09.03.2005, 09:42:29
...bah, about black coloration...
Just do a dark grey that will still have some contrast versus the black background.
Just do a dark grey that will still have some contrast versus the black background.
Patching extra functionality into <gamemd.exe>
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09.03.2005, 09:42:29
...bah, about black coloration...
Just do a dark grey that will still have some contrast versus the black background.
09.03.2005, 14:27:00
Chronojam Wrote:...bah, about black coloration...Or change the background (if possible )
GAMEMD.EXE - the hidden part must be hacked
09.03.2005, 16:17:33
Guest Wrote:I've sent PD code for converting 255base? HSB to standard HSBits not just the base thats different, in standard HLS the saturation lowers the highest value as it raises the bottom values as you decrease it, resulting in a grey. YR S simple adds to the lower coulours, resulting in a white. then brightness, in YR, 0-255 is black to the colour(after sat). the normal way, 0-127 is black to normal colour, 128-255 is normal colour to white. anyone figured out how to represent that hue map as a formula yet?
09.03.2005, 22:37:04
I havent understood half of what i just read, so sorry if i sugest something thats just been prooven bad...
What I sugest doing is adding a like to [General], something like ModdableSkirmishColors=yes(or no) Then have [MenuColors] 0=(ingame color),(menu color) 1=(ingame color),(menu color) 2=(ingame color),(menu color) 3=(ingame color),(menu color) ... Have it only have the colors in the list so you could remove them if wanted but still have it so you can add more.
10.03.2005, 00:31:24
Question is, what should (ingame color) and (menu color) refer to? To the entries of the [Colors] section?
Well if so, you could just have one entry. That'd be the ingame color then as well as the one listed. BTW: VERSION 1.03 IS RELEASED!
10.03.2005, 01:51:40
PD, in your tutorial for new palettes, you mention some of the special palette indecies such as those for remaps and transparent. Is it still the case that some indecies always draw at full bright as they do in the standard palettes, if so you'd need to know which they are (which I'm not sure of) as well. They are used for the lights on buildings amongst other things.
10.03.2005, 04:59:57
(This post was last modified: 10.03.2005, 05:03:50 by Bobingabout.)
in the original pallete, its the first 16 and the last 16 that are not effected by light, so thats 1-16, where 1 is transparant anyway. and 241 - 256.
someone had best test it. also, something just hit me PD... ever wanted a random country, but of a spacific side? maybe something to allow you to specify more than 1 random, for side spacific randoms would be a good idea. maybe part of the 4th side stuff if possible, but it would need to be toggleable per side, IE, normally, you'd want an allied random, and soviet random, but theres no need for a yuri random... probably pretty hard to get working, but its an idea.
10.03.2005, 07:54:45
Maybe not that hard once the BaseUnit= voodoo is understood.
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.
10.03.2005, 08:25:30
@Blade:
Thanks for that info, and Bobing thanks for reply. Yes, the new palettes work like the old building / infantry palettes. I'm no pro in palettes or graphics, I just included the remap info for somebody who might not know, and for me as I have to remember many things at the moment I'll update the tutorial with that new info right today. @Bobing: The idea with side specific randoms isn't bad. Wenn adding new sides, I could create a tag like e.g. "RandomChance=30%" for example, so that we have a percentage chance that a specific side is picked. I could also do that for countries. Problem is: what if the sum of all the percs isn't 100%? Ideas please
10.03.2005, 15:29:18
Actually, that'd be nothing new for the game. See the crates.
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(01.06.2011, 05:43:25)kenosis Wrote: Oh damn don't be disgraced again! (25.06.2011, 20:42:59)Nighthawk Wrote: The proverbial bearded omni-bug may be dead, but the containment campaign is still being waged in the desert.
Indeed, it's the users fault if they don't check their changes.
