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Renegade Projects Network Forums
Patching extra functionality into <gamemd.exe> - Printable Version

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



- Marshall - 27.01.2005

Nice work!

Although, if the unlimited countries thing would require renamed/replaced assets for the existing countries then I'd say don't bother - just add a few extra countries. I think 2 would be enough and I can't imagine anyone needing more than about 6.

As for InfDeaths, are the original ones going to remain as they were - like
[General]
InfantryNuked=NUKEDIE
?

I think it would be a good idea to keep those as they were, and any new ones go in a new section if possible.
[NewInfDeaths]
1/11=...
2/12=...
3/13=...
...


I imagine that new InfDeaths are fairly easy for you to achieve but I would have thought that fully working MakeInfantry capable ones would be quite difficult...


- Banshee - 27.01.2005

Actually, this unlimited country thing sounds very interesting... maybe you could do it as some kind of external patch or something...


- pd - 27.01.2005

I could the unlimited country thing the same way like the new InfDeaths: just keep the existing assets for the original countries and only use the new file names for the new countries... never mind, this will all come later.

@ Marshall:
There's not only MakeInfantry, MakeParticle is there, too.
If I'm right, the virus explosion spawns virus gas.

But that stuff isn't a real problem, although it seems to be very hard.
I had a look at the code, and it seems to be quite easy though.
I hope so.

I'll start working on it in about 30 minutes, then I'm at home again.

BTW, I ordered TS now, it should come Saturday or Sunday Smile


- Stardark - 27.01.2005

Yo, PD, can you send the load screens that was on your old news site?
And, can you also tell where that country special unit come from, on the old news site is saw an load screen with a crazy V3 Launcher.
Maybe you don't know, but that give not, but if you can, send the loadscreens of the old news site plz.
I also make a flag for The Netherlands, but i make also an load screen, but it is too big for OS SHP Builder 3.22


RE: Patching extra functionality into &lt;gamemd.exe&gt; - Blade - 27.01.2005

PaD Wrote:Damnit!

@ Renegade:
The problem is I'm posting from 3 different computers in total so I don't activate "Remember Me" and forget to log in Big Grin

@ Drizzt:
That's string splitting with the "," stuff.
It's damn easy in C, Basic and so on, but in assembly it's a hell work...

Why not write a small program in C that does it, and then compile it as far as assembly code and look at it at that level?


- DCoder - 28.01.2005

Quote:That's string splitting with the "," stuff.
It's damn easy in C, Basic and so on, but in assembly it's a hell work...
I was (after looking at WinDasm's output of gamemd.exe) under the impression that lists which must have a fixed amount of strings (like [AI]BuildConst= ) were far more painful than those which can have any amount of strings( [AI]NeutralTechBuildings= ). But then again, I don't know enough about assembly to argue with you.


- pd - 28.01.2005

Weeeellll....
First, see my homepage, then let me know what you're thinking about it Big Grin

Please also tell me what you think of the other stuff I got available for download... I'd like to know Smile

I found something interesting out, I suppose you know that already but for me it's new:
MakeInfantry works for every InfDeath, but the created infantry is neutral.

I'll work on it tomorrow, I worked whole today's morning, so for today I'm ready...

@DCoder:
I didn't work with string splitting in asm yet, but I also think it won't be necessary for the stuff I'm doing.

@Blade:
Yep but why not just copy&paste existing codes and change them? Big Grin

@Marshall:
I'm just sending you an email Wink


- Stardark - 28.01.2005

You have now a nice site, i also downloaded all the maps, i like italy, nice designed.
Playing italy with 8 players and all are then italy, that's funny Smile
The music themes did i not download, i like my own themes Rolling eyes
And the player mods are the best Tongue
I hope that your new mod, YR: Rock the Battlefield, be an very cool mod.
Some wishes for the mod (from me, duh):
-No veinholes plz, i don't like them
-2 or more new countries
that are my wishes Big Grin
Uh, if you want to do The Netherlands on your mod, i will help you, i have make an flag, if you need it........., not especially for the mod, if have made it for fun Tongue
And the load screen are too big for OS SHP Builder 3.22, uh, i think i have already say it......hmmmmmmmm.........i really can't good English


- Daedalus - 28.01.2005

Stardark, enabeling veinholes does not mean you will actually have them, it will mean you CAn have them if you want to. As for the Netherlands: "Nederland, oh Nederland jij bent de kampioen"

@PD Nice update Smile


- Renegade - 28.01.2005

The track is not bad, but lacking bass in my opinion...listen to it in WinAmp with the "Full Bass" preset for a change...

