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Thread: Unlocking RomeTW Hardcoded Limits - Memory Editing

  1. #1
    RedFox's Avatar When it's done.™
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    Default Unlocking RomeTW Hardcoded Limits - Memory Editing

    For the past month, we in the RTR team have been working on something new, something exciting - something for everyone in the RTW community. For us, this is known as The RTR Project and its goal is to break hard-coded limits imposed by the old RomeTW engine and thus revitalize the modding scene.




    The current list of unlocked features from the RomeTW engine:

    • Most BI features available in RomeTW-ALX
    • All ALX features available in RomeTW-BI
    • Unit size limit increased to 300 (planned to unlock 1200 next)
    • Regions limit raised from 200 to 1000
    • Extensive developer-only debug logs enabled
    • Built-In EDB,DMB,UI image validators unlocked - a serious contender for the old Zeus Validator
    • Clouds and terrain textures are modfoldered


    Features built into the RTR Launcher:

    • Minimalistic User Interface with available configuration options
    • Descr_Geography.db auto-generation
    • Extensive debug logging to catch any possible errors from RomeTW
    • Auto-generated background script
    • Enabled developer debugging with Visual Studio JIT debugger
    • DLL injector and patcher


    Planned features to unlock/change in RomeTW engine:
    • Add more faction slots - 60+
    • Enable Loyalty for RomeTW-ALX
    • Increase EDU slots


    Planned features for the RTR Launcher:
    • Implement custom EDU scripts (30% done) to allow unit templates
    • Allow complicated Mods of Mods - to be able to extend an already existing mod's units or redefine their stats without modifying the original mod or copying all their units.
    • Implement basic error checking for descr_strat.txt


    The RTR Launcher is designed to work for any mod and is not restricted to The RTR Project. Once we've implemented enough features (and done enough testing) to warrant a release, we will make the launcher available to the modding community. Current projected date is end of June.


    How does this all work?

    In order to unlock features in RomeTW, we first launch RomeTW-ALX/BI.exe and then inject our custom GameEngine.dll into the process. This means all the modifications are done during run-time, when RomeTW is launched. Once the game is closed, all the changes will be lost and the executable itself is never modified. This is also the only legal way to do something like this and luckily we received express permission from both TWC and CA to do what we must.

    The Launcher is a crucial part in the whole process of unlocking hard-coded features. During this initialization step, we add ALX features to BI and change several machine code instructions, structure references and data references.

    Why can't you release it today?
    Unfortunately something of this scale requires very experienced C/C++ programmers and is extremely time consuming to achieve. It has taken around 1 month just to unlock more regions and unlock hidden features of RomeTW engine. However, with more people able to help, this can be achieved much faster - especially some of the Launcher specific features such as Mods-of-Mods. If you love RomeTW or just TW and are an avid C/C++ programmer we will be extremely grateful if you lent us your skills.

    Where's the limit?
    With a competent team of programmers, nothing is impossible to extend or unlock. The only limiting factor is time, which is determined by the skill of the team and amount of programmers. A good balance would be a few hardcore reverse engineers and a large number of just programmers. So if you know how to write code, you can definitely help us out.

  2. #2
    Foederatus
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    Default Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    brilliant work redfox now take at least a week off you deserve it

  3. #3
    Stath's's Avatar Protector Domesticus
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    Default Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    It does seem a great thing to achieve.....I will pray to Mithras that you would make all these possible! Good luck!


  4. #4

    Default Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    Amazing!!

    This deserves a frontpage announcement. Too bad I'm not a programmer. Do you think unit variation will be possible, like in M2TW?

    Mundus Bellicus - TWC - ModDB - Discord - Steam
    ~ Patronized by Gaius Baltar, son of the Great Family of imb39, of the House of Garbarsardar, of the Noble House of Wilpuri.

  5. #5

    Default Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    Oh heh, already broken the region limit from 200 to 1000, I see.

    That will be interesting... time to start sieging

  6. #6
    LestaT's Avatar Artifex
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    Default Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    Good luck guys !
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  7. #7

    Default Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    @Stath's, I hope Mithras is behind us!
    @Nelduin, it should be up on the front page within these next few days, depends on how many are in front of it.
    @Alavaria, you know as well as I do, that we will not let this mod turn into a siege fest!
    @^OvO^, Thanks, may both our teams have success!

  8. #8

    Default Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    Yes in Rome to!!! many dreams will come true!!!
    keep up team.
    Last edited by morfeasnikos; May 19, 2014 at 08:12 AM.

  9. #9

    Default Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    DP sorry!

  10. #10
    RedFox's Avatar When it's done.™
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    Default Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    A lot of sieges would be painful indeed, but I figure we can remove any walls from minor settlements/villages. Even with max cap at 1000, I can only ever see us using ~300 regions or so.

  11. #11

    Default Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    Good job!
    ROME TOTAL REALISM DEV TEAM MEMBER




  12. #12
    Spartan198's Avatar Protector Domesticus
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    Default Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    This could be the best thing ever for RTW modding. Can anything be done to improve diplomacy hopefully to Rome 2 levels or something approaching?

  13. #13
    RedFox's Avatar When it's done.™
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    Default Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    The best we can do is probably tweak internal AI behavior thresholds - this can make the AI behave more realistic in some scenarios. Currently, I'm not focused in this direction, since unlocking more factions is a bigger priority.

  14. #14
    Skull's Avatar Campidoctor
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    Default Re: Unlocking RomeTW Hardcoded Limits - Memory Editing



    • Add more faction slots - 60+
    If you can achieve that,you will become the God of TW modding.
    Even more so if the same can be done with M2TW...
    Last edited by Skull; May 19, 2014 at 01:24 PM.
    A bomb's a bad choice for close-range combat.

  15. #15
    Seljuq Prince's Avatar Civis
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    Default Re: Unlocking RomeTW Hardcoded Limits - Memory Editing







    I know you used a different approach but I just couldnt believe how in hell CA approved all this.. This is just not them..

  16. #16
    =Vastator='s Avatar Senator
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    Default Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    Wow, this is awesome!
    Hoping that some of these unlocking will not cause other side effects.

    Maybe you can also fix the ANNOYING alexander camera bug
    http://www.twcenter.net/forums/showt...der-Camera-Bug
    Disclaimer: the post above is way way prealpha, the final version will be way better than this.

  17. #17
    Mathais's Avatar Ordinarius
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    Default Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    I have just become overwhelmed with joy...Thank you Red Fox for this amazing news.

  18. #18
    Bran Mac Born's Avatar Artifex
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    Default Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    How about tweaking the Battle AI routines if possible. More flanking etc.

  19. #19

    Default Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    I have a few of questions.

    1 - Why is this possible now, and hasn't been done before? Did a copyright expire, or did CA give permission, or something along those lines? To my knowledge, overcoming hardcoded limits was always possible but doing so would lead to CA issuing Cease and Desist letters or something like that.

    2 - Have you guys given serious thought to how desirable these unlocked options are? For example, I could see a game with 400 regions and 100 factions and 1200-man units running like such crap that it wouldn't even be worth trying to play. I'm not a programmer, but is the technology really there to support these sorts of changes? For example, as I understand it most of us have quad core machines now but R:TW can only use one of those cores due to old coding.

    3 - Building on #2, is it possible to code in multi-core support for R:TW now?

    It's a very interesting project though, and I'll be watching closely!

  20. #20

    Default Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    great news guys !



    • Regions limit raised from 200 to 100, this meens city limit raised from 200 to 1000(one for 1 region)? and this meens map size has been changed ?



    It is possible to throw an eye on medieval 2 Kingdoms and cross the line???

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