10.05.2005, 10:52:44
interperations... but yer, i hope you right.
Patching extra functionality into <gamemd.exe>
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10.05.2005, 10:52:44
interperations... but yer, i hope you right.
10.05.2005, 15:13:33
DCoder?
I have to thank you very much as that showed me how to set up defaults for the string loading routine I always thought the third argument for the string loading routine was something constant, never thought that it could be the default... Anyway, yes, you're right, 100% for everything is default then.
With regard to the nuke and sounds, are the only "hardcoded" sounds the 3 EVA sounds (for Detected, Ready and Activated) plus the nuke siren sound?
Are there any others that are either hardcoded into the exe or that are global? Would calling the tag to replace the siren sound ActivateSound= be accurate (i.e. can it truely be called an "activated" sound like PsychicRevealActivateSound=?) PD, am I to assume that anything superweapon related except the weather storm is fair game? (i.e. genetic mutator, psychic reveal, nuke etc)? Also, PD, I want details of the new superweapon related things (e.g. what memory addresses do I use to pull the EVA sounds from so I can play them). Plus (assuming you arent going to do it yourself), I want to know anything you have found about the Spyplane. (natrually any other address of note you locate would also be nice like that !@#$%@#$!@#$@#! prerequisite checking code) Also, one other thing, if anyone knows of anything related to the Iron Curtain, Chronosphere or Force Shield that is hardcoded into the exe (e.g. animations, time the effect lasts for or whatever else), let me know so I can turn it into a rulesmd.ini tag (cloning those SWs as was done for the Psychic Dominator doesnt make sense IMO) Also, bobbing, you said you had some suggestions for things I could do next. Well, let me know what those are
10.05.2005, 19:08:23
PD, you're welcome
http://msdn.microsoft.com/library/default....ofilestring.asp confirms the third param is supposed to be the default. You didn't think they'd make their own functions to read INI data when there already are INI reading WinAPIs, did you? (OK, seriously, it's the same in Delphi, third param is the default. That's where I got the idea. )
10.05.2005, 19:17:41
It's the API?
Weird. Aren't APIs always stored in the Windows dlls? Anyway, no, I didn't think they wrote their own jonwil, I'll give you addresses as soon as I can contact you again. Gotta talk with you anyway. ZombyDragon told me that TankBunkers don't work anymore (you confused jz with jnz so only PoweredUnits can enter it now) and infantry seems to be able to walk through trees :blink: Another bug is a crash while loading. Whoever is familiar with that crash, please attach an except.txt here.
10.05.2005, 19:30:52
erm, i forgot, you'll have to talk to me.
it could be 4th side related...
10.05.2005, 23:17:13
Please, let infantry walk through trees! It can be so useful!
10.05.2005, 23:21:24
...and so annoying.
Anyway, maybe when we find the actual probelm, we could make that optional
infantry walking through trees = C00L B)
maybe make them able to hide on them seriously this one can be useful (for a monkey or something )
GAMEMD.EXE - the hidden part must be hacked
11.05.2005, 00:47:38
If infantry can walk through trees, then they can also stop on the same cell as a tree. Sounds like a draw order graphics problem in the making.
But if that could be sorted out... according to DeeZire, cells still use 5 places for infantry like TS did despite the fact that only 3 infantry can occupy a cell. Perhaps if a tree could be like two infantry sitting there already, that would only let one infantry enter and leave a cell with a tree at a time...
C-GEN: The site with the 'log the f*ck in' forum. And now we make you validate your f*cking e-mail address too.
CannisRules: It's a YR mod.
11.05.2005, 05:20:14
Assuming the "infantry can walk through trees" problem was introduced in the latest patch, finding out what caused it should be doable.
There arent that many things it could be: IsCow= ISDesolator= or "Improvements of code and several minor bugs fixed" Those 3 are the only 3 that are in the latest patch that I can see as touching infantry stuff. But if it is something else, finding that out wouldnt be that hard either
11.05.2005, 08:05:42
Could be messing with terrain objects too, no?
Ore mines are terrain objects, just like trees. You've been looking at those too, right?
C-GEN: The site with the 'log the f*ck in' forum. And now we make you validate your f*cking e-mail address too.
CannisRules: It's a YR mod.
11.05.2005, 08:07:53
I didnt add any terrain object related code yet.
I still havent found the ore mine thing.
11.05.2005, 10:01:24
Regarding ore mines, either I never noticed it, or they really have a working sound :blink:
I noticed that as soon as I started a game (after 30 secs everything blew up because my game isn't installed currently). Firstly, it's not usual that the mines make those noises, and secondly, it's fucking annoying... The "Improvements of code and several minor bugs fixed" didn't mess with any infantry related stuff, only with inantry death anims, but I only changed my own code there. Yeah, it could be terrain related, but I doubt that it's IsDesolator or IsCow. Arg, I should get an RA2 disc soon so I can install the game and test all this crap
11.05.2005, 12:06:29
The important question is if this started to happen in the latest patch (infantry trees bug) or if it was present in earlier patches.
If it started in the last patch, it could very well be a result of something I did In any case, I need to talk to PD about this (and other things) |
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