Plus, I'm a long-term MusicMaker-user...had some d?j? vus there...Big Grin
Oh, and try taking out the acid and the strings at one point, to let the drums and the keyboards or pads from the beginning play alone. Also, I, personally, like RevCrashes to introduce changes...but that's another topic...

Anyway, yes, we knew the neutral-infantry-thing, that's why we asked for ones that works with MakeInfantry Big Grin (i.e. where the InfantryTypes are not neutral). But that doesn't matter, you can add new InfDeaths - you're god.


- Guest - 29.01.2005

@Renegade:
Music makers rule Big Grin I made 160 tracks with one (Music 2000), in some cases I used premade riffs like in Strategy.

I now work with more professional stuff though, I could make a remix of it, it's about one year old now. RevCrashes yeah, but as they're heard in so damn many tracks, I'm leaving them out (I used them in 4 of my 160)... but never mind, this is not a music discussion forum and I just wanned to know your opinions Wink

Yep I can add InfDeaths but I'm not satisfied with that till I can make the MakeInfantry work...

@Daedalus:
Dank!
Ik kan ook wat Nederland spreken,
but not much actually Big Grin (learned a bit in school)

@Stardark:
Ook dank!
I dunno what countries I'm going to put in, some new I think.

And by the way my mod isn't old...
I'm working on it for 2 years now and it's a private mod.
I'm going to reset it when my hacks are ready, take the best out and - of course - put in MANY new stuff which hasn't been in any mod yet Big Grin


- pd - 29.01.2005

Damnit either I should remember to log in first or to stay at ONE pc Shift eyes

No matter, just wanted to EDIT:

@Marshall:
Thanks for the patch.
It's going to be available tomorrow Smile

@Stardark again:
I will upload Marshall's patch tool (if he isn't against it, I don't believe so) tomorrow. It will include the resources I used/made.
The V3-like unit was only planned to prove that the new countries can have own special weapons, but I took it out because it looked horrible (the loadscreen).


- Spider-man_2099 - 29.01.2005

This is a really great thing you guys are doing, especially PaD. Very nice work.


- Stardark - 29.01.2005

@Daedalus:
Yeah, may you have point Big Grin

@PaD:
Oh, i don't have looked good to the V3 unit B)

@Renegade:
The forum have now more members, i think cause PaD :huh:

@Uhh, some of you Big Grin :
If you wanna learn Dutch, go to www.worldlingo.com and then to online translator, it is not an really good translator, but sometimes he give you the good word Tongue


- Spider-man_2099 - 29.01.2005

I have a couple of ideas, they might come useful for some mods, they are much more graphical oriented than any others mentioned till now, but that's onyl because that's what I'm familiar with Tongue.

That being said, if you need any graphical help (buildings are my speciality), I would gladly assist.

Now on to my ideas,

Building death/destruction anims:
This actualy works in RA2/YR, only remaps don't work on the "death" anim, I don't think this would actually be hard to do, probably much easier than others, but still, I would set it as an extremly low priority nice feature.
-----------------------------------------------------------------
The "TerrainPalette=yes/no" tag,

This is probably even better than the former, and easier.
This tag is already fully functional in RA2, except for a few glitches.
First of all, if you don't already know what this tag does, it makes buildings use the "iso***.pal" where"***" is "tem" or "sno" etc, depending on the map.
The advantage by this tag is HUGE, I'm surprised nobody mentioned this before, what it does, is that it lets your buildings be affected by the light on the map. this makes the game look at the very least 10X better, on any map not with the default lighting.

The disadvantage of this tag is that you'll have to use one pal for your terrain and buildings. Although that can be overcomed.
However, there are somethings that make this tag obsolete,

1. You can't have remaps with the iso***.pal
This is the least troublsome, remaps aren't really necessary for buildings.

2. The tag doesn't work with active animations.
Although it does work with buildups, meaning it has no problem with "animated shps" the tag does not work with active animations.

3. The tag doesn't work with shp turrets
This may not seem as a problem, but if you have a "body" that is affected by lighting you'll want the turret do so to, or it will look rather odd. and voxels don't work with this.


So in short, my idea would be to make this tag affect shp turrets and active animations, remaps as I said, aren't a much needed fix I would imagine (since it's probably going to be the hardest to fix too).

Either that, or you could simply make the unit***.pal be affected by map light, whichever is easier to you.

I know this doesn't sound like a much needed thing, but I've put a pic to demonstrate.
This pic is from tiberian sun, and this particular test was NOT made by me

[Image: red.jpg]