Posted: Tue Dec 13, 2011 1:30 am Post subject:
SHiFT [V0.05]
SHiFT [V0.05] for TS V2.03
And so enters my second project that I have been working on. (somewhat)
This is the next patch I started after stopping development on Zeus, and releasing it to the community. It's called SHiFT and is better than the last patch I did in almost every single way. Better code, easier workflow, more features, and less prone to causing issues/bugs are just a few things off the top of my head. Naturally it's a DLL which is injected via Syringe. This is not a binary patch.
Since this patch is relatively new, there aren't too many things in it yet. But I'll go ahead and post the current features, nearly completed features, and planned features for future versions. Version 0.05 is the latest currently.
_________Description___________
-------------------------------
Here is the first and last
stable, public release done by
me. Version 0.05 features some
decent additions to the TS
engine that I hope many will
find appealing. For a better
overview of the features in
V0.05 see the original topic
where I announced SHiFT to the
public.
This was created for testing
purposes and thus I take
no responsibility for any
issues that you encounter from
using this patch. I'm not
saying the patch is buggy, but
if you think you enounter a
bug from using the patch then
that's too bad. I won't be
around for bugfixes, coding,
or redistributing newer
builds. Also, partially
completed features I talked
about were NOT completed!
NOCD also has no function!
That being said, CCHyper will
be taking over SHiFT and all
the source code is in his
hands. He will be responsible
for any code additions or
newer versions of the patch.
Ultimately he does what he
wants with the code.
Cool stuff Joshy. I'd love to see something to VideoBackBuffer= functionality in TS so I could actually play the game. Another cool feature would be the enhancements to the jumpjet locomotor that were in Red Alert 2. QUICK_EDIT
Off the top of my head I can think of a few desired features...
Desired Features:
-Make LaserOuterColor work
-Allow passengers to fire from their vehicle
-Make Jumpjet infantry switch between flying and walking modes using the deploy command
-Tertiary Weapons
Some lovely features you've got there. If you need help testing them.... QUICK_EDIT
Ask on which one's you don't understand and I'll explain them.
m7 wrote:
Cool stuff Joshy. I'd love to see something to VideoBackBuffer= functionality in TS so I could actually play the game. Another cool feature would be the enhancements to the jumpjet locomotor that were in Red Alert 2.
Thanks. What's VideoBackBuffer do? Is this tag present in YR or something?
I may look into the locomotion, but that's tricky.
Quote:
Heh, cool to see you're announcing this, Joshy.
Off the top of my head I can think of a few desired features...
Desired Features:
-Make LaserOuterColor work
-Allow passengers to fire from their vehicle
-Make Jumpjet infantry switch between flying and walking modes using the deploy command
-Tertiary Weapons
Some lovely features you've got there. If you need help testing them....
Thanks.
1. Will check that and can probably get that done easily.
2. Also will check up on. Maybe look into something like an IFV too.
3. Unsure about this, may look at it.
4. *studies ETS*
Yeah, I'd be glad to have you testing it. (Esp. trying it on TO) _________________ Please, read the signature rules of the forum. QUICK_EDIT
I'm looking forward for this. First desired features that come to mind would be
1. working air transport (lands all infantry at once)
2. Allow aircraft to use turrets/additional voxel sections
3. Allow aircraft to use secondary weapons
4. SHP aircraft?
5. Seperate survivor infantry type and engineer type (ConYard only) for the factions. _________________
But cool that you go in public with the project Joshy.
Do you plan to make it compatible with Hypers binary hacks?
When can we expect the first test version? _________________ SHP Artist of Twisted Insurrection: Nod buildings
Where does the AI stop working?
Does it refuse to deploy its separate mcv? Do you changed BaseUnit as well?
Or does it refuse to build any building, once it has the separate conyard deployed? _________________ SHP Artist of Twisted Insurrection: Nod buildings
The check fails on the second building in the BuildConst list or then on every building?
Isn't BuildConst also used for some player settings, so you can check if it's actually used correct?
e.g. wasn't the powerplant, since it has no prerequisite, checking for the building under buildconst? So as a player you could check if you have the correct powerplant or the greyed out buildoptions bug.
