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Type: Posts; User: Gestaltzerfall

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  1. Sticky: I'm using Npp respectively an IDE by myself. ...

    I'm using Npp respectively an IDE by myself.
    But some usability and comfort can't hurt. At least it wasn't too boring to implement it.

    To your map question...
    The map consist of 2 parts. 1 Json...
  2. Sticky: Here's a new version....

    Here's a new version.
    http://www.mediafire.com/file/wun36alp6ojlkjk/TBS_Decompiler3.2.3.air/file


    Fixed Bug: It could occur to generate corrupt Json when having an empty linkpath-Element in a...
  3. Sticky: Here's a new version of the decompiler. I think...

    Here's a new version of the decompiler.
    I think i solved the current problems with the story files.

    In addition, I found and fixed some bugs which were included in the old versions of the...
  4. Sticky: I've build a new version. Now it's possible to...

    I've build a new version.
    Now it's possible to jsonify all files in the selected assets directory( including subdirectories). The process can take some time...

    I do not recommend doing this on...
  5. Sticky: In general, this should be no problem. But you...

    In general, this should be no problem. But you may have to be patient until I have the motivation.
  6. Sticky: The story.z-files directly inside the...

    The story.z-files directly inside the '\tbs3\assets\saga3\story' folder are currently not working.
    I have to parse them piece by piece, but I don't recognize the right format.

    For example...
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    It should work for alle 3 games since they use...

    It should work for alle 3 games since they use the same engine.

    Before the last patches developer mode (the red + Icon in the upper right) was shown per default. But now not anymore.
    So CTRL +...
  8. Sticky: Basically it's just a changed file extension. ...

    Basically it's just a changed file extension.
    It's still the same format, but there are slightly changes...

    The files may be corrupted through misplaced commas... Therefore, the decompiled...
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    For all of you who are surprised that the...

    For all of you who are surprised that the developer mode doesn't work as usual since the last patch...
    You have to press CTRL + Shift + W to show the developer menu ingame.
  10. Sticky: I have created a new version that should support...

    I have created a new version that should support the new *.story.z file format.


    http://www.mediafire.com/file/23qbq9vn0w23s3b/TBS_Decompiler3.air/file

    Till now i've tested only random...
  11. Sticky: Modified the current version to handle those...

    Modified the current version to handle those files. Now the clickmask should not disappear when editing those files.

    Moving the position of clickable entries should work.
    Adding new clickable...
  12. Sticky: Yes, it should work with the new convo files....

    Yes, it should work with the new convo files.
    I've tested some files, altered some texts and could see the results ingame.

    But since i've not tested every file, it is quite possible that some...
  13. Sticky: I've only tested tbs1 files, but it should work...

    I've only tested tbs1 files, but it should work with all files, except the map_camp.json.z

    The parsing/writing of files in old format should not affected, since this is the default case. If the...
  14. Sticky: Managed to create an installer for the new...

    Managed to create an installer for the new version.
    I've ported some classes from zeno to parse that json stuff for me... It took only 2-3 hours to create an relatively stable version(i hope so) and...
  15. Sticky: I managed to create an installer. You have to...

    I managed to create an installer. You have to remove old TBS_Decompiler if you have installed the original version.
    I had to create an self-signed certificate, so its possible that you get some warn...
  16. Sticky: Yeah, i saw that code. Writing back is not the...

    Yeah, i saw that code. Writing back is not the real problem.

    1. Actionscript/flash/air is not my usual programming language and I know little about tooling in that ecosystem. Though I was able to...
  17. Sticky: Thanks, that's exactly the code I used to...

    Thanks, that's exactly the code I used to decompile the new convo-files.
    But these snippets are indeed helpful, cause the variables have meaningful names. If I decompile the games src, variables...
  18. Sticky: I've adapted the old tbs decompiler to read the...

    I've adapted the old tbs decompiler to read the new convo files and put them into json format.
    In comparison to the old format some metadata is missing. This data get lost through initial...
  19. Sticky: The new format is more low-level. Only text...

    The new format is more low-level. Only text contents are stored in utf-8.
    The rest(more or less the process instructions to parse the content) is not displayable or look like windings.

    You have...
  20. Sticky: I've spent some research into the convo-files of...

    I've spent some research into the convo-files of the latest tbs1 version.
    They changed the format totally. In older versions the content were stored as zlib-compressed json like all the other...
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    Sticky: I've checked a bug report to ability mark prey:...

    I've checked a bug report to ability mark prey:
    http://steamcommunity.com/app/237990/discussions/0/154642447922874327/?ctp=2#c154643085272780057

    When Rook executes mark prey and the target is...
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    Sticky: Indeed, these fixes are just workarrounds and not...

    Indeed, these fixes are just workarrounds and not a reliable solution. But I'll try to describe and pinpoint the root of the evil...

    The a new version contains a fix for BatteringRam(hopefully)....
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    Sticky: Found a workarround faster than i thought. The...

    Found a workarround faster than i thought. The BattleMoveEvent parameter in moveIntersectEntityHandler contained the original target.
    Just had to swap them...

    First test looks fine. I think i...
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    Sticky: Did some research into this BatteringRam bug....

    Did some research into this BatteringRam bug.
    The collision is recognized correctly, but the effect is processed on the next tile.
    So the armor dmg appears only when at least two other units, which...
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    Sticky: I've decided the pragmatic solution and now armor...

    I've decided the pragmatic solution and now armor will lowered by 1 as default, when shieldwall effect is removed. I think that is all right, since armor bonuses are not breakable anymore.
    Modifying...
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