15.01.2006, 14:08:45
I am working on the next version of the UMP and am trying to sort out all the SP issues.
Whilst this has not been 100% confirmed, I am confident that IE #14 [modenc] is caused by setting DeploysInto/UndeploysInto on an infantry unit, and then modifying that infantry unit's entry in a subsequent override rules-set.
Thusly:
Example1:
rulesmd.ini > ENGINEER.DeploysInto=something
mpmwmd.ini > ENGINEER.TechLevel=-1
IE will occur in Mega Wealth mode.
Example2:
rulesmd.ini > ENGINEER.DeploysInto=something
mymap.yrm > ENGINEER.Strength=200
IE will occur when playing on <mymap.yrm>.
Example3:
mpbattlemd.ini > ENGINEER.DeploysInto=something
somemap.mpr > ENGINEER.Speed=2
IE will occur when playing Battle mode on <somemap.yrm>.
My first inclination is to only set the DeploysInto linking logic in multiplayer game mode files.
Unfortunately, there are probably several maps that modify the infantry in question (Dogs, Engineers, and, in Purple Alert, SEALs).
The single player maps could possibly be modified for the UMP (so that the linking issue is still fixed), as they are all being included anyway to fix other bugs.
If there is an abundance of multiplayer maps where infantry linking is impossible, then perhaps infantry-linking should be outlawed, or at least the modder will have to think carefully and make the user well aware of potential crashes on custom maps.
At the very least, mappers need to be implored not to modify those infantry that are frequently linked (Dogs/Engineers, although as I said, modders might link additional infantry units). Unfortunately that could curtail modmap moddability.
What the UMP instructs people to do should be the standard community practice.
DCoder is a good person to reflect on this, as is anyone working on single player mod/mapping, or indeed multiplayer mapping.
Whilst this has not been 100% confirmed, I am confident that IE #14 [modenc] is caused by setting DeploysInto/UndeploysInto on an infantry unit, and then modifying that infantry unit's entry in a subsequent override rules-set.
Thusly:
Example1:
rulesmd.ini > ENGINEER.DeploysInto=something
mpmwmd.ini > ENGINEER.TechLevel=-1
IE will occur in Mega Wealth mode.
Example2:
rulesmd.ini > ENGINEER.DeploysInto=something
mymap.yrm > ENGINEER.Strength=200
IE will occur when playing on <mymap.yrm>.
Example3:
mpbattlemd.ini > ENGINEER.DeploysInto=something
somemap.mpr > ENGINEER.Speed=2
IE will occur when playing Battle mode on <somemap.yrm>.
My first inclination is to only set the DeploysInto linking logic in multiplayer game mode files.
Unfortunately, there are probably several maps that modify the infantry in question (Dogs, Engineers, and, in Purple Alert, SEALs).
The single player maps could possibly be modified for the UMP (so that the linking issue is still fixed), as they are all being included anyway to fix other bugs.
If there is an abundance of multiplayer maps where infantry linking is impossible, then perhaps infantry-linking should be outlawed, or at least the modder will have to think carefully and make the user well aware of potential crashes on custom maps.
At the very least, mappers need to be implored not to modify those infantry that are frequently linked (Dogs/Engineers, although as I said, modders might link additional infantry units). Unfortunately that could curtail modmap moddability.
What the UMP instructs people to do should be the standard community practice.
DCoder is a good person to reflect on this, as is anyone working on single player mod/mapping, or indeed multiplayer mapping.
Ever wondered what the hell is going on?
Believe me friend you're not the only one.
--Lysdexia
Check out Launch Base for RA2/YR - http://marshall.strategy-x.com
Also home to the Purple Alert mod, 1.002 UMP, and the YR Playlist Manager.
Believe me friend you're not the only one.
--Lysdexia
Check out Launch Base for RA2/YR - http://marshall.strategy-x.com
Also home to the Purple Alert mod, 1.002 UMP, and the YR Playlist Manager.