The AI might refuse to build due to a different problem and via a player check, you could narrow down the problem. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I'm looking forward for this. First desired features that come to mind would be
1. working air transport (lands all infantry at once)
2. Allow aircraft to use turrets/additional voxel sections
3. Allow aircraft to use secondary weapons
4. SHP aircraft?
5. Seperate survivor infantry type and engineer type (ConYard only) for the factions.
1. I haven't researched at all so it will be new to me.
2, 3, 4: Also new, I haven't done anything with aircraft so I'll have to study it.
5. Could very well do, I'll look into that!
Orac wrote:
BuildC--argmyheadmyheadmyhead?
Nah, no thanks.
Gufu wrote:
How about allowing unit types other than vehicles to carry infantry and/or possibly other unit types.
Hm, kinda like how the hovercraft in YR can take vehicles? Could look into it, also reminds me of things being able to deploy into any type. IE - like the GI in YR.
LKO wrote:
Hyperpatch Suggestions and Bugs pretty much sums it up already.
Yeah, I often go there when thinking of features, or to the old ETS topics and wishlist. Still, fresh input and ideas are more than welcome and people can always think of something new.
LKO wrote:
But cool that you go in public with the project Joshy.
Thanks
Quote:
Do you plan to make it compatible with Hypers binary hacks?
When can we expect the first test version?
Hm, not sure. My hook points would overwrite his on launch so it could cause issues with similar logics between the patches. As for a test version, probably soon since I've been the only one testing it and suck at it.
iamn00b wrote:
i think this tag
Weapon.ShakeX =
Weapon.ShakeY =
is filled with int, not boolean.. or...
Nice catch, I fixed the first post. They are supposed to be integers.
A feature I'd like to explain some more right now is my sidebar darkening features:
First off I allow the user to skip the entire loading/drawing sequence of darken.shp with UI.Sidebar.DisableDarkening. Which is nice and doesn't require any messing with that shp. Then I took it a step further and offered an alternative type of darkening that is faster than drawing darken.shp.
Basically it draws filled black rects to mask the things that are not currently being built. It is not transparent but you don't suffer from any lag at all. Additionally you can specify UI.Sidebar.AltDarkeningColor and the game will draw a small outline on the thing currently in production to make it pop more. (It's a small gold outline in the picture)
Joined: 23 Apr 2010 Location: indonesia, sticking at keyboard
Posted: Wed Dec 14, 2011 1:57 am Post subject:
moar ask :
StartingCellScatter = Int
what this? what i first is make units scatter from mcv at game start, allowing deploy mcv without moving it. But i see it use to be fill with int, and then i have no idea
@Yoshi: If you and Hyper cooperate with each other, wouldn't you be able to make sure your patches remain compatible with one another? That way we won't end up with 2 different patches with similar features (so you then won't both have to do the same work) or having 2 patches with completely different features, but forcing modders to chose between the patches since they aren't compatible (meaning a single mod then won't be able to have the features from both patches).
So in the end making sure SHiFT and HyperPatch remain compatible will be more convenient for everyone I imagine. _________________ QUICK_EDIT
But if binary hacks change the locations of things, wouldn't that make the .dll patch not work? Unless the patch was built to work with the altered offsets, which would break it with the regular game? QUICK_EDIT
Joined: 13 Feb 2007 Location: C:\Westwood\ TechLevel=12
Posted: Wed Dec 14, 2011 7:22 am Post subject:
Since your asking for a wishlist. I want RA1.
Working air transport for infantry. Busted with the Firestorm patch
Working ShipYard and ShipType.
Ship Tranport that can load vehicles and men. I guss it would have to be like the RA2 hovercraft
RA2 style spread= for rules so we can make good nuke. The Art.ini crap to make a nuke is buggy if you ask me
Clone of all TS super weapon logics
Airstike/parbomb super weapon
Paradrop super weapon
Chrono Tank logic
Chronosphere super weapon _________________
@Yoshi: If you and Hyper cooperate with each other, wouldn't you be able to make sure your patches remain compatible with one another? That way we won't end up with 2 different patches with similar features (so you then won't both have to do the same work) or having 2 patches with completely different features, but forcing modders to chose between the patches since they aren't compatible (meaning a single mod then won't be able to have the features from both patches).
