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  1. #571
    Ehnoah's Avatar Elite User
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    Was just for Interest Cats In case I want learn how to get such stuff. And Help ofc.

    Heroes of the Storm Alpha!
  2. #572
    givemhell's Avatar Active Member CoreCoins Purchaser
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    Reserved for top and added info, please try and keep this Quoted on the top of the next few pages to kinda kill off the asking for smarter AI and Lanplay,

    alot of people are asking about the smarter AI and Matchmaking/Lanplay
    these are the current problems/challenges we face in modification

    Originally Posted by CatsNimo View Post
    1. All maps - probably not going to happen. There are bits and pieces here and there, but the majority of those maps simply haven't been created or weren't included. I found some files referencing a battle between Arthas and Muradin (another tutorial level? or maybe a scrapped tutorial?), but it's very incomplete.

    2. Alternate costumes/mounts, choosing bot difficulty, choosing talents, choosing teammates/enemies: This shouldn't be very difficult once the file format is completely reversed because all of this is controlled by the map's MapScript.galaxy file. We first need access to the compiled StormMap files. They are currently compiled on the fly by Blizzard, so that process must be reverse engineered. After that's done, somebody would need to make a small tool to alter parts of the StormMap quickly - shouldn't be hard because the hex offsets will never change since the StormMap is static. Additionally, Ladik's libraries for MPQs also work for SC2Maps (and therefore almost certainly work for StormMaps). This will require time but not an -incredible- amount, so somebody will probably do it eventually.

    3. Online/LAN Play: I have no idea. It's going to require the file format to be fully reversed, just like #2, but it will also need much more work done, specifically to the exe. This may be nearly impossible because it would require somebody with a lot of skill and a lot of time to waste (only a small community will use a leaked alpha).


    Edit: With some serious tweaking, Heroes could be made to run in SC2 directly as a custom map. I'm doing a little work on it atm. I've recompiled a ton of bits and pieces of one of the maps and recreated it as an SC2Map. It loads, but again, need full reversal of file format to get all the models/textures - right now it's just a blank black map.

    https://i.imgur.com/imTFvix.png

    All Heroes files are already included - they get downloaded from the FTP and then combined into those massive data.000, data.001, and data.002 files. Accessing alternate costumes/mounts could probably be done with memory editing, but it would take a lot longer to get working than hero selection.
    Originally Posted by TOM_RUS View Post
    AI for your own team has higher difficulty.
    Code:
    //--------------------------------------------------------------------------------------------------
    // Trigger: Init Players
    //--------------------------------------------------------------------------------------------------
    bool gt_InitPlayers_Func (bool testConds, bool runActions) {
        int autoF4A3553F_ae;
        int autoF4A3553F_ai;
        int autoBC54A7AB_ae;
        int autoBC54A7AB_ai;
    
        // Variable Declarations
        int lv_indexPlayer;
    
