Self-explanatory, see screen shots for further information.
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By the way, I made a new map. It doesn't use this trick but it is responsible for its discovery.
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Haha, this was so cool. Doesn't have any practibility but it was cool none the less, especially when you kill the player 20 units.
QUOTE(Urmom(U))
Haha, this was so cool. Doesn't have any practibility but it was cool none the less, especially when you kill the player 20 units.
Yeah, I forgot to mention that if the unit(s) you place happen to be killed, the terrain will revert to normal.
Congrats, you hit the color pallete.
No, it doesn't look like just the color palette had changed. Looks more like the megatile->minitile construction. If the color palette changed, then the units wouldn't look right either, and you would still see familiar terrain patterns.
Very strange that you would be able to reverse this effect, though...Maybe he changed the pointer to the minitile table.
Using different units or different amounts of units will change the colors, but the overall effect is still pretty much the same.
It's strange how most of the tiles have a pattern but some tiles are solid white, or parts of them are solid white.
It seems to have something to do with the walkable/not-walkable peroperties.
In the third screen shot you can see a completely white tile, that tile also happens to be a completely unwalkable piece of cliff.
damn kenoli, this is hacked.
i recall a rpg thread in ideas where a feature was 'insanity.' if your insanity bar maxed out, weird things would start happening. this would have been absolutely perfect for that.
Too bad the P20 units have to be placed first, I don't think you can create the units, right?
Otherwise, nice discovery. Very "Insane" as Zeratul put it.
Its not that hard to place a unit...
You can't reference P20 at all in triggers. I think it's used for "Force 1" or "Neutral Players" or some crap like that.
It drops Windows 98 users both times we tested it.
QUOTE(Rantent @ Sep 27 2006, 11:59 AM)
Its not that hard to place a unit...
[right][snapback]568769[/snapback][/right]
No, I mean that you can't play normally then turn it "insane" on command with triggers or something. I know you can turn it off by killing the unit that caused it, but you can't turn it back on after that.If you could create P20 units, you could have like a Silent Hill effect where everything starts to deform and turn all hellish. That would've been a cool effect for a horror map.
QUOTE(Niu)
If you could create P20 units, you could have like a Silent Hill effect where everything starts to deform and turn all hellish. That would've been a cool effect for a horror map.
Unfortunately, you cannot.
Legitly anyway.
I've tested this myself, It's pretty neat. Although it doesn't matter what unit you use or how many you use, just one of any P20 unit will work (from about 20 different units I have used).
One thing though: The unit's death does cause it to go back but it still affects some tiles. I've had dirt tiles with black speckles all over them because they didn't change back 100%. And also P20 messes up your minimap, turning it mostly black. Killing the units won't change the minimap back. My minimap had like 8 teal dots on it, it was from some mud tiles.
I'm just wondering, but imagine how hard it is to find buildable terrain on a melee map or something.
QUOTE(Night)
Although it doesn't matter what unit you use or how many you use
Look more carefully.
I'm not going to search .dat files or any post on this forum, but why is it that with the extra players that don't crash the game, such as player 20, have odd upgrades. What was odd was upon playing a Player 20 map with a friend, the weapon upgrade for both of us said 103 (or something of the sort), but the armor upgrade said 77 for me and 18 for my friend. It didn't matter what player we were, the armor upgrade for me stayed at 77 and same with my friend.
There is a region of memory where current upgrade states are stored. Using a unit for player 20 will mean that the value that it will use for the upgrade count will be read from beyond this memory. It must be the case, then, that whatever is in the memory where it read the armor upgrade is not necessarily in sync across computers in a network game.
For more info, check out
http://wiki.staredit.net/Memory_MapQUOTE(Heimdal @ Oct 7 2006, 10:10 AM)
There is a region of memory where current upgrade states are stored. Using a unit for player 20 will mean that the value that it will use for the upgrade count will be read from beyond this memory. It must be the case, then, that whatever is in the memory where it read the armor upgrade is not necessarily in sync across computers in a network game.
For more info, check out
http://wiki.staredit.net/Memory_Map[right][snapback]572839[/snapback][/right]
So placing units for player 20 can be used like EUD actions were?
No. It may be possible, but that's not what I was saying. The memory looks like this:
PLAYER 1 UPGRADES...
PLAYER 2 UPGRADES...
...
PLAYER 12 UPGRADES...
SOMETHING UNKNOWN
So when it went to read the upgrade value for player 20, it got the value out of the "something unknown" area. Whatever is in that memory appears to not be the same on all computers in a network game (since the upgrade appeared to be different on different computers)
Is there any way to predict what effect extended player's units will have on the game?
Without a full analysis of all the disassembled code related to units...not really. Most effects would actually come from doing things (killing, etc) to these units, not the existence of the units themselves. If anyone is interested in finding out more, just doing some trial and error would be a good place to start. When we find something interesting we can look at the code in a more narrow spot and figure out what's going on and how to put it to good use.
Black terrain, or the walkable null terrain, glows when a Player 20 unit is placed. There's a start!