of interest I HAVE nailed down in the optional structures is that the grouping of variables and the structures themselves are identical to the groupings of variable types as shown in WorldED for NPCS/Monsters. It will take some more time, but I'll have everything of note nailed down. Even if I never get an automation gunner, I'll pass on everything I find.

    To fellow HexWorkshop users, since the 4.23 structure viewer is still trashed, we are stuck with only using color maps to identify code blocks and optional structures with the 1040 flag/size indicators that follow, but they are still excellent clues. If you use color map definition files in your searches, add these definitions to your colormap files for NPC/Monster proto types.


    "FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF" = RGB(0, 0, 255), RGB(192, 192, 192)
    "FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF" = RGB(128, 0, 0), RGB(192, 220, 192)
    "FFFFFF00FF00" = RGB(0, 0, 128), RGB(192, 220, 192)
    "FFFFFF00FF" = RGB(0, 0, 128), RGB(192, 220, 192)
    "FFFFFFFF" = RGB(0, 128, 128), RGB(192, 220, 192)
    "FFFFFF0F" = RGB(128, 0, 0), RGB(192, 220, 192)
    "FFFFFF01" = RGB(0, 128, 0), RGB(192, 220, 192)
    "FF0F" = RGB(128, 0, 128), RGB(192, 220, 192)
    "FFFF" = RGB(128, 0, 0), RGB(0, 255, 0)
     
  2. MistWeaver

    MistWeaver New Member

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    Cool, some new offsets meaning descovered. Can you give or point me to original? I know russian and would like to see it
     
  3. rroyo

    rroyo Active Member

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  4. MistWeaver

    MistWeaver New Member

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