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Patching extra functionality into <gamemd.exe> - Printable Version +- Renegade Projects Network Forums (https://forums.renegadeprojects.com) +-- Forum: Inject the Battlefield (https://forums.renegadeprojects.com/forumdisplay.php?fid=60) +--- Forum: Ares General Discussion (https://forums.renegadeprojects.com/forumdisplay.php?fid=19) +--- Thread: Patching extra functionality into <gamemd.exe> (/showthread.php?tid=16) Pages:
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- Bobingabout - 15.04.2005 hmmm, sight could be the problem, that and cellspread if you did a simular thing there. maybe you used an API not suported in 98SE/ME RE: Patching extra functionality into <gamemd.exe> - Mig eater - 15.04.2005 PaD Wrote:Maybe the units are already there, but the sight is crashing because something's wrong with my values. I know for a fact that the units are there. I changed the shroud.shp to fog.shp, which is 50% transparent I can see the MCV/starting units then. On the weekend I?ll do some tests & see if I can find out any more info - pd - 15.04.2005 Then it's probably sight. @Bobing: Sight and CellSpread aren't similar, they're the same. @Marshall: I like your idea, I'll see if I find time to disable my new CellSpread/Sight (it's changing 8 addresses so not really much work). - Bobingabout - 15.04.2005 it is quite possibly sight and cellspread then, is there any other way you could increase it other than the 2 methods you've already tried? - Marshall - 15.04.2005 The old cellspread calculation you made didn't cause an IE for me (but when I tried a cellspread of about 200 the game slowed down so much I had to restart my machine). Don't know about your new cellspread method though. I suggest try removing both cellspread and sight changes. Test. If succesful, try reimplementing the cellspread changes. Test. If succesful, then sight alone is the problem. Note: when I make the patcher program for you, pd, I usually just make it and send it you without testing the patch itself (so as to get it to you asap). In light of the latest OS-specific issue, perhaps I should at least test the patch unmodded first... - pd - 15.04.2005 Sight and CellSpread work in the same way: WW made up a table of 12 values (0 to 11, so 11 is the limit). They made it that way because - you mentioned it - a calculation would slow down the game too much. My new method is just a valuetable of 121 (0 to 120) values instead of 11, and pointed the old addresses to my new table (no mistakes there, I checked that). So either it's both Sight and CellSpread or none of them. I got nothin to do right now so I'll point the addresses back to the old table and send you one of those crap patchers ![]() It would be nice if you tested the unmodded patch before sending me a patcher, if it doesn't cause any trouble to you. But note that for some (most?) people, the stuff works, however. The reason for that should be found soon I hope... EDIT: @Bobing: No, there aren't any possibilities to increase the limits another way. - Bobingabout - 15.04.2005 looks like you've got a windows 98se/me version, and a windows 2000/xp version... - pd - 16.04.2005 I sent a "non-CellSpread and Sight" version to Marshall and the problem was gone. Next step is - how he mentioned - add CellSpread back and look what happens. Prepare for a possible separation from unlimited CellSpread/Sight ![]() - Renegade - 16.04.2005 I had already typed this in yesterday, but decided not to post it. Now, however, it seems even more appropriate: Who needs sight this big anyway? Seriously. Cellspread, okay, very nice to have it a little bigger. But sight? I mean, what'd be the use of a unit with Sight=120? I could just build a SpySat Uplink instead. I think Sight=11 is absolutely enough for YR. No need to risk the patch for an extension. - Marshall - 16.04.2005 I concur. And contrary to what bobingabout said, I don't think different OS versions of the patch are viable - how would modders (and the 1.002 CP) maintain compatibility then? Using my super-freaky-cosmic Yuri powers I predict that higher CellSpread will work. - Bobingabout - 16.04.2005 i didn't mean that he should do 1, I'm just saying that he basicly did 1. is it such a wonder why just about everything release today has a 98SE/ME version and a 2000/XP version? graphics drivers and directX are the main things here. 3DSM 6 doesn't even suport a windows 98SE/ME version anymore, you MUST have 2000/XP to use it at all, which is crap... - Renegade - 16.04.2005 Yeah...the reason is that 2000 and XP are basing on the NT-Kernel rather than the 95 one, and there has always been a seperate driver for the NT-series... ![]() - Guest - 16.04.2005 VeteranSight=0.0 has something to do with it. What if sight has code to check the multiplier, if it is 0, then just put the normal value in before multiplier. I have a funky idea that WW was so lazy that they had an if-elseif-endif table for sight. - CannisRabidus - 16.04.2005 Multiply-by-zero is not the divide-by-zero problem. Besides, Sight=0 works. - Bobingabout - 16.04.2005 multiply by zero is 0, devide by zero is infinity. so what is 0/0? |