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Age of Empires Heaven » Forums » AoE/RoR Modding and Discussion » New BinaryPatcher release
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Topic Subject:New BinaryPatcher release
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chab
Clubman
posted 06-20-13 03:32 PM ET (US)         
Hi all

I posted a new version of BinaryPatcher.
This includes some new developments (not much) and several new options.

- You can now activate priests auto-conversion. Be careful, you better not meet chariots on your way
- A funny one, not that useful, activate auto-moving for your idle units. It's when idle military units try to get out of sight from friendly units.
- 2 options to prevent computer players from attacking specifically human. Maybe there are still others, but that DOES work. As you may have noticed, changing the PER number about this doesn't work very well.
- Some options asked by Aoe_scout like auto build warships, etc

I also included in the ZIP file 1.0c ini files that LucTieuPhung sent, thank him.

Any information / new ini file is welcome, let the community find new modding possibilities ! This program is clearly designed to make people share discoveries.


You are FREE to use my work for any of your program/mod/anything if you respect those conditions:
- Provide clearly a link to this page (and credit).
- Your program/mod/anything must be open source so that it makes the modding community stronger.



Here are the files for windowed mode

[This message has been edited by chab (edited 12-07-2014 @ 02:00 PM).]

AuthorReplies:
chab
Clubman
posted 10-26-14 10:11 AM ET (US)     51 / 81       
Hi there.
The 1.0.0.9 version allows you to customize the maximum selected units number.
This should work with any value up to 255. I tried with 100 and it seemed to work well. I encountered many issues and solved all of them. If some bug remains, tell me.

Use "auto set values" button in Binary patcher and var1=[new max number of units] with new INI file "selectedUnits"

Other new features:
- Change Shang food (negative) bonus at startup
- Disable that silly feature that moves your mouse to the center of the screen. You'll love it
- Generate a name for human player (instead of "You").
- Fixes for additional map type

I also uploaded DRS files for 1920*1200 resolution.
aoe_scout
Clubman
posted 10-26-14 03:10 PM ET (US)     52 / 81       
Great work, Chab! I will test it and report back if I find anything worth mentioning.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.

[This message has been edited by aoe_scout (edited 10-26-2014 @ 04:41 PM).]

aoe_scout
Clubman
posted 10-28-14 09:52 AM ET (US)     53 / 81       
I found a bug with the selected units patch - when applied, it disables the ability to research any technologies. For ex. - start in Tool Age and build a Storage Pit or Barracks - you can't research anything. Units can still be created, but clicking on technologies doesn't do anything. I tried several different values (30, 50, 60) for selected units (using "Auto Set values" + "Check All" after that) but it didn't help. Can you confirm this?

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.

[This message has been edited by aoe_scout (edited 10-28-2014 @ 09:54 AM).]

chab
Clubman
posted 10-28-14 12:51 PM ET (US)     54 / 81       
You're right, this is the last issue I fixed and I forgot to include this in the uploaded file.

I uploaded the new file, can you try again ?
aoe_scout
Clubman
posted 10-28-14 02:28 PM ET (US)     55 / 81       
Yep, it's fixed now. Thanks.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.
mattusili
Clubman
posted 11-03-14 12:25 PM ET (US)     56 / 81       
Ufortunately after checking some options these are not working:

- GenerateNameForHuman - after enable computer still use "You".
- SetAIHousesMaxPop - after enable, AI is not build houses and stuck.

Problem with working is in MoreGameSpeed as well. For example: speed 2.0 is different after set by Game Setting and by Binary Patcher.

Maybe I miss something during setting up?
aoe_scout
Clubman
posted 11-03-14 02:45 PM ET (US)     57 / 81       
I haven't tried GenerateNameForHuman extensively, but SetAIHousesMaxPop works perfectly. Of course the computer players will not build more units, you would also need to update all ai files in order to achieve that. I haven't noticed anything really problematic about the speed option too. It's not perfect, but I assume it's intended mostly for testing purposes, in which case it works very well. This tool is mostly for advanced users and experimental things.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.

[This message has been edited by aoe_scout (edited 11-03-2014 @ 02:58 PM).]

mattusili
Clubman
posted 11-03-14 05:01 PM ET (US)     58 / 81       
All files are updated and contains round 220 units. Rest functions working very well.

