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Patching extra functionality into <gamemd.exe>
depends mainly on the age of the machine, the machine i refered to that won't run XP with the Duron1300(the original processor was a duron 800), its not because of the Duron1300 that XP doesn't run, its the combination of just about everything else.

and the stability of ME also depends on the hardware, i find that on most of my machines 98 is more stable than ME, but i also have some machines where ME is more stable than 98, granted, those macines usually run XP, so i don't use ME on them anymore(unless i'm doing something that requred the MS-DOS support, but i can't be arsed to prat around in a true DOS environment(although, i am more likely to get out my K6-200, or use a 98 machine))
Bobingabout;date=Feb 16 2006, 04:07 AM;post=2308 Wrote:depends mainly on the age of the machine, the machine i refered to that won't run XP with the Duron1300(the original processor was a duron 800), its not because of the Duron1300 that XP doesn't run, its the combination of just about everything else.

and the stability of ME also depends on the hardware, i find that on most of my machines 98 is more stable than ME, but i also have some machines where ME is more stable than 98, granted, those macines usually run XP, so i don't use ME on them anymore(unless i'm doing something that requred the MS-DOS support, but i can't be arsed to prat around in a true DOS environment(although, i am more likely to get out my K6-200, or use a 98 machine))

It's not the age that matters, it's the drivers that are used. I have a slimmed down XP running on an old laptop (P1 133mhz, 128mb RAM) and it has never crashed.
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ok, maybe not age, but hardware then.

also try finding XP drivers for a video accelerator card, or DVD decoder card, you'll find that about 99% of these never had drivers written for anything other than W95, which works on 98 and me, but not 2000/XP.

as for my computer, I'm guessing its the motherboard, or it could be the RAM, i recently discovered that 1 of the strips was dead.
Don't you guys force me to put "ME sucks. Period." as a new Guideline. Tongue
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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.
is anybody experienced with editing missiles? (DMISL, CMISL and V3ROCKET)

can anybody tell me about the bug that makes the missiles pass the target and fly higher and higher out of the map?
can this be realted on bad values or does this only happen with "custom" missiles?
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That only seems to happen when you try to spawn a missile type that's not used as a V3/Dread/Boomer rocket or if you try to add more rockets to the list. You can change what it uses but you'll still only have three usable rockets.
I'm what Willis was talkin' about.
yeah that's what i'm changing atm Tongue

I'm coding all the missile stuff to be available per aircraft type (so any aircraft type can be a unique missile).

meh but there's still that bug... thanks for the info, i'll check whether i missed something
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Can you just make the [General] tags accept multiple values instead of just one? If you can do that, might you be able to do the same for PowersUnit=?
I'm what Willis was talkin' about.
yer, its not jsut the general section, just about every tag in there would require being looking into seperatly, thats why some things such as BaseUnit= has been fixed already, when little else has.
something tells me you'd best let PD do it his own way. for 2 reasons, 1, he very rarely listed to people telling him how to do it, and 2, he might not be able to do it that way, i for 1 think missiles would require cloning the section, and PD likes to stick cloned sections on the item that would usually point to using it, in this case, the aircraft type that gets fired.
I know what I'm doing and trust me this way is the best one allowing infinite new MissileTypes.
Besides they work greatly (firing angles and stuff), it's just that damn bug still to fix Shift eyes
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I had a stroke of genius. What about a [MissileTypes] list? We made new ones for infantry deaths, why not this? It's just a thought.
I'm what Willis was talkin' about.
Would be a lot of unnecessary effort.

See, there's that special MissileSpawn=yes tag for AircraftTypes.
Any new AircraftType with MissileSpawn=yes will have its very own values like MissileTurnRate, MissilePitchFinal and so on.
For this, I simply had to expand the AircraftTypes a bit.

A new MissileTypes list would require new arrays and special section readings and stuff.
I think the AircraftType way is the most simple one.

BTW, back when I made the InfDeaths, I didn't know too much about hacking yet.
If I was to make it now, I would introduce a tag like InfDeathAnim=(anim type) and MutateTo=(infantry type).
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Maybe you should remake it?
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I just can't get to Wishlist ( "##Access Denied## - People from **** must not access /index.php/Main_Page" )
Anyway, I wanted to add to that ( I suppose ) huge list that a clone of the Genetic Mutator may be very usefull ( probably more than the Psychic Dominator one ) as the Genetic Mutator is just an weapon fired at the target ( no primary / secondary anims, changes of light etc, wich slow a little the game ).
NB: I couldn't get the FireAtSpecial SW to work... Unhappy but a little immagination and lots of AirStrike SWs did the trick... Big Grin
:!: I may have found another bug in the patch. If you use the tubes for the tunnels be aware that removing all of the ?-1" from the tubes will causes an internal error. The game to my knowledge normally works with or with out them. But I need some one with a clean game to test it to make sure I am not mistaken.




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