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I expected that... unfortunately.

There are too many things I'd have to tell you so that everything's clear...
I'd advise you to do some assembly first before you start with this one...

EDIT:
I updated my homepage,
two new resource packs available: Netherlands and Jamaica... the dope wars may begin B)

EVEN ANOTHER EDIT:
I've updated my homepage again,
now available: Mexico and Spain!!!
Meh, sorry for double post, bot otherwise people wouldn't notice I wrote something new.
Besides, it's a different topic Wink

I coded around a bit, and can announce a new definitive feature of v1.03:
You can customize the RadBeam color for every weapon using a new color list.
No, MagneticBeam, RadEruption, ElectricBolt and SonicWave aren't supported yet, I didn't find the color adjustments in code, but I'll continue searching when I feel like doing it Wink
For that announcement, I can forgive the double-post! Wink
ok, what version of 4th faction would you want PD to implement, both ways are kind of as easy to do. not that they are easy to do.


first method, add extra tags as mentioned in quickguide, basicly, lots of side = loads of extra tags in [general] and [ai]

second method(possibly easier, and modable friendly)

add a new sub-section for each side(like list of countries, then countries specified seperatly.) all extra needed tags for your 4th side would go under these lists. because of the way it reads the file, originals would overite the new entries for existing sides. this would be like section 5 of my guide.


only mentionable problem with this is GDI the side, and GDI the country, since none of the tags are the same, PD recomends placing both the country and the side under the same GDI heading. same for Nod.


EDIT:
i think PD is going to go with reading the new sections, rather than just a bunch of tags.

also, me and PD have just been playing with a new feature Tongue

it hardcoded yuri to use ThirdLoad= for the yuri loading screen colour.

but since unless you edit the rules to include this change it causes an internal error, he has decided not to include it untill he adds the tags to set it for any side. which he doesn't plan to do untill you can have more sides, in V1.04.


but the good news is he knows how to do it! Big Grin
Once again, brilliant work, pd!
Just make sure Temporal=yes/IsAlternateColor=yes doesn't override custom color Wink
Heh,
just found where the colors for the Skirmish menu color list are stored.
That means -> I can change them B)

Thanks Bobing for helping me here.
I pity the fools who moved on to Generals modding.

Guest

Because they can already do all of this? Wink
Things are boring when they're too easy.
Guest Wrote:Because they can already do all of this? Wink
No, because they sold their soul to the devil instead of having faith and waiting for the messiah.
You think i do that?
No! i don't have Generals.
But, what must i say?
I am 12 and i don't know much about editing, only the basic things and some other things.
I aren't moved to Generals Wink
Quote:No, because they sold their soul to the devil instead of having faith and waiting for the messiah.
No comment, just a Big Grin

Well, I think I'm ready with 1.03.

Definitive features:
1) As many extra palettes as you like, active anims work fine, and the cool thing:
Extra palettes work for infantry as well!
So probably, animations will also be supported! (didn't test it)

I tested voxels, but they're not supported, unfortunately.

But anyway, I'm expecting a revolution in YR graphics making Rolling eyes

2) Have any color for RadBeams. Tutorial will be written & released.

---
Is that all? Yes Tongue
No menu colors because I dunno how to make them optional, same goes for a ThirdLoad tag.
Log file will come later as well. I got problems appending a file. Can anybody help me out here? I just need a plain C code...
currently, the remap colour on a player is stored as HSB(hue, Saturation, brightness) where the colour of the square on the menu is in BGR(RGB backwards). easyest way for PD to implement it would be for a seperate list where you specify an RGB number.

so i made HSB2RGB.

also, hunt7s sugested that it would also be great to do the reverse, RGB2HSB to convert an RGB value to HSB so you can easily make new colours.

yes, this does use the demented YR version, not the normal version in paint or psp.


but here is the fun part Big Grin since I've got the code that uses something simular to how YR converts it, either it will help him find the subroutine in YR, or he will be able to copy the math part of my program into YR to convert for you so you don't need that list. Big Grin


its not 100% accurate, more like 99.5% but isn't that close enough? Tongue


all i need now os someone to convert it from MS-DOS C++ to Visual C++ for a windows application.

let me know if you willing to take up the job.
PaD Wrote:Extra palettes work for infantry as well!
So probably, animations will also be supported! (didn't test it)

I tested voxels, but they're not supported, unfortunately.

But anyway, I'm expecting a revolution in YR graphics making Rolling eyes

Do new palettes support the 6 way split for different theatres on units that aren't really made use of?
Yep.

Palette=pal means:

paltem.pal
palsno.pal
palurb.pal
[...]