Renegade Projects Network Forums

Full Version: Patching extra functionality into <gamemd.exe>
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Probably you'll only use animations declared either in NewInfMutations or NewInfDeaths as alternate animations, so why not give it just a number?

The animation is loaded once, when you give AltInfDeath and animation's name, you'd have to load it again.

So giving it a number saves time and work.
hmmm

was playing as CDA(my 4th side on a new country) on a network game. i tried to cancel production of a base defence that i was building when there was an IE. its never done that before... might be just an abnormal crash, or something to do with my mod, but it could also be something to do with PDs patch...

thought it would be best to let you know.
The only thing I know that normally causes a crash upon cancelling construction of a building is if that building was a construction yard (i.e. FactoryType=building)
err...how about trying to reproduce it? Wink
If it happens again, you can at least rule out that it was a random crash. Then, of course, we will all fall into a state of denial and pretend it's your code that produces the problem, so we don't have to admit there's a bug in the patch. Big Grin
Regarding Fog Of War, I may have an easy way of converting all the official maps on the end users machine so that they have FogOfWar=yes.

This would allow a fog of war mod/game mode quite simply.

But first, PD would have to get the game to allow multiplayer maps to use fog of war.



EDIT: Nevermind, Fog of war is heavily buggered. See my post at C-GEN:
http://www.cannis.net/forum/index.php?show...20&#entry114242
i knew about the factory=building bug thing, it was a base defence. and i will be testing to see if its my mod. canceling the same structure doesn't crash the game in skirmish, but i havn't tested again in multiplayer yet.

but on another multiplayer game, my brother, who was yuri, he got an IE. i wasn't there so i didn't see what he was doing, but he tells me the only thing he was doing was attacking me.(and wiping my base out... its what i deserve for killing the other human player, most of my army was attacking them so there was minimal defending my base. power goes out due to floating disks, and my base is almost defenceless.) i was putting up a good fight with what i had left, and killed all but 4 disks when it crashed, it crashed as he was moving in his second attack wave of lestech tanks(my mods yuri offensive tank) when it crashed.

I'll be doing more testing, it is possible that its just a random crash, also possible its my mod. but also possible its PDs patch. dunno why, but the game seemed a tad more stable during LAN games before i installed PDs patch...
Shift eyes "See my post at C-GEN" Rolling eyes
People really have to stop linking to inaccessable forums.

So, what was wrong with the FOW?
here is the significant bits:

Quote:However, Fog Of War does not hide enemy units. All it does is darken the map slightly.
Enemy units moving about under fog can clearly be seen.

The fog display is extremely poor quality.
Many structures' images had bits missing
When you get a SpySat the following happens:
...All previously unrevealed buildings are invisible.
...Structures cannot be captured or garrisoned.
:huh:....nope. We certainly don't want that.
Renegade Wrote:Shift eyes "See my post at C-GEN" Rolling eyes
People really have to stop linking to inaccessable forums.
Rolling eyes
The only way it would become viable is if PD could fix all the bugs. However, I reckon the developers broke fog of war while making RA2 and couldn't be bothered to properly reimplement it. As such, I doubt PD, or anyone else for that matter, could ever get it to work properly.

I don't know what the score is with shroud regrowing. That might be worth looking into for other potential mod use (certainly not vanilla YR though).
@Marshall:
As FOW is that buggy, I don't think I should renable it.
And as I'm not a strategy game programmer, I dunno how to make a working FOW Big Grin

@Bobing:
If you got an IE, just describe when it happens (you did that) and send me that "except.exe" the game creates in its directory when an IE occurs.
For you, the information in it may look like crap, but for me it offers useful information where the error occured in the code.
So I can easily tell you if it's "my fault" or not.

Same goes to anyone who got an IE and thinks that my patch could have anything to do with it.

Ah well and about the 4th side:
I may have found the stuff that loads the three baseunits, but before I change it I'd like to know if HarvesterUnit, SecretUnits and VeteranUnits (countries) are also limited to three. Does anybody know that?
The loading routine for all those tags are completely the same (except storing addresses of course).
HarvesterUnit: most probably is limited to 3, although only 2 are actually used, so the 3rd might be buggy right now perhaps... Harvesters are oogly in general.

SecretUnit: this is a secret lab list, and is not limited to 3 by any means. I don't know what the limit is for this list, but I haven't discovered it yet.

VeteranUnits - I assume you're asking if a single country can have a list of veteran units? I don't know, I never tried a list for this.
I've tried a list of veteran units for countries - I had 13 units in the list without problems.
OK thanks very much,
so I'm wrong with that and did NOT find the BaseUnit stuff Shift eyes
But never mind, I'll keep searching.