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    Thread: Patching extra functionality into <gamemd.exe>
Post: I swear I tested repairing and it worked just fine...

I swear I tested repairing and it worked just fine. No idea about C4 though. I dont have either the time or the setup (i.e. the IDA pro database) to do any more RP/ra2/yr work at this point, sorry :(
jonwil Ares General Discussion 1 748 3 003 780 06.02.2006, 15:39:02
    Thread: Patching extra functionality into <gamemd.exe>
Post: Is there any reason to think that this new pack wo...

Is there any reason to think that this new pack wont just ship YR 1.001?
jonwil Ares General Discussion 1 748 3 003 780 05.11.2005, 12:29:37
    Thread: Patching extra functionality into <gamemd.exe>
Post: What is happening with the patch? Is it even being...

What is happening with the patch? Is it even being worked on?
jonwil Ares General Discussion 1 748 3 003 780 07.08.2005, 14:46:01
    Thread: Patching extra functionality into <gamemd.exe>
Post: Just to give you an update, I am currently waiting...

Just to give you an update, I am currently waiting for PD to do some work to move some of the data areas he is using (will fix some bugs and stuff). Once that is done, we can fix the infantry mutate b...
jonwil Ares General Discussion 1 748 3 003 780 04.06.2005, 15:27:51
    Thread: Patching extra functionality into <gamemd.exe>
Post: Moving all the stuff from the WW datasegment to ou...

Moving all the stuff from the WW datasegment to our own definatly makes sense. Lets do that (not that I can do it on my own :)
jonwil Ares General Discussion 1 748 3 003 780 27.05.2005, 14:33:45
    Thread: Patching extra functionality into <gamemd.exe>
Post: if you have except.txt files from crashes, I want ...

if you have except.txt files from crashes, I want em :)
jonwil Ares General Discussion 1 748 3 003 780 25.05.2005, 15:03:58
    Thread: Patching extra functionality into <gamemd.exe>
Post: ok, so what things are broken in patch 1.05? The t...

ok, so what things are broken in patch 1.05? The tank bunkers are broken with units that should be able to go into them not able to and vice versa (that can be fixed easily) Also, the infantry mutate ...
jonwil Ares General Discussion 1 748 3 003 780 25.05.2005, 01:21:52
    Thread: Patching extra functionality into <gamemd.exe>
Post: I know nothing about the genetic mutator bug and I...

I know nothing about the genetic mutator bug and I have no idea how to fix it. Or the sicdec03 stuff.
jonwil Ares General Discussion 1 748 3 003 780 22.05.2005, 01:42:48
    Thread: Patching extra functionality into <gamemd.exe>
Post: Implementing per-building BuildUp= shouldnt be tha...

Implementing per-building BuildUp= shouldnt be that hard I dont think...
jonwil Ares General Discussion 1 748 3 003 780 18.05.2005, 00:56:02
    Thread: Patching extra functionality into <gamemd.exe>
Post: It wouldnt refer to the name, only to the number. ...

It wouldnt refer to the name, only to the number. What I might do though is to breakpoint on the piece of memory holding the type number for the new nuke superweapon and repeat my AI test and see what...
jonwil Ares General Discussion 1 748 3 003 780 17.05.2005, 15:12:07
    Thread: Patching extra functionality into <gamemd.exe>
Post: hmmm, I have no idea how the targeting stuff for t...

hmmm, I have no idea how the targeting stuff for the AI works. But I did just run a test, I put my new nuke on the Soviet power plant and make the AI soviet and they didnt fire it at me. They would fi...
jonwil Ares General Discussion 1 748 3 003 780 17.05.2005, 12:55:27
    Thread: Patching extra functionality into <gamemd.exe>
Post: I took a brief look at the SuperWeapons= tag and I...

I took a brief look at the SuperWeapons= tag and I cant see anything near there that would indicate how that works. I have no clue how to get the AI to build and/or use a clone SW.
jonwil Ares General Discussion 1 748 3 003 780 17.05.2005, 04:54:25
    Thread: Patching extra functionality into <gamemd.exe>
Post: mabie there is some kind of logic that tells the A...

mabie there is some kind of logic that tells the AI when to use what superweapons that has to be expanded somewhere. Oh and btw, unless PD shows up, there wont be any more progress on this patch :(
jonwil Ares General Discussion 1 748 3 003 780 16.05.2005, 14:46:08
    Thread: Patching extra functionality into <gamemd.exe>
Post: I dont really know where to start with the silo st...

I dont really know where to start with the silo stuff. Plus, there are reasons generally why I cant continue with anything untill I can talk to PD. PD, where are you damnit :(
jonwil Ares General Discussion 1 748 3 003 780 16.05.2005, 14:32:13
    Thread: Patching extra functionality into <gamemd.exe>
Post: Like I said before, I am stuck on prerequisites un...

Like I said before, I am stuck on prerequisites untill I can find out how to use INIGetPrerequisiteBuilding.
jonwil Ares General Discussion 1 748 3 003 780 16.05.2005, 12:30:52
    Thread: Patching extra functionality into <gamemd.exe>
Post: I am pretty much stuck untill I can talk to PD abo...

