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Author Topic:   more infos on ds1
Paul Siramy
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Paul Siramy

Posts: 62
From: Gannat, France
Registered: Mar 2002

posted 25 March 2002 22:12     Click Here to See the Profile for Paul Siramy   Click Here to Email Paul Siramy     Edit/Delete Message   Reply w/Quote   Visit Paul Siramy's Homepage!
I have extracted ALL the ds1 and dt1 files I could found in the d2data.mpq, d2exp.mpq and patch_d2.mpq (in that order, important for erasing some previous existing files), and here are some stats :

2264 ds1 (map) total 21 MB
251 dt1 (tiles) total 148 MB

having made a program to automatically check the ds1, I made a txt file, in the manner of all the common txt in the global\excel\*.txt of the mpq : http://paul.siramy.free.fr/_divers/ds1/all_ds1.zip (30 kB)

Having analyses all that, there are some files which can cause problems. the very first data of the file is not a signature. It is a sort of a flag, or a version. when it is set to 3 or 8, it will cause problems :

* if set to 3 there is no act infos, and no x2 infos (x2 just follow the act data). There is no x3 and no x4 infos as well.

* if set to 8, there IS the act info, but not the x2, not x3 and not x4.

It is important to know that, because when I say the infos is not here, it's not that these bytes are set to zeros, it's that there are not present at all, and the bytes you are trying to read as act/x2/x3/x4 are in fact another data.

Note about the act : it goes from 1 to 6 (coded as 0 to 5 in file), so I wonder what this act 6 stand for ? It's some map of the siege, but there are some siege's map which are set to act 5, not 6, so ... ?

some other stats :
width of maps : between 2 and 101 (inclusive)
height : between 2 and 103
total (weight * height) : between 4 and 7225 (85*85 : wildtemple of nilhatack)

there can be a max of 24 files in the header (the ones like "\d2\data\global\tiles\expansion\wildtemple\interior.dt1"). Note there are dt1 files, as well of tg1 files. But the tg1 does not exist in the mpq, they are replaced by dt1. I think it indicates which dt1 files the map use, andI hope that by adding some other files you can use some other tiles than the original map.

that's all for now.

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Paul Siramy
Knight


Paul Siramy

Posts: 62
From: Gannat, France
Registered: Mar 2002

posted 26 March 2002 01:10     Click Here to See the Profile for Paul Siramy   Click Here to Email Paul Siramy     Edit/Delete Message   Reply w/Quote   Visit Paul Siramy's Homepage!
Well, the layers are pretty more complicated than it first seems. I was wondering why my program only found so few maps having objects... Now I know : there is a variable ammount on layers in the ds1 ! It depends of the x3 and x4 value, but also something else I didn't yet found. Right know I have found up to 11 layers (!) but ... it seems there are unused layers in this case (set to 0). I continue the investigations.

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Paul Siramy
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Paul Siramy

Posts: 62
From: Gannat, France
Registered: Mar 2002

posted 26 March 2002 04:06     Click Here to See the Profile for Paul Siramy   Click Here to Email Paul Siramy     Edit/Delete Message   Reply w/Quote   Visit Paul Siramy's Homepage!
Now that I have found how the number of layers is set, it's seem easy but ... it was hard to find. As supected the x3 and x4 indicate the number, but the x2 too. Here's a sample of code from my prog that indicate the differents combination :

if (x2==0 && x3 == 0 && x4 == 1) maxlayer = 2;
if (x2==0 && x3 == 0 && x4 == 2) maxlayer = 3;
if (x2==0 && x3 == 1 && x4 == 1) maxlayer = 4;
if (x2==0 && x3 == 1 && x4 == 2) maxlayer = 5;
if (x2==0 && x3 == 2 && x4 == 1) maxlayer = 6;
if (x2==0 && x3 == 2 && x4 == 2) maxlayer = 7;
if (x2==0 && x3 == 3 && x4 == 1) maxlayer = 8;
if (x2==0 && x3 == 3 && x4 == 2) maxlayer = 9;
if (x2==0 && x3 == 4 && x4 == 1) maxlayer = 10;
if (x2==0 && x3 == 4 && x4 == 2) maxlayer = 11;

