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Blankname

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Everything posted by Blankname

  1. # bugfixes · Monks/Ninjas revival bugfix v1 - fixes lotus being able to produce infinite ninjas by reviving them. monks and ninjas can no longer can be revived by abilities unlife or servant of flesh https://www.mediafire.com/file/hsaf2dmapj2fmgc/ReviveMonkNinja_bugfix_v1.zip/file · HealthVampirePercent/StaminaVampirePercent bugfix v1 - solves the exploit of lotus brothers taking stamina from horses. these variables do not take effect anymore against animals/ambientlife if hit by a melee/instanthit unit https://www.mediafire.com/file/as6s7nlbah7xb3v/VampirePercent_bugfix_v1.zip/file
  2. # bugfixes · Cancel Technique bugfix v1 - fixes the lotus yin exploit (canceling a technique & ritual of ascention) http://www.mediafire.com/file/l2bdna6ne9fe8p9/CancelTechnique_bugfix_v1.zip/file · CanEnterWatchtower bugfix v1 - fixes the exploit of lotus brothers being able to enter watchtowers. buildings rallypoint will now check for the CanEnterWatchtower variable (Data_Units) http://www.mediafire.com/file/vwdctxvisu2aw0x/CanEnterWatchtower_bugfix_v1.zip/file · Siege variable on projectiles bugfix v1 - makes ranged units get affected by the Siege variable (Data_Weapons). beware: most ranged units will deal half as much damage vs building than before http://www.mediafire.com/file/i389vj4xlpja428/SiegeProjectiles_bugfix_v1.zip/file · start Technique bugfix v1 - prevents researching techniques from unfinished buildings http://www.mediafire.com/file/jba1iwitmaax0w5/StartTechnique_bugfix_v1.zip/file · Town Square upgrade bugfix v1 - patches the buildings upgrade start/cancel button to prevent spending/receiving extra resources when the upgrade already was started/canceled http://www.mediafire.com/file/4xzh545gh5hc920/TownSquareUpgrade_bugfix_v1.zip/file # custom patches · (not finished) CanOnlyHaveOne patch v1 - allows to set a specific value (rather than just true/false) in the variable CanOnlyHaveOne (Data_Buildings) to effectively limit buildings to a certain amount http://www.mediafire.com/file/85ca3kfmzppzz68/CanOnlyHaveOne_patch_v1.zip/file · (to be improved later) Starting Towns patch v1 - restores the functionality of this deprecated lobby setting that was available during alpha/beta versions. adding a new dropdown button is not an easy task, so for now whatever is set in Starting Armies will affect Starting Towns aswell http://www.mediafire.com/file/06uiby9dbi0i2j8/StartingTowns_patch_v1.zip/file · (to be improved later) Windowed Mode patch v1 - forces the game to run in borderless windowed mode http://www.mediafire.com/file/zb7gzafqamg3ck8/WindowedMode_patch_v1.zip/file
  3. currently unfinished. can read lfr files, but new/save functionality is not implemented yet download: http://www.mediafire.com/file/fvrmejlmu9wsk7v/LFREditor_v0.90.zip/file source code: http://www.mediafire.com/file/o9opv8atot682a1/LFREditor_v0.90%28src%29.zip/file
  4. source code: http://www.mediafire.com/file/aemjbofehxzobga/LTXConverter_v1.00%28src%29.zip/file
  5. updated tool: http://www.mediafire.com/file/zlkuvpaprah210x/UVAEditor_v1.00.zip/file source code: http://www.mediafire.com/file/4c0ya6v4z6uvein/UVAEditor_v1.00%28src%29.zip/file
  6. updated tool: http://www.mediafire.com/file/i7pxxgb914t7dlt/LCREditor_v1.00.zip/file source code: http://www.mediafire.com/file/z5hr8i7nu0bosxc/LCREditor_v1.00%28src%29.zip/file
  7. converts liquid text files from .ltX to .txt and viceversa http://www.mediafire.com/file/spx1ssgiesyiknt/LTXConverter_v1.00.zip/file
  8. the format is 100% known http://www.mediafire.com/file/r9zq9sb2sldq51q/LCREditor_v0.93.zip
  9. most variables are still unknown https://www.mediafire.com/?cv8ydmj7s1flowx please report any find here edit: updated to v0.91
  10. i can extract them perfectly without any problem
  11. ofc, the game engine (aka samurai) is the whole br source code itself, and it seems these lazy korean developers almost didnt make any changes to it. you can even find br textures in the h2o files hmm models/models.h2o? where else btw, some files cannot be extracted due to unicode filenames; and maps use a new file format (v0.80, wotw uses v0.68)
  12. cant believe nobody found this out before... 해상왕 장보고 (Haesang-wang Jang Bogo) / The Lord of the Sea http://www.4gamer.net/games/013/G001310/20031009225900/ http://www.old-games.ru/game/6748.html took a brief look and the game structure and file formats seems the same... this means we can port models from this game to br
  13. i will try to do it using a dll, so no need to modify any game file it might be also possible to enable widescreen resolutions
  14. just found out how to enable legacy windowed mode in this game am i allowed to post modified exes?
