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Mario
Known Hero
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posted March 22, 2017 09:40 AM |
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Edited by Mario at 10:14, 22 Mar 2017.
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Amazing work! Thanks.
When all your links went dead I was afraid that you had finished your activity on Heroes Community. I have almost the entire contents of the folder which you lost on dropbox. If you haven't a copy let me know if you need it.
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Deflaktor
Responsible
Known Hero
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posted March 24, 2017 05:01 PM |
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Yeah it has always been an on and off thing for me. Also I dont like having unfinished stuff lying around Don't worry, I still have all my dropbox stuff.
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My Heroes5 Dump /// My Heroes5 Patcher
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted May 10, 2017 01:13 PM |
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@Deflaktor a guy from the Russian forum says he had his game crashed with the following signature. Is it possible to find what was the cause from the offset exception?
Signature of the problem:
The name of the problem event: APPCRASH
Application name: MMH55_64.exe
Application version: 3.0.1.0
Application timestamp: 4ea07667
Module name with error: MMH55_64.exe
Module version with error: 3.0.1.0
Time stamp of the module with error: 4ea07667
Exception code: c0000005
Offset exception: 0072bc28
OS version: 6.1.7601.2.1.0.256.1 (this is windows 7 SP1)
The language code: 1049
Additional Information 1: 23c4
Additional information 2: 23c4faf1c9df46fec1de18b1558f2ec8
Additional Information 3: 49f9
Additional Information 4: 49f9fafac20f0e1b5753590b47414578
He played 1 person and 3 computers the size of the XL template is 4p-chain-XL (all), flies after missing the turn for 2 months 4 weeks 7 Day.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted May 10, 2017 03:20 PM |
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted August 20, 2017 01:45 PM |
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@Deflaktor,
Do you believe it will be easy to find gating check for infernal creatures?
What I mean is that if we tweak some value, all PVE infernal creatures on the map will be able to gate even without a hero on their side.
Cheers
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 28, 2017 05:43 PM |
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Quote: Also there were inconsistencies with some addresses in some patches which I have fixed now. I would recommend that you take a clean EXE file and download the patches freshly from my repository and re-apply the patches that you had in your EXE file.
I must have read over this line the last time, but Deflaktor, if you are still around, would you know which patches will cause issues if they are
reapplied over an exe file that has all hacks except the 2 last ones: experience curve and latest tower damage.
The problem is, H55 now has 8 exe files and some hacks were never put into patches (of the top of my head the single value experience hack it has relied on until today, the memory usage hack and the classes hack), so I hope to avoid this procedure if possible.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted August 28, 2017 06:06 PM |
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I know we have been over this before but from a feedback side no one is using the 32 bit versions of the game unless he doesn't know about the 64 bit one.
Also from my experience in the enterprise sys administration the existing 32 bit systems (that I manage) are less than 0.1% and exist to cover compatibility for some depreciated applications.
That statistics is from last year.
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Galaad
Hero of Order
Li mort as morz, li vif as vis
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posted September 02, 2017 05:37 PM |
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Thread rated as project and handed some additional +QPs to Deflaktor for his great work and per recommendations.
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Deflaktor
Responsible
Known Hero
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posted September 04, 2017 10:52 PM |
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dredknight said: @Deflaktor,
Do you believe it will be easy to find gating check for infernal creatures?
What I mean is that if we tweak some value, all PVE infernal creatures on the map will be able to gate even without a hero on their side.
Cheers
Its been a while since I have done some hacking, I see if I can do it at a later point.
magnomagus said:
I must have read over this line the last time, but Deflaktor, if you are still around, would you know which patches will cause issues if they are
reapplied over an exe file that has all hacks except the 2 last ones: experience curve and latest tower damage.
Well, that might have sounded a lot worse than it actually is. The patches that had issues were:
atb.yml
miniArtifacts.yml
The problem was the following: I am using some empty space at the beginning of the EXE file. However space there is limited so I try to use every single byte available. In one of these patches I used an empty space which has already been used by another of my patches. But that is not bad, because the patcher automatically detects if two patches use the same address and does not allow to patch both. So the problem probably did not really affect you. Now, I changed the addresses of the empty space of these patches, so if you patch the new version, you might overwrite another patch that you have already installed.
However, to be sure, how about you send me your EXE file, and I fix it manually?
magnomagus said:
The problem is, H55 now has 8 exe files and some hacks were never put into patches (of the top of my head the single value experience hack it has relied on until today, the memory usage hack and the classes hack), so I hope to avoid this procedure if possible.
I would be interested in the other HEX edits if you have some information about them. I would make them into patches.
Galaad said: Thread rated as project and handed some additional +QPs to Deflaktor for his great work and per recommendations.
OMG thanks, I have been waiting for this for 2 years.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted September 05, 2017 12:02 AM |
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well I had not really created an exe file yet because i was afraid to break something without knowing how to fix it.
I'm still interested in using the following patches on the MMH55 exe files:
latest tower damage.
latest experience.
atb.
more artifacts. (this one will work I already tested)
So do I understand it right only atb will cause issues?