if (x2==1 && x3 == 0 && x4 == 1) maxlayer = 3;
if (x2==1 && x3 == 0 && x4 == 2) maxlayer = 4;
if (x2==1 && x3 == 1 && x4 == 1) maxlayer = 5;
if (x2==1 && x3 == 1 && x4 == 2) maxlayer = 6;
if (x2==1 && x3 == 2 && x4 == 1) maxlayer = 7;
if (x2==1 && x3 == 2 && x4 == 2) maxlayer = 8;
if (x2==1 && x3 == 3 && x4 == 1) maxlayer = 9;
if (x2==1 && x3 == 3 && x4 == 2) maxlayer = 10;
if (x2==1 && x3 == 4 && x4 == 1) maxlayer = 11;
if (x2==1 && x3 == 4 && x4 == 2) maxlayer = 12;

if (x2==2 && x3 == 0 && x4 == 1) maxlayer = 3;
if (x2==2 && x3 == 0 && x4 == 2) maxlayer = 4;
if (x2==2 && x3 == 1 && x4 == 1) maxlayer = 5;
if (x2==2 && x3 == 1 && x4 == 2) maxlayer = 6;
if (x2==2 && x3 == 2 && x4 == 1) maxlayer = 7;
if (x2==2 && x3 == 2 && x4 == 2) maxlayer = 8;
if (x2==2 && x3 == 3 && x4 == 1) maxlayer = 9;
if (x2==2 && x3 == 3 && x4 == 2) maxlayer = 10;
if (x2==2 && x3 == 4 && x4 == 1) maxlayer = 11;
if (x2==2 && x3 == 4 && x4 == 2) maxlayer = 12;


With this table, I found 1659 maps having objects, on the 2263 (it is 73% of the total maps ). There are a maximum of 181 objects right now. I have updated my txt file of all the ds1 infos. Now it have all the properties of the objets as well.
http://paul.siramy.free.fr/_divers/ds1/all_ds1.zip (103 kB this time, due to the propperties of objects).

There is still some little problem. If you check the txt, you'll see that there is some maps having 5000 in x3 and x4, or blank. And that cause big problems in the detection of the objects. Another thing to figure damn ! (but having a prog that can check all the ds1 for making a txt file in just 10 sec is sweet )

[This message has been edited by Paul Siramy (edited 26 March 2002).]

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Paul Siramy
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Paul Siramy

Posts: 62
From: Gannat, France
Registered: Mar 2002

posted 26 March 2002 07:53     Click Here to See the Profile for Paul Siramy   Click Here to Email Paul Siramy     Edit/Delete Message   Reply w/Quote   Visit Paul Siramy's Homepage!
Forgot the table above, there's a more simple formula for that :

number of layers = 1 + x2 + (x3 * 2) + x4

But it only works when x1 is >= 16 (or maybe 15 ?) except for just 2 DAMN files (crypcountess*.ds1) . When x1 is less there are problems. I'll try to figure it out. No update of the txt right now. There can be up to 12 layers (not 11 as I said previously) for now, and 194 objects.

I wonder if the x2/x3/x4 datas are not use for some kind of *type* of layer, and the number in this data tells how many layers of that type they are in the .ds1 ?

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Paul Siramy
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Paul Siramy

Posts: 62
From: Gannat, France
Registered: Mar 2002

posted 28 March 2002 05:01     Click Here to See the Profile for Paul Siramy   Click Here to Email Paul Siramy     Edit/Delete Message   Reply w/Quote   Visit Paul Siramy's Homepage!
You know when you enter a house, you look inside... I'm almost sure there are 2 layers. One for when you you're outside, and another one when you're inside.


You don't see some informations that should be take for an "optional transparency". Hence my tought this is coded in the ds1, and not in the dt1. That does make sense. It's important to know, because it will be a layer to identifie, and it shouldn't be too difficult to find.

[This message has been edited by Paul Siramy (edited 28 March 2002).]

