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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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- jonwil - 05.05.2005 Sorry for the double post For the slave miner, I dont think anything is hardcoded, its all to do with Slaved= and Enslaves= for the IFV, I can see references to the FV string in the exe file (2 of em) so I can probobly look there to un-hard code that. I also see references to the following: Animations: sgrysmk1 fire3 psiwarn smokey dropland caryland xgrymed1 xgrymed2 xgrysml1 sqdg v3takoff v3trail ring1 pulsball metlarge metsmall Others (units etc): cow deso harv cabhut tibtre* (* means some number after it insterted in the code) tree* (* means some number after it insterted in the code) galite trucka truckb Big list of stuff: (for RMG?) aban01 aban02 aban03 aban04 aban05 aban06 aban07 aban08 aban09 aban10 aban11 aban12 aban13 aban14 aban15 ca0001 ca0002 ca0003 ca0004 ca0005 ca0006 ca0007 ca0008 ca0009 ca0010 ca0011 ca0012 ca0013 ca0014 ca0015 ca0016 ca0017 ca0018 ca0019 ca0020 ca0021 another list: civ1 civ2 civ3 pick wini car another list: city01 city02 city03 city04 city05 city06 city07 city08 city09 city10 city11 city12 city13 city14 city15 city16 city17 city18 yet another list: civ1 civ2 civ3 pick wini bus car Which of these need un-hardcoding? Definatly the reference to the IFV. Dont know what else though. My last contribution for this patch is probobly going to be un-hardcoding whichever of theese need un-hardcoding. (I suspect a fair few of these are unused or are left over from TS) PD, if you know anything about unit health (e.g. where it is, where units get damaged etc) do let me know. - CannisRabidus - 05.05.2005 jonwil;date=May 5 2005, 10:03 AM Wrote:Big list of stuff: (for RMG?)These 2 are indeed TS leftovers, and were for RMG as you suspected. In TS you could set random maps to have cities, and these are the buildings that could appear on them. - jonwil - 06.05.2005 Does the RMG in TS or RA2 generate bridges? Specifically, bridges with bridge repair huts? Currently, there is code in the game that is specifically hardcoded to compare the units name with "DESO" and "FV" (for the desloator and IFV). As what will likely be the last thing I add before the new patch, I plan to add an IsDesolator= tag and an IsIFV= tag to units that, if set, indicates that whatever logic gets applied to the hard-coded unit names will also get applied to the unit with the flags set. Also, the IFVTransformSound and VoiceIFVRepair keys, would there be any benifit to making them optionally per-unit (i.e. if set on a unit, they get used from there otherwise the global one gets used). Looking at rulesmd.ini and the game code, I get the impression the amswer is no but I want to be sure - Bobingabout - 06.05.2005 hello multiple IFVs! now you just need to figure out how to give them more weapons, with turret changing codes... oh, and PD made the dominator into a blast type superweapon, so no need for you to make 1. however, theres still plenty of things that can't been done yet, so keep looking into your superweapons to make 1 that uses the weapon tag like you were interested in. - jonwil - 06.05.2005 Implemented the IsIFV= tag and IsDesolator= tag. So, this means that the following contributions from me will be in the next patch: IsIFV=, IsDesolator=, new taunt code, train bridge code and the code to make powered units not go into tank bunkers. - Marshall - 06.05.2005 Did we actually ascertain that there was a problem with powered units in Tank Bunkers then? What are the details of the IsDesolator= tag? What does it do? - Bobingabout - 06.05.2005 theres some topic on the deezire forums debating what it actually does. ImmuneToRadiation aparantly, its to allow him to fire when deployed. IFVs will be awsome, and i think the PoweredUnit= tag is for future work to get hover units entering. wouldn't want powered units to de-activate while in a tank bunker now would you? - jonwil - 06.05.2005 The problem is that if you put a powered unit into a tank bunker and the power for the units goes out, the powered unit will become stuck (which means that as long as the power is down, that tank bunker is useless) There is code in the game hardcoded to look for the DESO name. Anything with IsDesolator=Yes will now trip that same code (i.e. as though it was called DESO) - Bobingabout - 06.05.2005 ah, also, does the game default to those tags being on on those units? because theres no point in adding the tag if its going the "Break" the game unless you edit it to include tags. (IsDesolator= on DESO and IsIFV= on FV) PD still needs to fix his rad beams hack, chrono beams are still house colour, he fixed rad beams, but they used to be house colour too. - jonwil - 06.05.2005 The game will still recognize [FV] and [DESO] like it always has. - Bobingabout - 06.05.2005 good, status page updated again. maybe you should take a look, make sure what i did is accurate. - DCoder - 06.05.2005 And what will happen if I set [DESO]IsDesolator=no? Will he still trip that code? - Bobingabout - 06.05.2005 hmmm, good question... i assume not, but it depends if jonwil wrote to turn it off, its likely it will still trip it... - Blade - 06.05.2005 fire3 - I believe this is called by sparky=yes and is the reason using this causes an internal error (the animation is not actually present in the game rules). psiwarn - Hard coded to play at the location a Nuke superweapon (and only the nuke) is targeted. Has logic attached that makes an animation only play when in the radius of a psychic sensor by default. Would be nice to be able to set the animation AND have it play at the target of any delayed superweapon (WS, NUKE and PD?) smokey dropland - Animation to play when an aircraft Dropship=yes lands? caryland - Animation to play when an aircraft Carryall=yes lands? metlarge - These two are called by the Meteor storm triggers which cause IE's if these anims are not present. metsmall Others (units etc): cow - Hard coded to wander around at random, would be nice to un hardcode cabhut - RMG requirement perhaps? galite - RMG again perhaps from TS where was used if night time map. trucka - A script in a map makes this turn into truckb truckb - and another script makes this turn back into trucka Which of these need un-hardcoding? Definatly the reference to the IFV. Dont know what else though. I'd also unhardcode the IFVRepairVoice and set it per unit, since its used when an IFV has a repair weapon and would differ between sides. - jonwil - 07.05.2005 It wont strip it. i.e., [FV] will always be an IFV and [DESO] will always be a desolator. The status page doesnt mention the tank bunker change. Will look for more things to un-hard-code for ther next patch. |