The following warnings occurred:
Warning [2] Undefined property: MyLanguage::$archive_pages - Line: 2 - File: printthread.php(287) : eval()'d code PHP 8.2.24 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/printthread.php(287) : eval()'d code 2 errorHandler->error_callback
/printthread.php 287 eval
/printthread.php 117 printthread_multipage



Renegade Projects Network Forums
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)



RE: Patching extra functionality into <gamemd.exe> - pd - 06.08.2006

yeah, thus being mixed by inner and outer spread
don't you think it's possible to clone the central line a couple of times to make it be wider?
probably would require some calculations for the line ends...
can you tell me where the line drawing code actually lies?


RE: Patching extra functionality into <gamemd.exe> - VK - 07.08.2006

In 005509F0hSmile
00550A0Dh - 00550B24h Init this variables.
Function at 00550F44h is DSurface:Big GrinrawLine.
I "play" with it ...in debuggerLOLLOLLOL


RE: Patching extra functionality into <gamemd.exe> - ZombyDragon - 07.08.2006

Maybe be useless, but the tesla one is cool Tongue And I personly would like the double beam one Smile


RE: Patching extra functionality into <gamemd.exe> - VK - 11.08.2006

What you think about 16-Bit color SHP files?
I have some info how done thisWink


RE: Patching extra functionality into <gamemd.exe> - ZombyDragon - 11.08.2006

That sounds... awsome!


RE: Patching extra functionality into <gamemd.exe> - Tratos - 11.08.2006

CnCVK Wrote:What you think about 16-Bit color SHP files?
I have some info how done thisWink

Its certainly interesting, but if you change that what will happen to the current 8-bit ones, im assuming of course they will still work but won't whole new palletes need to be made with more colours which will then mess up all the SHP's that use 8-bit palletes?


RE: Patching extra functionality into <gamemd.exe> - pd - 11.08.2006

if you were able to make them 16-bit, isn't it possible to make them 24-bit directly?
RGB SHPs would certainly solve every artist's problems Tongue

sounds good anyways (65535 colors... hell...) Smile


RE: Patching extra functionality into <gamemd.exe> - VK - 11.08.2006

@PD Think before post, pls!
YR use 16-bit color modeSmile
24 -> 16 rather slow conversion.
Use FPU to divide 24 color to 16 bit?
Quote:Its certainly interesting, but if you change that what will happen to the current 8-bit ones, im assuming of course they will still work but won't whole new palletes need to be made with more colours which will then mess up all the SHP's that use 8-bit palletes?
All old SHP files will work good.
New SHP format (for example):
Special flags field:
10000000b
\ ...........
.\...........
..\_If this bit is set this SHP - 16 bit
00000011b
\.........\.\.
.\.........\_\_Check this bits
..\_Bit not set - it's old shp file
BTW, 16 bit shps can be faster than 8bit with paletteWink


RE: Patching extra functionality into <gamemd.exe> - Tratos - 11.08.2006

CnCVK Wrote:@PD Think before post, pls!
YR use 16-bit color modeSmile
24 -> 16 rather slow conversion.
Use FPU to divide 24 color to 16 bit?
Quote:Its certainly interesting, but if you change that what will happen to the current 8-bit ones, im assuming of course they will still work but won't whole new palletes need to be made with more colours which will then mess up all the SHP's that use 8-bit palletes?
All old SHP files will work good.
New SHP format (for example):
Special flags field:
10000000b
\ ...........
.\...........
..\_If this bit is set this SHP - 16 bit
00000011b
\.........\.\.
.\.........\_\_Check this bits
..\_Bit not set - it's old shp file
BTW, 16 bit shps can be faster than 8bit with paletteWink

Bon't wont the 16-bit SHP's need 16-bit palettes to display correctly?


RE: Patching extra functionality into <gamemd.exe> - VK - 11.08.2006

No.
It's not need any palette at all Smile
00000 000000 00000b
R.....G......B
5 bits red color
5 bits blue color
6 bits green color


RE: Patching extra functionality into <gamemd.exe> - Tratos - 11.08.2006

Ok, then i fully approve of the idea, you may now continue with my full permission.


RE: Patching extra functionality into <gamemd.exe> - ZombyDragon - 11.08.2006

What about the convertion side of it? I beleve SHPs are saved with palette info rather then colors...


RE: Patching extra functionality into <gamemd.exe> - Bobingabout - 11.08.2006

problem i see is, there is nothing to encode 16-bit SHPs
could use PCX files for single frame, but what about animations?


RE: Patching extra functionality into <gamemd.exe> - VK - 11.08.2006

Quote:problem i see is, there is nothing to encode 16-bit SHPs
could use PCX files for single frame, but what about animations?
OS SHP Builder can be ported to itSmile
Also I add support to my SHP Shell Extension
I think Banshee will be not against itWink
I want to do data which is not packed (without any RLE).
The size will be twice more (comparing with non-compressed image).
Also it can working faster, because it not need any palette conversionSmile


RE: Patching extra functionality into <gamemd.exe> - ZombyDragon - 12.08.2006

One more problem, how will remap be figured out? You could do anything thats a true red, but maybe make a entry saying what the remap color is?