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Full Version: Patching extra functionality into <gamemd.exe>
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Us who don't need the 4th-side-logic quite yet do complain even less than Bobing Tongue
Not saying I don't want 4th sides though.

But I just noticed that I can't really act according to plans...
that's why I stop saying "version 1.XX will include Y and Z".

I just work in a "I feel like doing that now"-order.
I think it's the quid pro quo I get for my work Wink

Yes, I was saying I'll do 4th next, so I have to apologize.
You can be sure that I will do it in the future (in the future does NOT mean like in a year of course)

Guest

These new spy planes just use any old action then?

Guest

(Sorry for double-posting)

If so, can't you just use the original Type=SpyPlane (or whatever it is, I don't remember) to emulate the original Spy Plane and use NewSpyPlane for airstrikes/weapon planes?
Quote:IsSpyPlane=no ;def=yes, determines whether the incoming aircraft takes photos or just uses it's original weapon

I didn't enable using an action more than once yet.
And I fear I won't find out how to make the Spyplane use it's weapon instead of making photos Unhappy At least I have no clue yet.
Well, how about a change of course?
Look into Action=Airstrike for a change. If you can't emulate an Airstrike, perhaps you can make a real one?
If I could make the Spyplane not make photos but fire its weapon, then we'd have a real airstrike.

Well,
I just found something nice out.

I can fix that "AllyParaDropNum" bug now.
It just uses the same address as the spyplane amount.
This will be fixed in 1.04, plus, you will be able to customize the number of Spyplanes.

But the thing I found out allows me a completely new storage method, the same one the game uses.
It can only be good if I use that method, and maybe even the mysterious IEs can be defeated with this.

So I'll stop searching for the Spyplane's weapon for now and rewrite all of my loading routines (applies to infantry deaths, mutations and special colors afaik).
No, we'd have a spyplane with bombs Tongue
Note that you'd be able to change the unit used.
So you wouldn't have SPYP but anything you'd like, as long as it's an aircraft type.
I hardcoded me a MIG for testing.
It works perfectly, but it just doesn't fire, but takes photos of the area -_-

I used the "new" stoarge logic on the game now, works fine.
I'm going to try to play a long game this evening.
Let's hope the damn IEs are gone...

Hm I'm bored... what to do now?
Yeah! The Spyplane amount!
*clicking "Add Reply" and continuing hacking*
cool Wink
PD found the IFV code.

its not going to be easy to add more weapons to it...
And pd could not have told us this himself? Tongue
(Without you double-posting?)
Well, maybe I can clone an IFV, or multiple ones, no idea.
I don't really care now.

I was fighting against the mysterious error...
and it seems that I defeated it. Smile
1:26h test-game, everything went fine (except that the game was pretty slow, see below for reason Wink).

I think you're all wondering what caused the error...
CellSpread!
Quite sad actually... I spent four hours on the calculation algorithm... Unhappy

Anyway,
I will NOT completely remove the higher CellSpreads, but just limit it to 50 or so, which is fairly enough.
Instead of the calculation, I do what WW was doing, making a list of values.
Quite primitive, but it really improves the game's performance.

Anyway, the game slows down, that is because of the log file.
I'll have to make it optional, I'm just wondering how.
The log is written before the INIs are read, so it will not be deactivatable by INI files.
I think best would be to make the game read a registry entry, which is default to 0 (no).
Thoughts?
Is there a way to make the logfile a command line option?
gamemd.exe isn't loaded first though is it?
AFAIK, command line stuff is read after the first log output.

gamemd.exe isn't loaded first, but ra2md.exe gives its command over to gamemd.exe.