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MPHG
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MPHG

Posts: 1532
From: simwhere
Registered: Jun 2001

posted 29 March 2002 19:00     Click Here to See the Profile for MPHG   Click Here to Email MPHG     Edit/Delete Message   Reply w/Quote   Visit MPHG's Homepage!
if you have questions about ds1's i would goto the only person that knows the code perfectly.

isilweo.
if you download his map editor it give the email in program also maybe you can get more info from that program

side note: your c++ are great, but how is a map editor going to come of this? I'm not trying to be rude and if i sound it i'm extremely sorry. I like the way your assembling the hut ,but here's where I'm baffled is it going to be using the arrow keys to move map and something else to place tile? just my little 2 cents if you thought that far ahead.

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Come stay a night at my Dragon's Inn

Remember to have your Deeds recorded on the Imperial Scrolls of Honor.

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Paul Siramy
Knight


Paul Siramy

Posts: 62
From: Gannat, France
Registered: Mar 2002

posted 29 March 2002 21:01     Click Here to See the Profile for Paul Siramy   Click Here to Email Paul Siramy     Edit/Delete Message   Reply w/Quote   Visit Paul Siramy's Homepage!
He he, I was planing to use only the keys in fact. Because I can't program in windows, and it's painful to check all the possible configuration of the mouse. Using a key, I say "this key is down, so let's move left". With a mouse... "what's under the position of the mouse ? Are the coordinate between (x1,y1) and (x2,y2) and the left button is down ? if so, le'ts move left". Painfull. So my first ds1 viewer (later for the editor) will using key. When I'll master the ds1 and dt1 format, and if no one has released such a ds1-with-mouse-editor, I'll work on this. But right know, I'm afraid you' ll have to use what you'll have It's just a matter of time. But as soon as the dt1 and ds1 format will have a easy and complete doc, I'm sure you'll see lots of editor. Right know I'm still decoded it.

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Paul Siramy
Knight


Paul Siramy

Posts: 62
From: Gannat, France
Registered: Mar 2002

posted 31 March 2002 01:19     Click Here to See the Profile for Paul Siramy   Click Here to Email Paul Siramy     Edit/Delete Message   Reply w/Quote   Visit Paul Siramy's Homepage!
quote:
Originally posted by MPHG:
if you have questions about ds1's i would goto the only person that knows the code perfectly.

isilweo.
if you download his map editor it give the email in program also maybe you can get more info from that program


Well, I checked again all the post talking about ds1 and ... each linhs of the ds1 editor he made are break (http://vdi.pl/~isilweo/ds1.zip). Is there another link I didn't found ? And I think his email don't work too (isilweo@vdi.pl)

[This message has been edited by Paul Siramy (edited 31 March 2002).]

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MPHG
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MPHG

Posts: 1532
From: simwhere
Registered: Jun 2001

posted 31 March 2002 08:36     Click Here to See the Profile for MPHG   Click Here to Email MPHG     Edit/Delete Message   Reply w/Quote   Visit MPHG's Homepage!
his mail is very very buggy, that is his only mail and I hope the ds1 will falling place for you as it did him if you can not contact him.
he spent 1~1.5 perfecting the ds1 then quit d2 modding. I use to speak with hinm all the time,but he's been very busy as I so basicly we're on seprate paths now :\

------------------
Come stay a night at my Dragon's Inn

Remember to have your Deeds recorded on the Imperial Scrolls of Honor.

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Paul Siramy
Knight


Paul Siramy

Posts: 62
From: Gannat, France
Registered: Mar 2002

posted 31 March 2002 10:04     Click Here to See the Profile for Paul Siramy   Click Here to Email Paul Siramy     Edit/Delete Message   Reply w/Quote   Visit Paul Siramy's Homepage!
herm... when you say 1~1.5 you speak of *year* ? 1 to 1 and 1/2 year on his editor ? Darn it, I better have to stopped to work on the ds1 format right now

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MPHG
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MPHG

Posts: 1532
From: simwhere
Registered: Jun 2001

posted 31 March 2002 13:46     Click Here to See the Profile for MPHG   Click Here to Email MPHG     Edit/Delete Message   Reply w/Quote   Visit MPHG's Homepage!
months sorry.

------------------
Come stay a night at my Dragon's Inn

Remember to have your Deeds recorded on the Imperial Scrolls of Honor.

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