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Full Version: Patching extra functionality into <gamemd.exe>
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its kinda hard to get connected to a network game on XP, but i can't recall any IEs on my windows XP home laptop...
XP is weird... Some PCs run it just fine, others don't.
I run XP pro w/ SP2 and have never encountered an IE that was caused by anything else than my own rules glitches... Big Grin And once or twice a RE caused by TX. And I never used any compatibility modes.
First let me say one thing...
PaD is da bomb!!!! lol i quit modding cuz i couldnt add countries to my liking...

and as far as i remember (which may not be much seeing as i drink alot..) the compatibility mode was only required when the InIs had certian variables used, but i forget which ones sorry
There is another possibility with the 'mysterious IE'...
That it may be a problem with the original game, but it is seldom exposed because the conditions that cause them occur only very rarely, if at all. So that the 'patch' does not actually cause the IE, but instead creates conditions so that the original game code is morely likely to fall on its face.

If true, then it's logical to assume that it's likely that how the game sets limits on everything helps to mask such bugs, and that the removing of the limits can expose them.
Hm...
that would mean I had MANY luck getting that error without applied patch or mod.
Maybe it was just something.
Something that is hopefully gone.

Yes, other people got that error as well.
I know three cases, all of them seem to be a unique "event".
I seem to be the only one who got that error in EVERY game, so it's likely to be another problem.

Besides, if the limits would "mask" something, how would my stuff work then?
I think the limits, e.g. InfDeaths, were introduced because
1. nobody needed more, and
2. to save space and make the game run with least possible system requirements.

But nobody knows that better than the creators theirselves...


Ah BTW, I got infinite paradrops working Wink
They are customizable for each SW type.
Example:
Code:
[NewParaDropSpecial]
...
Type=NewParaDrop
ParaDropInf=E1,TANY
ParaDropNum=5,1
ParaDropPlane=PDPLANE;or anything you like

Next part is cloning/adding actions I suppose...
*applauds*
would it be really hard to make voxeld units droppable?
Well.
If you assign a VehicleType to it it actually gets dropped.

But as it is hardcoded to use an SHP, you cannot see it. That way, only SHP vehicles work.
I'd have to tell the game to use a VXL instead, which isn't that easy I believe.
PaD said that to me that he isn't planning work on paradropping voxels :/ Although the thing he did to paradrops is impressive, what about old Paradrop tags from [General] section?
Same principe as always:

If you don't change anything, everything stays as it is.
The old tags just work like everytime.

Guest

:o

Release. New version. Soon.
Tongue Tongue oh well, hey so infinite drops will be fun anyways man

btw how the fuck did you get the code to begin with? wouldnt you have to do a nice legally stimulating disasembling?
Yep.
After that, translate the assembly to machine code and write it in your own code segment. Change some addresses and offsets, and it should work.

That's what I'm doing generally. Tongue
sounds hard..

i am learning VB.net and Java lol.... i started on C++ but it was taking ages
pd, while you're at paradropping, could you include a customizable Parachute= / (No)ParachuteMaxFallRate= ? That could be useful, and shouldn't be more pain than what you already customized.