Like Renegade said, check the crates. They have a weighting that adds up to 110. On that note, use integers just like for crates. Floating point numbers are horrible horrible horrible. With the system I descibe below, it works just like crates except there is no set 'total' number of 'probability units'. Each country should have a value RandomChance=Integer The default would be 1. To give, say, Germany a double chance of getting picked at random, the modder would have to set RandomChance=2 for Germany. To give, say, Germany, a 1.5x chance of getting picked, multiply to get integer value: RandomChance= (1.5 * 2) = 3 (Germany) RandomChance= (1 * 2) = 2 (other countries) To give Germany AND Russia a 1.5x chance of getting picked (when compared to ''normal'' chance), RandomChance= 3 (Russia/Germany) RandomChance = 2 (other countries) Note that this system gives a RELATIVE liklihood, just like for Crates. The actual probability still works though, because whilst one country increases it's liklihood, the other countries decrease. This way, there's no chance of the user getting the wrong number (they just have to be sure to use integers). With a probability maximum like the crates, you can't ensure that the chance for each country will be equal (eg. 100 probability units divided by 11 countries, if the user has added one). In this system, there is no maximum and the default value of 1 can be applied to any number of countries so that modders who add countries but want the random chance to be the same do not need to do anything. I suppose that with the above system you could use RandomChance=Float - it would make things simpler for modders. And if you want sides rather than countries to have stronger weightings, just give each country on that side the same boost.
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.
10.03.2005, 20:03:17
(This post was last modified: 10.03.2005, 20:06:35 by Bobingabout.)
erm, no offence, but i think some of you might have slightly misunderstood what i meant..
not manipulating the current random country fucntion, but adding more random country functions that contain less countries, as my example, Random Allied with the 5 allied countries on it, same for soviets. would require a way to specify extra randoms, and specify what countries on that random list. ok, 1 quick question, nothing to do with the patch or YR at all... I've got a new wireless router and have kinda "LOST" its IP on the network, so, got no way to address it. does anyone know of a way to find out exactly what IP addresses are on the network? found it once, but after i switched it off, and back on again, it changed... havn't been able to access it since...
10.03.2005, 22:41:06
Bobingabout Wrote:erm, no offence, but i think some of you might have slightly misunderstood what i meant.. What IP does your machine have and is it a dynamic IP from the router or have you set it as static? Run 'cmd' and type 'ipconfig' at the prompt and it will tell you what all the networking devices are set to. The one that connects to the router should tell you the IP address and subnet mask of the network card (i.e. your machine) as well as the default gateway which is probably the address of the router, but this is for a simple network where the router is sharing a net connection in a home. This will give you only the IP address on the local network of course, from the internet, the router itself may be getting assigned a random IP address from your ISP's server and you would have to check the router config every time you wanted to know that IP.
11.03.2005, 00:31:06
run --> winipcfg --> your network card
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(01.06.2011, 05:43:25)kenosis Wrote: Oh damn don't be disgraced again! (25.06.2011, 20:42:59)Nighthawk Wrote: The proverbial bearded omni-bug may be dead, but the containment campaign is still being waged in the desert.
11.03.2005, 00:33:15
(This post was last modified: 11.03.2005, 05:24:43 by Bobingabout.)
yer, i knew that. but the router isn't serving the internet. another computer with ISDN card does that... so that gateway points to the server. its also a fileserver.
so i've kinda lost the wireless router. strange though, because its started bridging the wireless and wired switch parts, which it didn't seem to be doing... problem is, how do i get back to the page to set up the ADSL part when i switch from ISDN to ADSL? BTW, windowsXP doesn't seem to have winipcfg... EDIT: Doesn't matter, i managed to access it. turns out the IP was still 192.168.1.15... don't know why it reverted to 192.168.0.4 before... maybe it was because i pressed the reset button? if so, why change the IP, and not the Wireless internet settings? anyway, my network was on 192.168.0.1-7, and the reason it wasn't being accessed was because the first 3 digets needed to match on the computer you was trying to access it with, 192.168.0.3 and 192.168.0.5 couldn't access it because the 3rd part didn't match. so i changed its IP to 192.168.0.250(cos 250 is so close to the far end that its not going to conflict with anything. once i get broadband all I'll need to do is turn off internet connection sharing on my file server, and change the ADSL wireless access point to 192.168.0.1(default IP for gateways.).). the other problem i was having about the wireless not working(while i was trying to set it all up) was because i had both wireless and wires working connected to the same hub upon power-up. windows disabled the wireless, but didn't re-enable it when i unplugged the network cable. starting the system with the wireless adaptor plugged in and no network cable allows it to work fine. |
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