        // Variable Initialization
    
        // Actions
        if (!runActions) {
            return true;
        }
    
        libGame_gv_players[1].lv_heroIndex = libStEx_gf_HeroIndex("Raynor");
        libGame_gv_players[2].lv_heroIndex = libStEx_gf_HeroIndex("Uther");
        libGame_gv_players[3].lv_heroIndex = libStEx_gf_HeroIndex("DemonHunter");
        libGame_gv_players[4].lv_heroIndex = libStEx_gf_HeroIndex("Nova");
        libGame_gv_players[5].lv_heroIndex = libStEx_gf_HeroIndex("Tyrael");
        libGame_gv_players[6].lv_heroIndex = libStEx_gf_HeroIndex("Diablo");
        libGame_gv_players[7].lv_heroIndex = libStEx_gf_HeroIndex("Arthas");
        libGame_gv_players[8].lv_heroIndex = libStEx_gf_HeroIndex("Illidan");
        libGame_gv_players[9].lv_heroIndex = libStEx_gf_HeroIndex("Malfurion");
        libGame_gv_players[10].lv_heroIndex = libStEx_gf_HeroIndex("WitchDoctor");
        autoF4A3553F_ae = 5;
        autoF4A3553F_ai = 1;
        lv_indexPlayer = 1;
        for ( ; ( (autoF4A3553F_ai >= 0 && lv_indexPlayer <= autoF4A3553F_ae) || (autoF4A3553F_ai <= 0 && lv_indexPlayer >= autoF4A3553F_ae) ) ; lv_indexPlayer += autoF4A3553F_ai ) {
            libAIAI_gf_HeroAISetAIDifficultyLevel(lv_indexPlayer, 4); // <- your team
        }
        autoBC54A7AB_ae = 10;
        autoBC54A7AB_ai = 1;
        lv_indexPlayer = 6;
        for ( ; ( (autoBC54A7AB_ai >= 0 && lv_indexPlayer <= autoBC54A7AB_ae) || (autoBC54A7AB_ai <= 0 && lv_indexPlayer >= autoBC54A7AB_ae) ) ; lv_indexPlayer += autoBC54A7AB_ai ) {
            libAIAI_gf_HeroAISetAIDifficultyLevel(lv_indexPlayer, 3); // <- enemy team
        }
        libCore_gv_tUTTalentsAutobuyOn = true;
        return true;
    }

    Originally Posted by givemhell View Post
    can we get this compiled? i do not have the hard drive space to even install a compiler...
    Originally Posted by TOM_RUS View Post
    No. To get working map we need all files. I only have galaxy scripts.
    i dont know what he was talking about when he said galaxy scripts. i thought it was the map at first but it seems to be a file type
    its clear were missing files or scripts in the stuff

    but there are 2 lines of code that are interesting [Doesn't mean it will work]
    Code:
            libAIAI_gf_HeroAISetAIDifficultyLevel(lv_indexPlayer, 3); // <- enemy team
        }
        libCore_gv_tUTTalentsAutobuyOn = true;
        return true;
    }
    Originally Posted by Kipx View Post
    I'm not a programmer at all, and this seems like a way to easy solution...but, can we not just change that 3 on the enemy team to a 4?
    Originally Posted by givemhell View Post
    i would of thought so but i think tom would of tried
    or he may of overlooked it
    Originally Posted by givemhell View Post
    id try it but i dont have the space or the things to start recompiling to test it either
    Originally Posted by CatsNimo View Post
    I don't have AI difficulty for you today (give it a week or two, it will happen), but I do have something amusing to play with.

    Change offset 0x02E251B2 to '2' (Byte) while in a game with Cheat Engine or a modified version of Tom's MapSwitcher.

  3. #573
    TOM_RUS's Avatar Legendary
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  4. #574
    tutom's Avatar Member
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    Originally Posted by TOM_RUS View Post
    <3!! love it!

  5. #575
    TheShadowKing's Avatar Active Member
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    Originally Posted by TOM_RUS View Post
    Awesome. Are the bots still pretty easy? The scores don't make them look very elite xD

  6. #576
    Kipx's Avatar Sergeant
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    Originally Posted by TOM_RUS View Post
    Nice work Tom.

    Where do we get the "cheat engine" I only have the alpha client and the map switcher, is there another program that is called the cheat engine?

  7. #577
    CatsNimo's Avatar Active Member
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    Originally Posted by Kipx View Post
    Nice work Tom.

    Where do we get the "cheat engine" I only have the alpha client and the map switcher, is there another program that is called the cheat engine?
    Cheat Engine is an introductory memory editing/debugging software, basically. It's one of the few memory editors/debuggers that is fairly easy to pick up, so a lot of people know how to use it for that reason.

    Once Tom has time, I'm sure he'll compile an .exe - that shouldn't be too hard unless he had to radically change code.

