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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 - 24.02.2006 the tunnel tube stuff only works with the terrain expansion. if you don't have this, then it won't work anyway. - DJBREIT - 25.02.2006 And you point? - Renegade - 25.02.2006 Bob, DJBREIT == TX Master Coder [Linkz0rz] Question is, why DJBREIT != registered? - DJBREIT - 25.02.2006 Also the old tunnel tube tutorial tells people to remove ?-1" so it is easier to see and fix the tube string problem. (One of the many problems that FA2 has) And since there is MooMan?s mod, and some TS conversion?s this would affect them as well. - Bobingabout - 26.02.2006 well, if you are certain that its a problem only when the patch is installed, then this is the place to report it, if you are requesting the patch to fix the problem, this is also the place to ask, but, not very likely it will be considered for the next release. my sugestion, confirm that its a problem with the patch, then, if possible, post the except file, that'll tell PD where the problem is. - DJBREIT - 27.02.2006 Since the next patch is near completion save the tunnel tube problem for 1.09 and We do have a fix for it or at least know about the problem. Here are the error codes for the missing ?-1" tube strings. Error code: EXCEPTION_ACCESS_VIOLATION Description: The thread tried to read from or write to a virtual address for which it does not have the appropriate access. Access address:00000000 was read from. Exception occurred at 007C9B92 Version zzz Internal Version 1.001 Release Build: 25 by gsmallwoo - 10/30/2001 - 17:31:36 CPU Pentium 4, MMX Yes, Vendor: GenuineIntel Details: Eip:007C9B92 Esp:0013CBA4 Ebp:081AC434 Eax:00000000 Ebx:00000018 Ecx:00000001 Edx:0013CC2C Esi:081AC410 Edi:00000000 EFlags:00010246 CS:001b SS:0023 DS:0023 ES:0023 FS:003b GS:0000 Bytes at CS:EIP (007C9B92) : 0F B6 07 8B 0D 90 C5 87 00 8A 04 41 83 E0 08 85 C0 74 03 47 EB D2 0F B6 37 47 83 FE 2D 8B EE 74 :!: Also I have found another problem with the train bridges. Trains don?t like them but I am hoping when Pd fix the C4 problem the train path problem is also fix. - pd - 27.02.2006 "DJBREIT"' Wrote:Since the next patch is near completionHUH? :blink: who said that? I've just begun with one thing and currently I'm stuck because I'm having some important work to do for Maths, I won't work on it till Wed. 108 is FAR from completetion... you don't need to post the first lines of the except because they don't help me anyway, in most cases I need the stack dump to trace back where the wrong stuff comes from. I will look into it but I won't promise anything. the really bad thing about these train bridges is that neither I know what jonwil did exactly nor does jonwil know what he exactly did... he just clones the other bridge stuff and bump... - DJBREIT - 10.03.2006 I may have posted two Train bridge bug reports by mistake. Also the Tunnel tube problem seem to be from WestWood and not the rock patch. YR dose not like the old tube setup with out ?-1" at the end of the strings. - Bobingabout - 13.03.2006 i knew there was something wrong with what you first said, but i couldn't put my finger on it RE: Patching extra functionality into <gamemd.exe> - pd - 26.04.2006 "Whiteboy bug" is about to be solved. I Wrote:heh.... heh,heh!!! RE: Patching extra functionality into <gamemd.exe> - DCoder - 27.04.2006 Brilliant! RE: Patching extra functionality into <gamemd.exe> - Bobingabout - 27.04.2006 *jumps out of his seat and starts dancing* RE: Patching extra functionality into <gamemd.exe> - pd - 29.04.2006 more info: I'll probably work on it either today or tomorrow or the day after. I can increase the 76 to 127, which is a bit more than 1.5 as many cameos as before. Theoretically, I could increase it even further, up to 2,147,483,647... but that would firstly cost too much RAM (415 GB ) and secondly be a hell job to convert all those byte operations to DWORD operations. I can't go higher than 127 (0x7F) because the bytes are signed. The feature will require 25 kilobytes of RAM and will be the largest addition to the patch till now. 127 is enough, isn't it? RE: Patching extra functionality into <gamemd.exe> - DCoder - 29.04.2006 Signed bytes as indecies? So what are the negative numbers used for? And yeah, 127 is enough ... until the 100 unit bug is broken, at least RE: Patching extra functionality into <gamemd.exe> - pd - 29.04.2006 the indices aren't the problem. it's the sidebar control loops (used i.e. on initialization or if a cameo is added) that limit it all to 0x4B. for the limiting, the compiler used signed comparations (jg instead of ja). I might also try to make them all unsigned. Then we'd have 255. |