Hey guys, Maybe I am the only one this is news to, but I think I found out what the 2 words after the Hangar code are (the PWEN) . It seems to be a 2 part index for the map or some kind of control loop or something. I was thinking it was creation order, but it doesn't seem to jibe with the logs on the order the hangars make stuff. If it is keeping track of mapped objects (stationary I think) then there are at least 2300 objects. I am looking to see if I can find similar numbers anywhere else. If you know about this and have different thoughts, please let me know.
Located at Hangar start + 0x4.
The file is a pdf I made of the Excel project I used to sort the index order out.
Mapeditor... There is a program, (Flap, Duncan, or ouch made) it did some editing I believe the main thing it did those was edit hangars in and out of hangars. A side note Duncan was able to add a crater too, no one when any farther with it, but it has been done.
I didn't have anything to do with it but I think duncan did it. the problem was that with the added stuff there were no ai nodes for it so it would go unused by the game world. Additionally it made the game unstable too if I recall. But it was still quite an achievement.
If I recall the hangar door positions were in the hangar header between the hangar name and the hangar type/production id in the saved games. I have not opened a saved game in a while to be honest though. I have opened up HardwarW.exe recently though...
the 4 letter code is indeed used to track objets in the hardwar world. note that police HQ is SGIP, or PIGS when reversed, there are some more of those - Timski's FAQ surely mentions more on it.
i will gladly take the credit for researching and pushing the idea of turning hardwar into its own mapeditor, but it was Wez who did all the coding, relying on some tricks that flap used in his misopians editor.
the mapeditor goes by the name 'addmove' - for adding and moving buildings around the game world, from the seat of your moth.
there were some problems where if you placed buildings close to crater walls the AI would try to navigate from an adjacent crater directly to the hangar, ignoring the need to travel through the tunnel first. lots of AI got stuck as flies on a wall. Hangar docking nodes were added.
It seems you have a healthy curiosity in the games mechanics - is there something special you have in mind/want to achieve. Maybe with some pointers we can get you up to speed quickly. The community already figured out a lot on file formats etc, could save you lots of time.
Cool... I am very interested in getting all the different object info figured out. Some of the stuff doesn't seem to do what was thought . For example, what the FAQ calls the light and turret indices does not seem to be related to those things. The 2-part index I am talking about follows the 4 letter word code, ie PWEN (2 byte index 1) (2byte index2), (Crater code), (Hangar name),etc.
Now I am wondering if ouch is talking about the same thing I am. Maybe a reference to the airlock somehow? Cool. Something else to try to check out. I say that because the only unaccounted for info I have in those spots is 2 Dword zeros between Hangar name and software bitmask , so it would seem that we ARE talking about the same thing.
There are 2301 models placed in the world (06 10 lines in the wld file as I call them). These are hangars, terrain, walkways, railway. Likely the number is the rank at which it is was placed in the world.
That would account for the first word.
In fact, to open up the reservoir-downtown tunnel - the game uses a routine that knows or counts the objects placed, and removes the closing surface from the terrain mesh that has the tunnel opening - it does that twice... for two tunnel openings ;D. It caused some headaches before we found out why we could not place a new building anywhere on the map.
Just had a look, the second word is very much like the first word, but then only for hangars.
If you have it in excel you can sort incrementally on the first word, and see that the second word increments similarly, only from 1 to 239 - and it excludes lightwells (and limbo, godhangar, tunnel blockage, laz base, klamp base)