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Patching extra functionality into <gamemd.exe> - Printable Version

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+--- Thread: Patching extra functionality into <gamemd.exe> (/showthread.php?tid=16)



RE: Patching extra functionality into <gamemd.exe> - VK - 08.02.2007

At first here not bug-report thread....
At the second you should upload EXCEPT.TXT file


RE: Patching extra functionality into <gamemd.exe> - TheMan - 08.02.2007

RP CE have no errors with Type=Fire, i just tried with my old codes and it worked fine.
PS. If you have recoded all superweapons, then should it support turret and projectile and range?


RE: Patching extra functionality into <gamemd.exe> - Bobingabout - 08.02.2007

yep, today i spent a while playing with the R:ROTC rules, making it RPCE compatible.
The LNM using Fire type superweapon works fine.
ImmunityTypes is improved, but not perfect.(at 1 point, some infantry that shouldn't be immune weren't dying in an Ice radiation field.)
4th EVA, and 4th disguise work fine, i presume fthpara... tags work, but, long story why i didn't test it.

bascily, everything i tried worked fine.


RE: Patching extra functionality into <gamemd.exe> - zhaihs - 09.02.2007

CnCVK Wrote:At first here not bug-report thread....
At the second you should upload EXCEPT.TXT file
yes,sir

i can't find my error code


RE: Patching extra functionality into <gamemd.exe> - wthigon - 09.02.2007

What are the .dll files for in the RPCE?


RE: Patching extra functionality into <gamemd.exe> - Marshall - 09.02.2007

Eh? What dll files?


RE: Patching extra functionality into <gamemd.exe> - VK - 09.02.2007

ohh...NukeFirstAnim tag..

Quote:however,it causes an same IE though
remove this
Code:
Warhead=NUKE
not allowed
Since new SW system, you MUST NOT use Warhead=Nuke.

However, I not recommend to use nuke clones in mods too Unhappy

Quote:What are the .dll files for in the RPCE?
RPCE have not any dlls at all.


RE: Patching extra functionality into <gamemd.exe> - Bobingabout - 09.02.2007

why can't you use Warhead=NUKE? thats a bug that needs fixing.


RE: Patching extra functionality into <gamemd.exe> - Nighthawk - 10.02.2007

Yeah, I don't see the problem with Warhead=NUKE, it's just the Nuclear Missile's warhead. It makes a big boom, and makes infantry melt. It's not that different from any other warhead mechanically.


RE: Patching extra functionality into <gamemd.exe> - TheMan - 10.02.2007

Nighthawk200 Wrote:Yeah, I don't see the problem with Warhead=NUKE, it's just the Nuclear Missile's warhead. It makes a big boom, and makes infantry melt. It's not that different from any other warhead mechanically.

maybie becuse Warhead=NUKE is already in use?


RE: Patching extra functionality into <gamemd.exe> - Bobingabout - 10.02.2007

that shouldn't matter, many warheads are used by more than 1 weapon.


RE: Patching extra functionality into <gamemd.exe> - VK - 10.02.2007

Quote:I don't see the problem with Warhead=NUKE
But I seeSmile

Quote:why can't you use Warhead=NUKE? thats a bug that needs fixing.
Probably no.

Quote:It's not that different from any other warhead mechanically.
It's hardcoded.


RE: Patching extra functionality into <gamemd.exe> - pd - 10.02.2007

you can still make a copy of the nuke warhead.

anyway, what the hell is the problem with NUKE??? @ CnCVK


RE: Patching extra functionality into <gamemd.exe> - VK - 10.02.2007

Quote:anyway, what the hell is the problem with NUKE??? @ CnCVK
It used internally in my new SW system, so you must not use it.
I am not recommend to use nuke clones at all.


RE: Patching extra functionality into <gamemd.exe> - H@kker - 10.02.2007

Hi. I like this patch alot Smile
But i tought about a thing, what is the point of all these clones when SuperAnims are still harcoded?