Search found 1766 matches
- Tue Jan 05, 2021 9:13 am
- Forum: Custom Dungeons
- Topic: [uMod] Gem Sockets on Melee Weapon
- Replies: 7
- Views: 12179
Re: [uMod] Gem Sockets on Melee Weapon
Much respect to you. Did you play other mods for your game? I only know "The Guardians" which is professional quality (no bad textures, careful balance, and elements original LoG sadly lacked like trading and home base). What big game do Almost Human plans to do? I haven't played many mod...
- Sat Jan 02, 2021 10:23 pm
- Forum: Mod Creation
- Topic: 64-bit version of LOG2
- Replies: 15
- Views: 25928
Re: 64-bit version of LOG2
Yes, main campaign saves could be made compatible (because I know exactly what Lua code in savegames needs to be patched) but all mod saves would break. If we update 64-bit LOG2 to Steam, that would be automatic update for everybody and could make some people very unhappy if they're in the middle of...
- Sat Jan 02, 2021 10:08 pm
- Forum: Mod Creation
- Topic: 64-bit version of LOG2
- Replies: 15
- Views: 25928
Re: 64-bit version of LOG2
Well, there's a third option: redo register allocations for all bytecode instructions. That requires quite a bit of data flow analysis. This would be the ideal solution, but I'm going to pass on that as this "christmas project" has already got well out of hand.
- Sat Jan 02, 2021 10:01 pm
- Forum: Custom Dungeons
- Topic: [uMod] Gem Sockets on Melee Weapon
- Replies: 7
- Views: 12179
Re: [uMod] Gem Sockets on Melee Weapon
Amazing! A very good demo of what can be done with umods. Thanks for making this!
- Sat Jan 02, 2021 9:59 pm
- Forum: Mod Creation
- Topic: 64-bit version of LOG2
- Replies: 15
- Views: 25928
Re: 64-bit version of LOG2
Damn, bytecode patching is a dead-end. As usually the devil is in the details... More specifically in multiple return values in this case. I managed to get simple cases working, but calls that pass around multiple return values are basically impossible to handle with this approach. The problem is th...
- Sat Jan 02, 2021 12:13 am
- Forum: Mod Creation
- Topic: 64-bit version of LOG2
- Replies: 15
- Views: 25928
Re: 64-bit version of LOG2
About the bytecode patcher, if you're interested... It's mostly simple as the opcodes are mostly same in the old and new versions. There's just a few new opcodes that have been added in the middle of the opcode list, so basically I just need to remap the opcodes. BUT, there's one nasty detail. In th...
- Fri Jan 01, 2021 11:41 pm
- Forum: Mod Creation
- Topic: 64-bit version of LOG2
- Replies: 15
- Views: 25928
Re: 64-bit version of LOG2
Yeah, I've went through many variants of similar ideas but help is welcome! Isle of Nex is easy. I don't even need to parse anything, because I could just compute the hash of bytecode at loadtime and lookup new bytecode from a library of precompiled 64-bit bytecode chunks. Savegame compatibility wit...
- Fri Jan 01, 2021 3:37 pm
- Forum: Mod Creation
- Topic: 64-bit version of LOG2
- Replies: 15
- Views: 25928
Re: 64-bit version of LOG2
Damn, I forgot an obvious thing: loading scripts has side-effects, so this won't work. Back to square 1...
- Fri Jan 01, 2021 12:03 pm
- Forum: Mod Creation
- Topic: 64-bit version of LOG2
- Replies: 15
- Views: 25928
64-bit version of LOG2
Happy 2021 everyone! As you may know I've been working on a 64-bit version of LOG2 recently. For a while I thought I had hit a dead-end, because the 64-bit version of Lua bytecode is not compatible with the 32-bit version. Savegames contain bytecode, which would break compatibility between the 32-bi...
- Thu Dec 31, 2020 9:24 am
- Forum: Mod Creation
- Topic: UModManager 0.1.0
- Replies: 5
- Views: 11204
Re: UModManager 0.1.0
Cool! I was hoping somebody would make this to save me a lot of work. Thank you for making this!