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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)



- pd - 18.03.2005

Yeah I know double-post blah blah Tongue

Just check out this one:
[Image: ss_mce.gif]

I know that wouldn't help when making mods, it's for fun/testing/self-satisfaction.
I made it because I was bored. Wink

If you feel like getting it, do so (available on my homepage, of course).


- Guest - 19.03.2005

Quote:I know that wouldn't help when making mods, it's for fun/testing/self-satisfaction.
nice.....


i have an idea
how about make a fnt editor so we can change txt in the game


- pd - 20.03.2005

Not a bad idea though.
But that would make as little as the color editor does...
Note that it doesn't really help you for mods etc. It does only modify the user's exe.
The reason I made that editor was just boredom and wanting to give a life-sign, not to help anybody.

Well, I got some news for everybody.
Check them out on RTB Wink


- Marshall - 22.03.2005

Regarding the "Rock Patch", I may be able to add a feature to check the user's RA2MD.EXE file for conformance to an uncracked exe. If the check fails, the patcher refuses to run.
It would essentially stop people with any kind of no-cd crack using the patch, thus strengthening the legitimacy of both it and the Community Patch.

Of course, it doesn't stop piracy altogether - there are three ways I can think of that would still allow people to get YR for free, but I won't go into them here.

Any increased protection has got to be worth it, yes?


It relies on RA2MD.EXE being the same for all languages.


RE: Patching extra functionality into &lt;gamemd.exe&gt; - FS-21 - 22.03.2005

Marshall Wrote:Regarding the "Rock Patch", I may be able to add a feature to check the user's RA2MD.EXE file for conformance to an uncracked exe. If the check fails, the patcher refuses to run.
It would essentially stop people with any kind of no-cd crack using the patch, thus strengthening the legitimacy of both it and the Community Patch.
If you includes this feature on the "Rock Patch", can you add another feature to check the "Rock Patch" version into the RA2MD.exe? or modify in this executable a useless byte or 2 bytes (or the necessary bytes) in a static position to write/read the "Rock Patch" version that is used (to check if is a older version or is the last version or you haven't patched the RA2MD.exe)


- Marshall - 22.03.2005

I don't know anything about doing that. I can just check that the RA2MD.EXE file is identicle to the uncracked one.

At present, the version of the Rock Patch is stored in an ini file in the users' RA2 folder (gamemd.ini). If the ini file isn't present then the patch is not installed.


- pd - 22.03.2005

@FS-21:
For that, Marshall introduced the gamemd.ini file.
It holds info about the current patch version installed.

@Marshall:
Good idea.
I also doubt that there are different language versions, so that should be possible to do.



Well.
I just decided to implement the [MenuColors] section in the rules.
There is just a question:

RGB or HSB?
(RGB = Red, Green, Blue color format
HSB = Hue, Saturation, Brightness format).

I'd argue for RGB, as it's much easier for users to use it and for me to code it.
Bobing wants me to use HSB. I don't really know why, because actually, it needs special conversion routines, and users would have to test their colors again and again instead of just giving it a clear RGB value.

Your thoughts please.


- Renegade - 22.03.2005

RGB of course.

Seriously, if you can make it use RGB, why the hell should we use HSB? Although I have no problem with using HSB either, I consider RGB a little easier, and it will be a lot easier for beginners.


- Bobingabout - 22.03.2005

reason i said WWs screwed up HSB is because the player/side/country colours are already in that HSB format. i was thinking that it would make things easier to enter the HSB once, then get the menu colour by reading that HSB.

but if you are going to add another section for the menu preview colour, then RGB would be fine.

in either case, you'll probably need my RGB2HSB program, since you'll need an HSB version for the actual ingame player/country/side's remaps


- Marshall - 23.03.2005

RGB. Whilst Bobingabout has a point, I think it's easier to enter RGB values wherever possible. RGB2HSB program to work out the value for in-game stuff, not the other way around.
Besides, modders may want to use a slightly different value for the menu colour than what appears in-game.


- pd - 23.03.2005

:o
Today must be my lucky day or something.
I started coding the [MenuColors], and for the first time, I didn't have to change anything after the very first test Big Grin

So MenuColors work perfectly, no matter whether the section is there or not.

[MenuColors]
1=221,226,13 ;Gold
2=255,25,25 ;Red
3=42,116,226 ;Blue
4=62,209,33 ;Green
5=255,160,25 ;Orange
6=50,215,230 ;Cyan
7=149,40,189 ;Purple
8=255,154,235 ;Pink

That's what it looks like. RGB Wink
All this means that v1.04 will include this feature.


- Marshall - 23.03.2005

Excellent work.

Questions:
If, say, 6= was omitted, would 6 be set to default, or would 8 be set to default?

What happens if we add 9= ?


- pd - 23.03.2005

Umm... possibly, 8 is set to default, lemme just test it.

If you add one, nothing happens.

EDIT:
Eech, 8 is set to default.
I'm on correcting that... hm if I can, let's hope.

EDIT 2:
Quote:but, well, it doesn't actually work.? Umm...sorry.? 3/22 Maybe it does now...lemme check...yeah!? it works now!
:o Check out the date from that rules.ini quote, 3/22, today we have 3/23...


- Sektor 13 - 23.03.2005

RGB is better choice, i realy don't know why WW used HSB at first place...

By the way, did someone noticed if you use Genetic Mutator in LAN game (normal Yuri), and if some brutes become stuck on vehicles , game realy slows down and it is almost not playable ? Can this be fixed ? (2 humans, 6 CPUs - LAN game)


- Marshall - 23.03.2005

Hey PD, don't worry about it - just so long as we know what gets set to default.

@Sektor 13
Indeed, however I imagine the problem is bueried deep within the code and PD probably won't be able to add a workaround.
It would be nice though - perhaps a timer - if the timer expired the unit would just be deleted. I'll add this to the wishlist.


On another note, I had an IE today. I don't think it was related to the patch because I was playing Red Alert 2. I was wondering if you'd mind taking a look at the except.txt, PD to try and see why the problem may have ocurred - I've never seen an IE in RA2 before.
I had just clicked on the vehicles menu and my opponent (human) had just ordered a vehicle to move to a repair depot.
What's strange is that earlier I had force moved/stopped a vehicle (full health) onto my own repair depot and it exploded! Does that normally happen in RA2 (and what about YR for that matter) ?
This may have nothing to do with the patch so my apologies however it may help fending off any future related IEs with the Rock Patch and the Community Patch.