With normal game without changing SetAIHousesMaxPop everything going perfectly, but when I change this setting everything crashed, means computer is not going forward through AI list like before, althrough I was testing it on the same AI files. Computer build everything what is in AI file but ignore Houses and because of this all units.
aoe_scout
Clubman
posted 11-03-14 08:31 PM ET (US)     59 / 81       
I think you missed something, most likely something's wrong in your ai files or you expect the ai to build too much units in too little time without the needed resources.

I made it to work even before this fix was discovered, but only in scenarios with a custom .per file. So I already knew my .ai was good, before running the tests in Random Maps with the fix. There are too many things that can go wrong in .ai file. Also computer players will never be able to properly develop to 200 units in standard RM, the in-game ai is too slow and primitive.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.
mattusili
Clubman
posted 11-04-14 12:35 PM ET (US)     60 / 81       
About what I am sure, AI files can't be corrupt because files which I create working well before this change. When I change this function the same AI file stop working. This situation is the same on my own AI files and ES files. Even orginal installed game has the same problem, where limit of units in AI file is 50.

The biggest AI file which I create include 246 units and... working perfect but before this change.

Any changes in PER file didn't solve the problem... I think I will have to leave this and working with actual design.
aoe_scout
Clubman
posted 11-04-14 12:56 PM ET (US)     61 / 81       
Recheck everything, may be you didn't set SetAIHousesMaxPop to 255 or forgot to set Single Player pop max limit to the same value as SetAIHousesMaxPop.

The default ai files (by ES) work with and without the SetAIHousesMaxPop change (I've tested it), but of course they only build 50-55 units because that's how many units are included in the ai files. If you make scenarios, it's problematic to have any binary changes, because everyone would have to apply them as well.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.

[This message has been edited by aoe_scout (edited 11-04-2014 @ 12:59 PM).]

mattusili
Clubman
posted 11-04-14 02:14 PM ET (US)     62 / 81       
I checked twice and both of this functions have a the same value which is 255. when I change only pop limit everything is ok but when I change additionaly SetAIHousesMaxPop everything crash. Order in AI file my own and ES was checked and fixed, so I am sure about correctly order.
aoe_scout
Clubman
posted 11-04-14 02:52 PM ET (US)     63 / 81       
Try with lower values (I use 100). SetAIHousesMaxPop shouldn't cause game crash (it's just 1 byte), something else you modified might. Remove all other changes in the game and use clean game exe, then only apply these 2 changes. Binary Patcher contains a lot of modifications that are highly experimental and shouldn't be used (not for general use).

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.

[This message has been edited by aoe_scout (edited 11-04-2014 @ 02:55 PM).]

mattusili
Clubman
posted 11-09-14 06:28 AM ET (US)     64 / 81       
Completely not working with this change, I think I will have to stay with my previous idea. Anyway thx for help.
chab
Clubman
posted 11-23-14 10:32 AM ET (US)     65 / 81       
SetAIHousesMaxPop seems to be working correctly, mattusili make sure you're using a clean version of RoR files and that you enabled all necessary options in binary patcher.
I don't really have time for investigating on issues that are reported only on 1 environment and not observed on other environments.


I found a bug with the selected units options. Generating maps in scenario editor make the game crash.
Fortunately I already found the fix, that was a bad calculation of mine in an init function

In InitBuffer2 option, use the value "3A" instead of "8D" and everything should be OK.
Don't forget to uncheck this option with binaryPatcher before using a fixed INI file or you will have a consistency error.

In the next release I hope I can provide the random map seed in c:\aoeai.txt log file. I remember some people asked for it.
aoe_scout
Clubman
posted 11-23-14 01:54 PM ET (US)     66 / 81       
Good, thanks for the fix, I haven't noticed this bug with the selected units option (I haven't had the time to test it more extensively yet).

As for the houses pop, I've tested it a lot and never had any issues. I test every new option before adding it.
chab
Clubman
posted 12-02-14 12:49 PM ET (US)     67 / 81       
I've uploaded the required files for windowed mode in a separate file in granary (upload 2527, can an admin approve ? thanks)
I just realized these files were not so easy to find (only included in "bigger" mods).
And I didn't want these to be part of my BinaryPatcher uploads because it's totally independent.

Back to BP, I fixed a bug in "selected units" feature and included the "clean" fix for saved game bug (credit goes to Testing1234).