  15. researching the .exe is what im doing, as i already said h2o tools are incomplete and causes the game to crash sometimes when using repacked h2o files
  16. in case anyone intersted i have started researching the h2o format by reverse engineering the liquid exes (BR, LotR:WotR, Dragonshard) and found out that br and wotr h20 formats are different, although both have a version number of 6.0 (they probably didnt bother to change it to 7.0) more finds: unknown1 after 'number of files' is actually 'number of <unknown>' which stores a structure of 8 bytes at the end of the file (8 bytes x number of unknown1). the contents of this structure is unknown since unknown2 is always 0x0CE34100 if there directories or 0x00000000 otherwise, it doesnt seem important to know the purpose of this variable (where is unknown3?? lol) unknown4 is also always 0x7CFC1200, neither seems important surely offset and unknown5 are one only variable of 64 bits, since the (un)compressed sizes of h2o files are also stored in 64 bits variables so we are only left with unknown6...
  17. i have made a little unofficial update for the h2otool. it now reads user input from console and and has some minor bufixes https://www.mediafire.com/folder/m3ilwb1j98hck/h2otool my goal is to implement the pkware compression functions, but no sure how long it will take me or if i will even be able to do it, since im still a beginner at C
  18. if im not wrong, apart from the missing compression, the h2o tool were also adding extra 0Dh characters after every file i also remember the .ini file supports more stuff than it has
  19. great news guys a friend of mine has started working in this game and he already did a quite good progress
  20. i dont know yet. i noticed the are 178 Data_ sections, but only 89 strings. also every ID in those sections got a strange value that normally is 04 00 00 00 yea, Enum_AbilityType should be useful as well
  21. no, it doesnt work that way. DE B7 0F 00 00 00 00 00 (0x00000000000FB7DE) is the offset where X section is located at. or maybe its offset 0x000FB7DE and 0000 is something else? idk 00000004 AIWARPARTY_DEFENSE means AIWARPARTY_DEFENSE = 04 00 00 00 that you can use somewhere in .dat...dont ask me where
  22. the sections in the first list (all Enum_'s) are just a list of possible IDs together with their string. these IDs are used in the sections of the second list (Data_) that is the important part of the file where u guys are editing all the stuff
  23. il be adding the current section list in this post 0x000017CF Enum_AbilityTriggers http://pastebin.com/jQnrZq9i 0x00001BD3 Enum_AbilityType http://pastebin.com/ZjwQ9QnU 0x00005F50 Enum_AIBuildingType http://pastebin.com/mHygaDCF 0x000060F3 Enum_AIWarPartyType http://pastebin.com/ctfC57uP 0x000063BD Enum_AmbientLifeEffects http://pastebin.com/CQ32gWRL 0x0000666D Enum_AmbientLifeSounds http://pastebin.com/ZfBfHEFX 0x00006AC7 Enum_AmbientLifeType http://pastebin.com/aatu3nVA 0x00007168 Enum_AnimationClassType http://pastebin.com/TqpidNZ3 0x0000724C Enum_ArtType http://pastebin.com/KB8kt5Y6 0x00007315 Enum_BattleGearAcquisitionType http://pastebin.com/GnrRFYCA 0x00007976 Enum_BattleGearType http://pastebin.com/0d8mjrEB 0x0000A4CC Enum_BattleGearUseType http://pastebin.com/MkNY0jMD 0x0000A5FD Enum_BBox http://pastebin.com/dWSeLSvt 0x0000A7FC Enum_BeamBlendType http://pastebin.com/zjAKdkEB 0x0000A8C8 Enum_BeamDrawType http://pastebin.com/EDfF3MEE 0x0000A9B4 Enum_BeamMotionType http://pastebin.com/bxp2TNi3 0x0000AB2C Enum_BeamSubType http://pastebin.com/0EThhaaK 0x0000AC08 Enum_BeamType http://pastebin.com/ViAxLk4B
  24. its the .dat structure. if i finish the list then it should be possible to edit anything inside battlerealms.dat
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