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Full Version: Patching extra functionality into <gamemd.exe>
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i assume you mean this file.

I've just got a laptop, so I'm doing a few things there atm.

Guest

When I added SMIN into HarvesterUnit,Yuri AI was building only SMINs from warfactory like when 100 unit limit bug.The map was harvested in 20 minutes and ai sending armies of smins to my ore field...
Pwned by smins!

Guest

maybe thats why it was commented out... I've got atleast 8 harvestors on that list in my mod, and everything seems to work fine. that doesn't include smin, they build that anyway.
DOH! thats me...

on the net with my laptop for the first time, forgot to log in...

you should block guests from posting, just allow them to view the topics but not reply...
Bobingabout Wrote:...you should block guests from posting, just allow them to view the topics but not reply...


no, don't block guests
they have many useful posts here
sometimes someone don't want to register for they oun reason so if you block them, they not post at all Unhappy

Poor guests Unhappy
Nothing new about BaseUnits...
It seems that it's not the loading routine that only loads 3 baseunits.
My fourth baseunit is loaded from the BaseUnit= list, but not recognized as a baseunit... that's weird.

@Bobing:
I'll check out your except.txt thing.
I had a quick look on it now and I can say that the error is not caused in code I wrote (that doesn't mean that it didn't cause it, I dunno).

@Guest:
Thanks for that info, I'll try that SMIN stuff.
Maybe it can help me finding the 100-unit problem.
Did only Yuri AIs build SMINs permanently? Or every AI player?
Let's put it this way on SMIN. As I recall, an interview with a developer soon after the release of YR said the coding for getting the slave miner to work was 'not trivial'... When you look at the thing, and consider how much of the rest of the game appears to be coded, it's reasonable to assume that the slave miner (and the slaves for that matter) is hack upon hack upon hack. It's got to be a really special case.
I just had a thought... Probably a bit late for suggestions and I'd like to see this done to add a great deal of strategy to the game... I'd like to see a StarCraft/AOE styled fog of war. None of this 'I reveal the whole map and see everything for eternity' nonsense.

If you've played the above games, you know how it works but if not, I'll explain. It's like this: you scout, reveal terrain, blah blah but after a short period it grays out showing you can see the terrain or structures in the area but NO TROOP MOVEMENT. That would add a HUGE element of strategy and tactics in anotherwise dull rusher's paradise game...

That's one aspect I'd really love to see implmented in C&C.

Guest

Only Yuri AI was building SMINs.
Hi there.

Sorry Bobing, but I'll stop BaseUnit research until I got an internet connection.
No matter what I find - I have to wait at least one day to ask something about it, and another for the answer. That makes no sense.
I'm going to get internet in the first March week.
Then I'll continue.

Till then, I care of minor things.
I almost renabled the log file the game obviously wrote when it was developped (see this discussion for more info).
I'm not completely ready with that yet, but it should go fast.

The log file will be quite useful.
You can read where an error occured etc.

@Bobing:
I checked your except.txt file.
The error occurs in the routine which plays an animation, so it could be caused by my patch.
The only thing that is quite weird... what has cancelling a building construction to do with animations? (with animations, ANY possible SHP animation is meant).

@Fenring:
That would be AWESOME in RA2, but for my abilities - impossible to make Unhappy
The sweep over the cameo as a unit builds is a shp animation called gclock. Cancelling will cancel that animation.
@ PaD:
Why would it be impossible? Do you need an EXE that references that type of code? I could send you StarCraft. Wink
Hmm...violating EA's EULA by stealing Blizzard's code...sound's like fun Big Grin
Blade Wrote:The sweep over the cameo as a unit builds is a shp animation called gclock. Cancelling will cancel that animation.
Some things I've noticed about the sidebar. I have a test map (Blade might know of it) that enables all the buildings for everyone. Whenever a building construction is in progress on that map, the game slows down (this happens in some mods too). I don't know if it's a specific building or just having so many. Also, if no building is going on, but I just hover the cursor over the sidebar, the game also slows down a bit.

In my RA2MD.INI I have AllowVRAMSidebar=yes set under the [Video] section. I don't know if this contributes to the cause or not.

For what it's worth, perhaps sidebar-related bugs and crashes might be memory errors and not animation errors.