I'm no longer working on this project, I have completely re-written CustomizeAOE in a different language, if I can complete this work I'll release a brand new version of it with all new features from BinaryPatcher.
That would be great, and easily accessible to any player (far more simple than BP).
I said I wouldn't release any CustomizeAOE version anymore but the crazy amount of discoveries/new options convinced me to do it.

But right now the engine is not completely finished and there no UI at all...
aoe_scout
Clubman
posted 12-02-14 01:18 PM ET (US)     68 / 81       
Btw, I just found an issue with the selected units change - it crashes the Scenario Editor if you select a map type (not empty terrain) and press "Generate", regardless of the Map Type. I tried it on a clean game exe with several different integer values (+check all) and it still crashes.
chab
Clubman
posted 12-02-14 05:00 PM ET (US)     69 / 81       
yes I already warned about this issue but can't find the topic.
I'll provide the fix soon.
Rasteve
Clubman
posted 12-03-14 04:01 AM ET (US)     70 / 81       
I've uploaded the required files for windowed mode in a separate file in granary (upload 2527, can an admin approve ? thanks)
They won't let me play with anything sharp so waiting on Suppy to accept it. Shouldn't be a problem.
I have completely re-written CustomizeAOE in a different language
What are you going for?
chab
Clubman
posted 12-03-14 06:01 AM ET (US)     71 / 81       
C++
Rasteve
Clubman
posted 12-03-14 06:10 AM ET (US)     72 / 81       
Pointers fried my brains. I remember getting in such knots with the way you need to be careful with passing pointers, references, pointers to pointers...

Jesus that headache is coming back.

I always understand the passing part, is was trying to remember what you were dealing with in the next class.
aoe_scout
Clubman
posted 01-22-15 06:54 PM ET (US)     73 / 81       
Turns out the max selected units change is still bugged - this time it incorrectly shows the "Attack Ground" command button for all units, instead of only catapult units. And since other units can't have Attack ground, they just hit something in the air with no damage. It's funny, but still annoying.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.
chab
Clubman
posted 01-23-15 12:05 PM ET (US)     74 / 81       
You're right.
This one is really nice

Good news is that it's a very minor bug. This tends to prove that the feature doesn't suffer many important bugs.

I just hope there isn't other left.

Thank you for reporting.

Edit:
Found another one: pressing TAB/SHIFT-TAB does not work.

Both bugs are minor and easy to fix, it should come soon in CustomizeAOE.

[This message has been edited by chab (edited 01-23-2015 @ 01:59 PM).]

aoe_scout
Clubman
posted 03-11-15 02:22 PM ET (US)     75 / 81       
I took a look at the max selected units bug, the problem seems to be around address 0x00481F9F (VA) (offset 532383 - Bin Change 57), but I couldn't understand it and have no idea how to fix it. Any ideas?

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.
chab
Clubman
posted 03-11-15 03:18 PM ET (US)     76 / 81       
Did you download latest CustomizeAOE version ? It should be solved now
aoe_scout
Clubman
posted 03-11-15 03:41 PM ET (US)     77 / 81       
Yes and it's the same as before (still bugged). The Tab button also doesn't work, as you mentioned.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.
chab
Clubman
posted 03-12-15 01:30 PM ET (US)     78 / 81       
Make sure everything is set "ON" in the details screen.
The program tries to detect current config but maybe all "sequences" do not have a consistent state.
aoe_scout
Clubman
posted 03-12-15 05:09 PM ET (US)     79 / 81       
Ah yes, now it works, thanks. Strange that the last few patches weren't auto selected even on original exe.

UPatch HD - the unofficial (HD) patch for Age of Empires: The Rise of Rome - HD resolution, HD quality interface graphics, hundreds of bug fixes, new gameplay options and many other enhancements.
--- Download here (version 1.1 Release 3).
--- For more information visit the site.
chab
Clubman
posted 03-12-15 05:22 PM ET (US)     80 / 81       
There's an issue with the UI, new "sequences" were not correctly configured.
And there's also a bug with the checkbox.

I'm fixing it for next release.

Meanwhile, you still can use the "details" screen.
Balam Ajaw
Clubman
posted 05-17-17 05:03 PM ET (US)     81 / 81       
Hello, I was using your program and I have some questions. This works in the vanilla version? Because I'm only interested in the ini file to replace the midi music with the mp3 music, but it only works for RoR. There is a way to make another ini file with the same result but for the vanilla version?
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