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Full Version: Proposed development of YR 1.002 Community Patch
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A: I do believe I started doing this at one point, but got distracted. So, I'll continue that. (On the same note, I checked the bridge hut functionality too, so that would also need to be checked.)
B : Sweeping the maps in a text editor, no problem.
C: The garbage is there because YRO is a MIX... YRMs inside the YRO are the real map files.
D: I don't think there is a way without any glitches.

Do TX vs non-TX players get reconed/mismatched or not?
C: Okay, so it can be fixed. Question now is, should we? I think we should. (maps provided by CRP should be fixed - YR Map Packs installer will be withdrawn)
D: I'll take another look but expect the land rush mode to remain bugged.


TX vs non-TX:
Haven't tested the control files idea yet. I may not get around to testing it without more time and other players.
A person in-the-know of the TX should be able to tell us if it will work or not.
Either way, it still requires the UMP to be installed via the CRP so it isn't going to make much difference.
Marshall;date=Oct 6 2005, 09:26 AM Wrote:@Bobingabout:
Interesting. What files from the mix are unneccessary?
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uibkgd.pal (yuri uses uibkgdy.pal instead, and radaryuri.pal for the radar anim)
bkgdlg.shp
bkgdmd.shp (again yuri adds a Y)
bkgdsm.shp
radar.shp (yuri uses radary.shp)

power.shp (TS power down button)
pwrlvl.shp (seems blank)
radar01.shp (some TS GUI SHPs)
radar02.shp
wayp.shp (TS waypoint button)

i also removed rdrbeacn.shp, but i don't think i should've.

Marshall;date=Oct 6 2005, 12:19 PM Wrote:TX vs non-TX:
Haven't tested the control files idea yet. I may not get around to testing it without more time and other players.
A person in-the-know of the TX should be able to tell us if it will work or not.
Either way, it still requires the UMP to be installed via the CRP so it isn't going to make much difference.
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I'd imagine that TX and non-TX would cause desyncs
pwrlvl.shp is the power bar, IIRC.
isn't that powerp.shp

i was looking through the mix when i wrote the list, powerp is the 1 with the power pips in it, pwrlvl seems to be completly blank.
My mistake then.
Just read this:
http://www.ppmsite.com/forum/viewtopic.php...02f6865c3a66f51

I think YR defaults to use the WOL addresses, so maybe this should be fixed by the UMP.
I dunno, how's the stuff stored?
Registry? Windows files? Executable?
I believe the XWIS COnnection tool handles that.
yes, and that is included.
Marshall;date=Oct 6 2005, 09:26 AM Wrote:XWIS Connection Tool
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still... thanks for letting us know PD Tongue
Interesting. Maybe it won't be neccessary to include XWIS after all.


Regarding the yro's, I can't seem to open them in XCC Mixer - either the program crashes or the files have random character names.
If someone could send me the three individual maps with the correct filenames then that would be great.


Edit: Posting mistake, thanks Bobingabout
Test. Marshall, you could extract them with the funky names and edit the "pkt" to find the actual map filename.
IIRC, the games all point to a domain name for the WOL servers, all XWIS did was alter the hosts files to point those domains to the XWIS servers. All EA will do is change the DNS entry to point to the new IP addresses.
langmd.mix:
I can patch this. If I have the 1.001 version of the desired language & the 1.002 CSF, then I can create a 140 KB patcher.
NOTE: I have not yet tested XCCMC/L's ability to use CSF compression after a patch. I hope there will be no problems.

Assault/map freedom/PKT:
I can patch langmd.mix's missionsmd.pkt if needed.

Side note:
I cannot use patching to reduce the final file size of the CRP.
The final filesize of the CRP is expected to be approximately 15.9 MB


I have questions that affect the content of the CRP, but first I need to know exactly how the PKT system works - what can be done, what can't be done, consequences of multiple PKT workarounds, etc.
Could someone who understands it all please explain to me in simple terms, so's I can plan various CRP scenarios for you all to consider.
Still need help with the above!

On another note, my TX INI experiment failed.
From now on it is official: All players MUST have the same version of the TX installed otherwise Reconnection Errors WILL occur.
Is that on maps with altered tile sets or on any map? My own tests showed that on normal maps (where they don't use a tileset that has been modified) there is no problem. On TX maps then yes, I can see why you would all need the same version, but normal maps should be useable just as between TX and non-TX clients.
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