I have found some info on the unavailable hacks but it was from unclear handwritten notes
classes vanilla 0x6558F0
classes vanilla 2nd location? 0x6e1de0
classes quantomas 0x461700 no existing second location?
classes editor 4cfc20 / 89a460 ?? very unclear for some reason I wrote this down.
original classes value is always 09 and was changed to 4A.
pattern looks like 6a 09 8d 44 24 24
memory hack was done with a generic large adress aware hacker.
I couldn't find exp single value hack location, but it was one of the locations changed by BADs hack.
I'm not sure if you ever made a hack for ATB randomization.
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Deflaktor
Responsible
Known Hero
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posted September 06, 2017 08:18 PM |
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Okay, so I just checked the state of the latest MMH5.5 exe file (version RC9b)
It has the value for the bonus atb for each sorcery skill level (0.12) at address 0x320 stored. That is the location the old atb.yml used.
In the current atb.yml the location is now at 0x33C
So to fix that, apply the new atb.yml patch to your EXE file with the same values that you used. You can also write 00 00 00 00 at the old address 0x320 to clean it up, but that is not mandatory.
That is the only issue that EXE file has. Afterwards, you can apply any of the new patches you want.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted September 06, 2017 10:09 PM |
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted September 17, 2017 02:46 PM |
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Hi Deflaktor,
an idea I wanted to run by you:
In H5 all mass spells have their cost decided by multiplying the base cost of the spell by 2. There exist .xdb files for mass spells in the data.pak, but they are not used for this. So it seems a single number decides all.
The cost would be significantly better balanced if it was 3x or 4x, so I wonder if you can modify this number?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted September 27, 2017 04:26 PM |
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I was wondering how many decimal places, your patches normally accept
for example, in ATB.yml examples are given at 2 decimal places, but if you add more are they rounded up or down automatically at some point?
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Deflaktor
Responsible
Known Hero
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posted September 27, 2017 07:01 PM |
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magnomagus said: Hi Deflaktor,
an idea I wanted to run by you:
In H5 all mass spells have their cost decided by multiplying the base cost of the spell by 2. There exist .xdb files for mass spells in the data.pak, but they are not used for this. So it seems a single number decides all.
The cost would be significantly better balanced if it was 3x or 4x, so I wonder if you can modify this number?
I see, sounds reasonable. I can try to do this in December I guess
magnomagus said: I was wondering how many decimal places, your patches normally accept
for example, in ATB.yml examples are given at 2 decimal places, but if you add more are they rounded up or down automatically at some point?
They are rounded down to the next possible float value. So if you type in 1.9 it might actually turn out to be 1.8999994 or something like that. So generally it is better to type in 1.9001 in that case. Sometimes the value is of type double then it is even more precise.
After you apply your patch to your EXE file, you can right click on the patch in the ui of the patcher tool to see what value was actually written to the EXE file:
You can see there 3 columns:
Original Value: The value before the patch was applied. This value will be written when you unpatch a patch.
EXE Value: The current value in the EXE file
Patch Value: The value the patch is going to write
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted October 16, 2017 10:30 AM |
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Deflaktor I have one request, though I am not sure if it is possible at all.
In defalt stats there are 8 values representing hero damage evolution against tiers 1 to 8. It is pretty self explanatory and it looks like this:
Quote:
<Melee>
<HeroDamageLevel1>
<Item>2</Item>
<Item>1</Item>
<Item>0.8</Item>
<Item>0.5</Item>
<Item>0.3</Item>
<Item>0.2</Item>
<Item>0.1</Item>
<Item>0.01</Item>
</HeroDamageLevel1>
<HeroDamageLevel30>
<Item>12</Item>
<Item>9</Item>
<Item>6.5</Item>
<Item>4.5</Item>
<Item>3</Item>
<Item>2</Item>
<Item>1.5</Item>
<Item>0.15</Item>
</HeroDamageLevel30>
</Melee>
The last value that represents damage for tier 8 is also valid for creatures tiers 9 and 10. I tried adding 9th and 10th rows with values but unfortunately it breaks the game and the hero starts dealing 1 damage against all tiers.
Is it possible to make the game detects one more value for tier 9 via hex editing? I suspect it will be some kind of array 0-7 that should be increased or something like this but I do not have an idea how to approach it.
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zmudziak22
Supreme Hero
Heroes 3 Fan
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posted December 20, 2017 12:25 AM |
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I would be glad if 8 skills could be ported from AI Mod to 3.1 exe.
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Deflaktor
Responsible
Known Hero
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posted February 03, 2019 07:39 PM |
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Small Update
Small update:
levelsV21.yml
Changed the curve a bit to fit up to max level 100.
level 40 needs 3M,
level 50 needs 20M,
level 60 needs 100M,
level 61 needs 110M,
level 62 needs 120M,
...
level 70 needs 200M,
level 80 needs 300M,
level 90 needs 400M,
level 100 needs 500M
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted February 03, 2019 07:52 PM |
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Great to see you back Deflaktor!
Another thing that may be useful for to you is the creature spellpower formula address:
00473A20 (MMH55_64.exe) - Creature spellpower formula -> 21*logbase10(10+10 * stack size/weekly growth)-22
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Deflaktor
Responsible
Known Hero
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posted February 10, 2019 09:47 PM |
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Thanks for the offset. Will make a patch out of it later.
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