    Originally Posted by TheShadowKing View Post
    Awesome. Are the bots still pretty easy? The scores don't make them look very elite xD
    If your team is difficulty level 12 and their team is difficulty level 12... well here's the reason I wouldn't play that way. The scale works like this:

    1, 2, 3, 4, 5 - Tutorial AIs, utterly stupid or serve a specific purpose
    6 - Beginner AI
    7 - Beginner AI with the ability to work with Human players (they will help you if you're dying, they will listen to pings like 'follow' or 'attack' or 'defend' or 'retrieve tribute')
    8 - Recruit AI
    9 - Recruit AI with the ability to work with Human players (see above)
    10 - Adept AI
    11 - Veteran AI
    12 - Elite AI

    It'd be better to play with Recruit AIs with Human adaptations (level 9) against slightly harder AIs that don't adapt (level 10). This makes it a challenge but you can move the AIs around the board as needed and they will help you out if you want to team fight.

    lvl 12 vs lvl 12 is kinda not ideal though, they will ignore you completely and initiate teamfights without you (and then lose for that reason). If you want your team to be super smart (mainly super cautious), then it works, but still 9 v 10 is best for a challenge and 9 v 8 for a stomp IMO.
    Last edited by CatsNimo; 02-26-2014 at 05:30 AM.

  8. #578
    CatsNimo's Avatar Active Member
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    I have something useful, which combined with TOM's AI offsets he found, should make this game way better.

    Rest of the hero's offsets: https://i.imgur.com/jmL81VB.jpg

    Player 2's Hero: 02E242C0
    Player 3's Hero: 02E456EC
    Player 4's Hero: 02E65B18
    Player 5's Hero: 02E85F44
    Player 6's Hero: 02EA6370
    Player 7's Hero: 02EC679C
    Player 8's Hero: 02EE6BC8
    Player 9's Hero: 02F06FF4
    Player 10's Hero: 02F27420

    Big thanks goes to TOM for the AI though - getting the rest of the heroes was a joke.
    Last edited by CatsNimo; 02-26-2014 at 01:54 AM.

  9. #579
    TheShadowKing's Avatar Active Member
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    Thanks for the clear explanation CatsNimo.
    Are those hero offsets for B29049 or B29108?
    EDIT: Nevermind, seems they are for B29108.
    Last edited by TheShadowKing; 02-26-2014 at 04:02 AM.

  10. #580
    rob122's Avatar Member
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    Originally Posted by TOM_RUS View Post
    Nice work Tom"!<3

    So now just wait for an compiled exe. (:

  11. #581
    Ehnoah's Avatar Elite User
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    Thanks at CatsNimo AI change working.

    Proof (Diablo play pretty awesome, avoid hooks etc.)
    http://im.bilderkiste.org/5139341325758/Working.jpg

    PS:
    Can you write a "random" Tool? For Heros? (That Random changes Heroes on Button Click)


    Originally Posted by CatsNimo View Post
    I have something useful, which combined with TOM's AI offsets he found, should make this game way better.

    Rest of the hero's offsets: https://i.imgur.com/jmL81VB.jpg

    Player 2's Hero: 02E242C0
    Player 3's Hero: 02E456EC
    Player 4's Hero: 02E65B18
    Player 5's Hero: 02E85F44
    Player 6's Hero: 02EA6370
    Player 7's Hero: 02EC679C
    Player 8's Hero: 02EE6BC8
    Player 9's Hero: 02F06FF4
    Player 10's Hero: 02F27420

    Big thanks goes to TOM for the AI though - getting the rest of the heroes was a joke.
    Last edited by Ehnoah; 02-26-2014 at 06:36 AM.

  12. #582
    TheShadowKing's Avatar Active Member
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    Originally Posted by Ehnoah View Post
    Can you write a "random" Tool? For Heros? (That Random changes Heroes on Button Click)
    I'm working on such a thing right now. Can you PM me the address for difficulty so I can add that too?

  13. #583
    CatsNimo's Avatar Active Member
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    TOM's already on the case.

  14. #584
    Ehnoah's Avatar Elite User
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    k. So just wait. Pretty sweet

  15. #585
    Kipx's Avatar Sergeant
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    So do you need latest client for all of this to work? I still have original client, none of the links work to download latest client.

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