I am pretty much stuck untill I can talk to PD about various things :(
jonwil Ares General Discussion 1 748 3 003 780 16.05.2005, 11:40:39
    Thread: Patching extra functionality into <gamemd.exe>
Post: PD, if you get this, I need to talk to you ASAP.

PD, if you get this, I need to talk to you ASAP.
jonwil Ares General Discussion 1 748 3 003 780 15.05.2005, 15:42:14
    Thread: Patching extra functionality into <gamemd.exe>
Post: ok, I have added a ScreenFlash=yes/no tag. The def...

ok, I have added a ScreenFlash=yes/no tag. The default is yes. If its set to no, the function which does the screen flash (and mabie other things to, I dont know) is not called. Next up is probobly c...
jonwil Ares General Discussion 1 748 3 003 780 15.05.2005, 13:36:54
    Thread: Patching extra functionality into <gamemd.exe>
Post: We need PD to come back before anything can happen...

We need PD to come back before anything can happen as far as fixing bugs goes (he is the only one that can fix the Genetic Mutator problem for example) ok, I fixed that issue with my Nuke code and no...
jonwil Ares General Discussion 1 748 3 003 780 15.05.2005, 02:56:16
    Thread: Patching extra functionality into <gamemd.exe>
Post: ok, custom Nuke works!!!!! You...

ok, custom Nuke works!!!!! You can change (in addition to what is already changeable) What animation is played instead of NukeTakeOff= What warhead is used instead of NukeWarhead= ...
jonwil Ares General Discussion 1 748 3 003 780 14.05.2005, 19:34:54
    Thread: Patching extra functionality into <gamemd.exe>
Post: I have managed to get the nuke to read from tempor...

I have managed to get the nuke to read from temporary variables instead of the usual hard-coded or global locations. Next step is to read the new keys from the ini file and change the setting of the t...
jonwil Ares General Discussion 1 748 3 003 780 13.05.2005, 16:21:30
    Thread: Patching extra functionality into <gamemd.exe>
Post: ok, what about Nuke?

ok, what about Nuke?
jonwil Ares General Discussion 1 748 3 003 780 13.05.2005, 15:29:50
    Thread: Patching extra functionality into <gamemd.exe>
Post: ok, firstly, to PD, with respect to mouse actions,...

ok, firstly, to PD, with respect to mouse actions, if I use the "Airstrike" action for my new nuke, I get different cursors for "over shroud" and "over visible terrain" So, somehow there is a flag in ...
jonwil Ares General Discussion 1 748 3 003 780 13.05.2005, 15:14:56
    Thread: Patching extra functionality into <gamemd.exe>
Post: well right now I am implementing it only for the n...

well right now I am implementing it only for the nuke (since the code is there). Later we can implement it for other things too.
jonwil Ares General Discussion 1 748 3 003 780 13.05.2005, 13:39:36
    Thread: Patching extra functionality into <gamemd.exe>
Post: Yeah, I understand prerequisites. Hopefully PD wil...

Yeah, I understand prerequisites. Hopefully PD will show up tonight so I can talk to him about stuff :)
jonwil Ares General Discussion 1 748 3 003 780 13.05.2005, 10:20:16
    Thread: Patching extra functionality into <gamemd.exe>
Post: I have sucessfully gotten a clone nuke to work. Al...

I have sucessfully gotten a clone nuke to work. All you have to do to make it work identically to the real nuke is: 1.Create a new SuperWeaponType 2.Assign that to the SuperWeapon= tag on a building 3...
jonwil Ares General Discussion 1 748 3 003 780 13.05.2005, 07:06:22
    Thread: Patching extra functionality into <gamemd.exe>
Post: Yeah, I know about NukeSilo=Yes. I dont see any re...

Yeah, I know about NukeSilo=Yes. I dont see any reason why having NukeSilo=Yes on more than one building with different nukes would cause a problem... They should play the special anim when its ready...
jonwil Ares General Discussion 1 748 3 003 780 13.05.2005, 01:40:33
    Thread: Patching extra functionality into <gamemd.exe>
Post: Firstly, PD, I need to know anything you can tell ...

Firstly, PD, I need to know anything you can tell me about the function at 0044C980 And about +520, +16BA +BC at the start of the function. And also the 5F8 at 0044CABA I have a funny feeling that so...
jonwil Ares General Discussion 1 748 3 003 780 12.05.2005, 09:57:52
    Thread: Patching extra functionality into <gamemd.exe>
Post: PD, I can confirm that it should be a JZ at 00B931...

PD, I can confirm that it should be a JZ at 00B931C6. As for the genetic mutator bug, I will see if I can locate that. RE: Genetic Mutator bug. Firstly, last entry in debug.txt before the IE is [pd] ...
jonwil Ares General Discussion 1 748 3 003 780 12.05.2005, 02:40:31
    Thread: Patching extra functionality into <gamemd.exe>
Post: It looks like the genetic mutator is broken too, i...

It looks like the genetic mutator is broken too, if you try to use it, it causes an internal error. We are going to get a 1.05a fixing the tank bunker bug, the genetic mutator IE and anything other bu...
jonwil Ares General Discussion 1 748 3 003 780 11.05.2005, 16:44:45