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Messages - Mistral

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1
Server.War2.ru / Re: Warcraft 2 Twitch integration plugin+program
« on: June 25, 2026, 01:41:33 AM »
ye its ded lol
seems like this site now works instead https://antiscuff.com/oauth/

2
Server.War2.ru / Re: HD Alt Enter
« on: June 22, 2026, 05:31:12 AM »
what you mean normal? 640x480?
all of those lobby menus and etc they basically all hardcoded by blizzard into 640x480 so they ofc look normal here
but they cannot be changed to other sizes at all
and fullscreen thing heavily depends on ddraw.dll
there is different versions of ddraw.dll, not all of them can stretch image without bugs

3
Server.War2.ru / Re: HD Alt Enter
« on: June 15, 2026, 08:57:07 PM »
because blizzard maked BNE chat messy shit-tons of shit
when you get into channel the actual game itself (the war2) is being hidden and it spawn a bunch of cursed SEPARATE windows
the background area is one window, the actual chat is other, player list another one, banner also
and what is even more fucked up and cursed -> the EVERY fucking BUTTON is also a DIFFERENT window

and HD patch by Fois is heavily using his fixed ddraw.dll but BNE fucking chat not use ddraw
so this is completely uncontrollable bunch of windows
oh and even more funny those cursed windows is not have a descriptor name (all empty) so they cannot be identityfied normally from code

4
Server.War2.ru / Re: Resource pack (want to do)
« on: April 11, 2026, 10:16:47 AM »
mpq

5
Server.War2.ru / Re: Resource pack (want to do)
« on: April 10, 2026, 09:50:52 PM »
yes

6
wtf even bruh got in here

7
Mods & Development / Re: Warcraft 2 Reimagined
« on: April 07, 2026, 11:54:00 AM »
orange bar is XP
units can lvl up with XP and get more str def or other abilities

i have some features in code of red mist prequel campanign https://github.com/Mistral-war2ru/War2RedMistPrequel
it already contains code for custom stats per each different unit with any conditions (damage and def stats)
orange bar is also here but its not gives untis stats, just for decoration
but in alaunter2 campanign that we are still developing its already got functional, also custom buffs is in alaunter2 (still in development) and custom spells per different mages etc

so after alaunter2 released i will put code on my github

8
Mods & Development / Re: Warcraft 2 Reimagined
« on: April 07, 2026, 10:42:26 AM »
hey seems cool

do you need some stuff for C coding?

i have recently maked my own custom buffs, separate draw custom icons+storage from default ones so you can have more than just changed blood, haste etc, like truly custom.



i also have a way to change spell hardcoded cast depending on unit who casting it.
so same mages from diff factions can cast same spells but will be actually different spells.

9
Mods & Development / Re: Change unit commands
« on: December 09, 2025, 05:59:18 PM »
oh i see, ROR remake? I myself wanted to do this too at some point, but our team currently working on new Alaunter 2 custom campanign.
not even saying that some things prob will must be done by yourself because ROR wasnt completed i think last version was like 0.98 or 99 and because of that there was some units that wasnt working properly, original developers never finished it.

So about that, for those purposes triggers editor will not do. It was created mostly as a means to change mission victory and lose triggers, along with some custom functions. And although yes this IS includes creating critters from farms and heroes from TH.
But still all of those features are pre harcoded and things what you want is impossible to custom setup here with just this program.
also funny enough but ROR actually does NOT changed original triggers from human dark portal campanign missions, they just remaked it so much it wasnt that obvious until someone think hard about it to notice.

The only way to normally remake ROR is to manually write C++ code plugin, like me did for our team custom campanigns.
example of our last campanign code is here https://github.com/Mistral-war2ru/War2RedMistPrequel
you can check out to find functions to change buttons for example
functions like buttons_init_all() and make_button() etc etc

10
Mods & Development / Re: Change unit commands
« on: December 09, 2025, 04:02:31 PM »

11
i also get all adress for count tables here
https://github.com/Mistral-war2ru/War2Mod-Server/blob/main/defs.h#L14
they count for both races
for example table i named PEON is counting peons AND peasants if player actually have both, like if you playing orc and captured allied human
there is also ACTIVE_* tables
they only count units that was created during the game itself and was not in pud map from start (or if they have active flag in pud map)
basicaly this thing only used for ai stuff, active units is what it can send to attack

12
consequences would be broken ai
game use those count tables to check for ai what units it have so it know what to build and when go attack
also some condtions in game checking those count tables so they will be broken too

so what program exactly you using to change units?

i have a function unit_convert in my plugins this function actually just calling default war2 function for units conversion
in normal game it happens for example when paladins upgraded and all knight units are changed to paladin
default in game function already have all stuff calculated inside and correctly update count tables.

it being called from 0x004532A0(byte player, byte unit, byte changed_unit, int allow_capture)

https://github.com/Mistral-war2ru/War2Mod-Server/blob/main/w2p.cpp#L692

13
Server.War2.ru / Re: Connection to server
« on: September 09, 2025, 01:21:22 AM »
what country you are and what internet provider you use?

14
you can use command /ss
and then check https://server.war2.ru/ss

15
just give him tag lol
should have did it long ago

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