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Full Version: Patching extra functionality into <gamemd.exe>
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Yeah. But the logic is still in RA2
PD sent me the "Final" 1.06 version last night, that simply needs a patcher creating before release.
it works on my laptop Big Grin, so expect 0.4.197 of R:ROTC to be ready soon
however, i tested 4th crew, and, it doesn't work properly. you only get 1 man, even if the divisor says you should get more. i supose it will have to do for now, its better than not getting any men, but it will need fixing in the future.

*waiting for the release of 1.06 because i need a list of the new tags*
Well PaD...I've worked on getting you SW anims going...and I just can't Unhappy..tried every possible way that I can think of, still no go.

I hope we can get this taken care of soon, would make for lousy SW if no animations :blink:
Edit: NM, ive been corrected.
As Marshall didn't send me a Patcher for the fixed 106 release (DO NOT BLAME HIM FOR THAT! It's possible that my provider is fucked again, and besides, he cannot always have time for it), I'll have to follow plan B:

gamemd106.rar

rphelp102.rar



INSTALLATION NOTES:

1 - Backup your gamemd.exe, name it gamemd.1st.
2 - Copy the gamemd.exe from the gamemd106.rar to your YR folder.
3 - Create the file "gamemd.ini" with the following content:
Code:
;PD gamemd.exe Patch Information
;Do not edit or delete this file!
;Do not delete gamemd.1st!

[PATCH]
Patch=14

;END OF FILE

This would be what the patcher basicly does.
I leave very soon and I don't have time to wait any longer.

This is no official release, but you got the help file and can test and use everything.
Support and official release are to come in a week, when I'm back from vacation.

Much fun with 106!
Sorry I was away for the weekend.
The new patcher program is now sent to PD, so he can realease that when he returns.

In the meantime, what PD just said to do is exactly right - this will allow the next version of the patcher program to continue working.
What isn't mentioned in the help file is that the third campaign button has been restored. If you go to campaign select, the soviet button is moved to the left and there is a big space that if you hover over you get a GI saying something. This leads to the [TUT1] campaign in battlemd.ini that currently isn't set up to do anything. The empty space can be given a button by adding thirdbutton.shp and thirdbutton.pal to the game. The shp should be 5 frames long and should be the same size as the soviet button. Currently it loops unlike the other buttons which pd hasn't gotten around to fixing yet. At least everyone can stop nagging me to find out how I did it now Smile

BTW, does anyone know how the spotlights were made to track units in TS? Was it some map triggering as I believe it was or did they do it automatically when set to rules.ini movement? I've tested the map controls for spotlight movement and you can set them to either no spotlight (even if building is supposed to have one), follow rules.ini settings or just go round in a circle.

Edit:
I've tried to change the behaviour by trigger action in a single player mission as suggested, but the lights still don't follow a unit. The trigger event for enemy in spotlight still works however so you can have spotlights protect a base or mission objective in an SP mission.

Edit2:
I looked at the trigger setup for a TS mission that had spotlights and copied a similar trigger scheme in my test map. The spotlights can be made to follow correctly, you need to attach a trigger that is repeating and has the event 35 'Enemy in spotlight' and has action 52 'Change Light Behaviour' with a parameter of 3 (as already suggested). You also must have the light behaviour set to 'rules.ini' on the map (behaviour type 1). The lights will then follow any enemy unit that strays into them.
About airstrike, how to make it fire manyshots

i make a weapon based on [bomb]
but it still fire one projectile
Umm the only way ( for now ) to add more shots during the airstrike is to add more planes.

The more planes you have the more shots Smile
The whole point with the bomb weapon though is that it acts like a bombing run, but only with one ammo. This is how the orca bombers worked in TS.
Uh, maybe (if someone have it) can Generals help by some problems.
I don't have it, but maybe there are too .ini files...

And i read somewhere that it isn't Westwood's lazyness that made all the problems, EA give them not enough time.
So don't say it's cause Westwood, it's cause EA.
so i cant make carpet bombing...
i should stick with paradrops

http://exile.freedomstudios.net/ragen/sc...s/scr8.png
I tried to make a bomber once, it fired all its shots at the targeted cell.

alliedg

Stardark;date=Jul 31 2005, 07:17 PM Wrote:Uh, maybe (if someone have it) can Generals help by some problems.
I don't have it, but maybe there are too .ini files...

And i read somewhere that it isn't Westwood's lazyness that made all the problems, EA give them not enough time.
So don't say it's cause Westwood, it's cause EA.
[right][snapback]1446[/snapback][/right]

this is a 2D engine and WW is dead

Also more importantly in the tutorial for air strikes it says

SptPlanesNum=2, it should be SpyPlanesNum=2 Shift eyes

Its probably got somethnig to do with the nature of the spy plane logic, besides pd did mention that

"An airstrike plane can only attack once, then it flies out.
If the range of the attacking plane's weapon is below 2, it is possible that the plane flies out backwards."

So u can't get carpet bombs, so just use an single kirov bomb

[Guest]wthigon_*

About the spotlights: Can it be made to rotate around? Example is a real life light house...the light rotates all the time.