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Full Version: Patching extra functionality into <gamemd.exe>
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Really?
Hm... I didn't find it in rules or art :blink:
Ohw, never heard of it, but i have seen that in rules.ini or art.ini too never.
PaD Wrote:...
Heh, and I noticed that the game reads ToTile (which works properly like in TS) and ToOverlay (!!!).
ToOverlay doesn't work, but it's being read when a building is loaded :blink: weird stuff here...
...

psst....ToOverlay isn't a Rules flag Big Grin

I think it isn't a rules, is an art.ini one
so where do you used it?

BTW, "ToTile" is a rules flag
(I looked at tiberian sun files: ToTitle found only on rules, and ToOverlay only on art)
PaD Wrote:Really?
Hm... I didn't find it in rules or art :blink:

look at tiberian sun art.ini Smile

(
; ART.INI
...
...
; *** Game Object Art ***
...
...
; ToOverlay = when placed down, actually convert into this overlay type (def=none)
...
...
; Building artwork follows
...
...
[GAWALL]
Cameo=WALLICON
Foundation=1x1
ToOverlay=GAWALL
DamageLevels=3
NewTheater=yes
...
...
)
PaD Wrote:It's the beginning Big Grin

No real news here, only that the sidec03.mix stuff appears to work randomly - sometimes it does, sometimes not Shift eyes I have to check that.
Thanks Blade for the new mix Smile
I ask you again if I'm allowed to put that on my homepage, on the resource page (for those who want to see the new thing but not to create an own sidebar, for guys like me Wink ). Of course you'll be credited again.

Yeah, you are fine to distribute it as you wish. Rather than worrying about asking each time I send you something, just assume I'm okay with it unless I say otherwise.
PaD Wrote:@ Banshee:
I believe so.
But that array doesn't seem to be stored like a normal array.
A normal array is stored each item after the previous.
This array is stored all over the memory :blink:? at least that's what I've seen so far. If so, there must be a listing of memory adresses.


Then, we are talking about a list or a stack. But the kind of behaviour that it has with the 100 units bug makes me believe that it can be a stack. Check if there is any function that adds a unit for this stack and specially if inside this function there is another one that checks if the stack is full...

I don't know how it would look like in assembly, but this kind of thing is certainly there...
So the next version of my patch should come very soon, including
1. broken CellSPread limit
2. option to load sidec03.mix for Yuri,
3. this is new:

Urban and Desert random maps! Big Grin I love that!!
Prepare for it B)


@ Blade:
OK I won't ask you anymore Tongue

@ Banshee:
Yep.
Sorry for the double posting, but Marshall's FAST work makes me able to do the update today.
Hail to him! Smile

You know where to get the new version, so go and do it! Big Grin
I wish you much fun with it!
Really cool PaD, i like the new recolor for the yuri (thx blade Tongue )
If this is just the begin, what is than the end? Wink B)
PaD Wrote:Sorry for the double posting, but Marshall's FAST work makes me able to do the update today.
Hail to him! Smile

You know where to get the new version, so go and do it! Big Grin
I wish you much fun with it!

Is it just me, or is the download page ofr hte patch not updated yet? Also, with a bit of guesswork, I downloaded the patch, but no tutorials, so how do I flag Yuri to use his new sidebar?
If you got pdrp101.rar, it's the latest version - and it's online.
You might need to refresh the page if you're using Internet Explorer.
There's a new menu also (section "patches").

To activate it, place the sidec03.mix in the YR directory and set the flag

LoadSpecialYuriUI=yes

in the [General] section of the rulesmd.ini.
That should do.
PaD Wrote:If you got pdrp101.rar, it's the latest version - and it's online.
You might need to refresh the page if you're using Internet Explorer.
There's a new menu also (section "patches").

To activate it, place the sidec03.mix in the YR directory and set the flag

LoadSpecialYuriUI=yes

in the [General] section of the rulesmd.ini.
That should do.

BTW, I believe I've found a bug. Playing the game unmodded with your patched exe causes brutes to kill their enemy with both the explode to bits death and the genetic mutator death (both animations play). This has the undesireable effect of having brutes make more brutes when they kill infantry. I'm presuming this is a side effect of the reworked death anims.
I've had similar problems:

1. Like Blade, InfDeath 10 plays both BRUTDIE and GENDEATH simultaneously.

2. InfDeath 5 (ELECTRO) caused an Internal Error on my machine, but not on my friend's (yes, we are both running the patch).

3. I used the Genetic Mutator super weapon. After doing so, most InfDeath anims would not play (the killed infantry just disappeared).

I didn't get a chance to test my three new mutation deaths (I tried the third one after using the GeneticMutator).



EDIT:
I just tested it all again and every InfDeath I tried worked fine, except for the BRUTDIE causing GENDEATH still.
I did not have superweapons on though. I plan to try again with the Genetic Mutator but it'll have to wait till the weekend.


Second problem:
When I first launched the game with the new Yuri GUI (great job btw Blade!Wink it worked perfectly but when I ran the game just now, it used the Soviet GUI.
Seems like some intermittent problem(s) ?
Hm... all that is weird.

Yesterday I got an IE when killing an enemy spy with a mirage tank (maybe InfDeath stuff also?)
I'm always playing with superweapons, so I'll have a closer look on this in the future.

When you got an IE, the game creates the file "except.txt" in your RA2 folder.
If you get an error in the future, could you send me a description of the error and the txt file? It shows the register values and the location where the error occured, which are really helpful informations for me...

For the BRUTDIE and Genetic mutator stuff... I'll try that all out.

The Yuri UI yeah, I once said that, it appears to work on random... I'll also have a look at that.

Altogether: I think I should fix those bugs before doing anything new.
I don't want to have any bugs in my patch Shift eyes

Thanks for informing me about them,
and sorry that they're there.

Guest

Hello PaD, Will your patch work if I have a no-cd version of gamemd.exe? or will I have to get the original from my YR cd?