So in the end making sure SHiFT and HyperPatch remain compatible will be more convenient for everyone I imagine.
Well, I'll be leaving soon, and come that time Hyper will take all my code. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Interesting you should do this as I remember seeing in a really late beta build screenshot of TS, the SW charge text was a skyblue colour _________________ QUICK_EDIT
So i have this clear Joshy, is this stuff like the different colour borders and buttons customizable by the end user or is it a 'hard coded' thing within the patch? _________________ Darkness Consumes those that fall behind - DD QUICK_EDIT
of course customizable by the modder, else he wouldn't have shown the long list of new rules.ini keys in the first post. _________________ SHP Artist of Twisted Insurrection: Nod buildings
what this? what i first is make units scatter from mcv at game start, allowing deploy mcv without moving it. But i see it use to be fill with int, and then i have no idea
StartingCellScatter, is what you thought. It's based on an integer because the higher the number the further away the units are from the center point, which is the mcv. Basically how YR games start out and you don't have to move the mcv.
The bonus tags are for the Industrial Plant logic, I took those keys from YR. They are for the percentage to take off the cost of each type when buying.
IsSuper is for the checkbox I'll add to the skirmish menu: (x) Superweapons
As you can guess it will mark all the superweapon buildings and they won't be buildable ingame if the checkbox is marked.
@Smiff: aye that is a working tag
@DDragon: You are right, these things are modifiable by the end user in the ini files.
And sorry I can't get all the responses, I'm posting on my phone right now. _________________ Please, read the signature rules of the forum. QUICK_EDIT
IsSuper is for the checkbox I'll add to the skirmish menu: (x) Superweapons
As you can guess it will mark all the superweapon buildings and they won't be buildable ingame if the checkbox is marked.
Please make directly only the SuperWeaponTypes unavailable, because many SuperWeapon Buildings are still used as prerequisite for other things.
So your current solution is nothing different than giving only SuperWeapon Buildings Techlevel 10 and all other buildings techlevel 9 and below, so you can disable them via the techlevel slider. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I would like to see sidexx.mix accept more things like pips.shp and what not. That would be nice. Rubble like in RA2 would be really nice too, but none of these are really game changing. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
This is very interesting. I read about an oil derick feature like in RA2? how would this be done?
Additions I could think of is a prism weapon and shootable missiles like V3 and a starting position selection.
In any case SHiFT is much appreciated. _________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
In all your glory on what you achieved you forgot to write anything useful into your readme. I guess I have to just put these files into the TS directory and then guess it will work?
Its nice to see:
[Building Type]
Building.AltIncome = Bool
Building.AltIncomeAmount = Int
Building.AltIncomeDelay = Int
Building.AltIncomeStartup = Int
And read in the newspowst that this patch includes oil dericks but what am I supposed to do with this?^^ _________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Jan 13, 2012 12:25 am Post subject:
It doesn't include oil derricks, but you can use the tags you've just mentioned in your last post to create a building that behaves like an oil derrick. QUICK_EDIT
The color depth doesn't have anything to do with the program's architechture. Even 64-bit programs can run on 16-bit colors, and TS is 32-bit like almost everything from that time.
More than one team in multiplayer can use the same colour
Fire anims and explosion don't show.
SpySat applies to all players
Random Map generator gets stuck, have to force end the program QUICK_EDIT
Also doesn't work with custom EXE's like it's supposed to, at least, it doesn't work with TI's EXE.
As long as no code addresses are affected by the custom exe, it should. I cannot remember how the exe is laid out and how exactly Syringe maps hook addresses (whether it's file addresses or virtual addresses, has been a long time really), but if you load custom icons or string tables in there and the resource segment comes before the code segment, stuff will get screwed and there's nothing you can do except providing separate injection information files. QUICK_EDIT
More than one team in multiplayer can use the same colour
Fire anims and explosion don't show.
SpySat applies to all players
Random Map generator gets stuck, have to force end the program
I think i remember Joshy saying he's not working on this any more
But those that you mention do seem like some pretty major bugs! _________________ QUICK_EDIT
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