The patch will work in all languages, and if i have to add new strings or so, then i will get translations
At the moment guys i am waiting for my new broadband service to go live (people who know me means this is a very good thing ), so i will not be hacking for a week or so, but instead, getting wasted! QUICK_EDIT
Hehe, Try a pint of Brahma beer with a good curry, what I had yesterday, brilliant =D _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Sorry to bump this up again but allowing customizable Laser fences would be nice so I can make a Sonic Repulsor Fence. Maybe just something like FenceSection=GAFNCE on a building type with LaserFencePost=yes that points to a building type with LaserFence=yes, Defaults to NAFNCE. Maybe make something similar for the Firestorm Defence (though I have no idea how that logic goes) QUICK_EDIT
Its not so much my work, but the work of Yuri's Revenge. I compared all of the WaveClass in each game and noticed just a few bytes difference between the Sonic Beam code, ported it over and it works! QUICK_EDIT
Now I think of it: can you also fix the laser beams? Or is that already fixed with this?
Yup, the Sonic Beam fix is enabled by defualt, as this is the most common crash.
The Laser and Ion Cannon fix is enabled by checking a checkbox in the options dialog ingame, then this allows only the people who experience the crashes to disable it, yet the people who do not, dont loose out on any advanced drawing effects. QUICK_EDIT
Have you thought about restoring the Threat Rating Node logic? Afaik, things like laser sights on the titans were supposed to be tied to that module, smarter hunter seekers, improved targeting for units, and some of the leftover audio files for EVA seem to be made for that. Or restoring the original concept of lighting affecting units accuracy/range(which again, affected the threat rating node logics). Or the dropship bay logic(since Dune 2000 has this implemented)? QUICK_EDIT
You can add the TRN yourself by modding the rules.ini
This has nothing to do with enhancing the exe, which is what Hyper is doing.
Afaik he has fixed already the Dropship loadout screen to show the mouse, so with this patch done you can simply reenable it by ini editing. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I was speaking about the TRN logics, not the TRN itself. Could you please read my post more thoroughly? And the dropship bay is not the same as dropship loadout, the other is a SP feature, and other was meant for skirmish/mp, and I'm talking about the latter. Also other cut thing came to mind, the Mutant Commando powerup for GDI. As far as I know, it was supposed to work in a way when you had the dropship bay/GDI command center you could call in mutant reinforcements via air transport anywhere on the battlefield, the audio cues are still in the game files. QUICK_EDIT
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Wed Aug 26, 2009 3:34 pm Post subject:
Vemarkis wrote:
I was speaking about the TRN logics, not the TRN itself.
I asked hyper this a while ago and he said it all works 100%
Th problem is you have to do lots of rules (cant remember if it was also ai) codding to get it to work like it should.
as for the dropship bay IMO it has no other use than acting as a warfactory in Multiplayer. _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
all the TRN logics work and are already included in the original exe! But you have to activate them by ini modding.
e.g.
-fix the DumbMyEffectivenessCoefficient and other TRN controls.
-apply the correct ThreatPosed value to all units/buildings (do a good balancing on them too which is the hardest work)
etc.
There is no existing logic for the dropship bay to work like a warfactory with a dropship for delivering units (like the TD Nod airfield) or a special trigger/action for reinforcements which you can use on maps. That's why Hyper would have to write a complete new logic which is something else than fixing/enhancing existing logics. So i doubt he'll do this work. _________________ SHP Artist of Twisted Insurrection: Nod buildings
There are no TRN logics that affect the player, the unit targeting does not get improved. It only affects the AI's existing threat rating controls(and I've modified the unit threat values, and the AI threat value controls for years now). Sure, the threat rating controls do work for the player if you modify certain parameters so the AI handles some things for the player, like selling structures and such. I know very well that DeeZire claims is there, and what hyper thinks is there, but is not. Laser sights on titans do not get enabled, player defenses do not change their targeting priorities, and nor do the harvesters avoid dangers(unless, again its an AI harvester which does get improved by the TRN). The TRN logic that currently is ingame, has been massively retarded. It does not announce when you have triggered the "paranoid=yes" condition in the AI's(it should) in addition to the problems above. There were so many things in the TRN logic that were not even implemented due to lack of time. The TRN would have known when your enemies super weapon timers were up, when an AI taskforce has been sent your way and plenty of other things that would have tied into GDI's defensive advantages.
And don't keep assuming I am dumb, Lin Kuei Ominae, I know very well there is no dropship bay logic, hence why I pointed to Dune 2000 for some clues, since the Starport logic is what the dropship bay logic(which would have been the only way of getting the MMK2, afaik) was meant to be. I know well the complexities of the assembly language, and the difficulty in editing games in the manner hyper is modding. These are just suggestions. QUICK_EDIT
I didn't assume you are dumb.
I just explained this way that adding new logics is something else than enhancing existing logics or fix broken logics.
In your first post you also talked about restoring the TRN logic and later about the dropship bay. Since restoring something requires that something exists, i just wanted to make clear that there is nothing to restore on the DSB . _________________ SHP Artist of Twisted Insurrection: Nod buildings
Such a linear way of thinking, it isn't there now, but it was there at some point. It's a reason why some things are called "cut" assets, hence restoring. QUICK_EDIT
First off, no heat between anyone please, this is a nice topic, and im not talking to just one person.
Mkay, The code for, well, "Special Reinforcements" is still kinda in the games code.
The Threat Rating node also is activated by defualt to a HouseType depending on a compare, what it is i do not know, but i would guess that any GDI HouseType has the TRN activated by defualt.
I understand there are many features itself, AIGenerals for one is a major feature that is ignored, but these features dont really exist or partly exist in the game, on a CODE level.
Dropship Bay, nothing to be seen of this... QUICK_EDIT
Theres no heat, I just hate when people assume I'm talking about one thing by doing a quick read through my post, assuming I'm just a another newbie with silly ideas and no knowledge.
Only thing getting benefits from the TRN is the AI though, the player gains nothing unless you mess with the IQ settings, as mentioned above.
00-i374.aud is the announcement that is supposed to happen when you have a TRN and you have triggered the paranoid=yes parameter in the AI. Supposedly, it would also do this when you are against multiple players without allies in MP.'
And the AIGenerals thing, wasn't there a workaround by copying a file from RA2 that would have allowed for that feature to work, at least partially?(Though I remember trying this and not noticing any difference..)
and I know the dropship bay code is not in the game, I said so above. Dune 2000 has the final implementation of this logic in it though, it was utilized for the Starport. As I said, it would be just a clue on how it would work, I know its not a simple copy & paste operation at all.
Theres this one game from 1994, called Transport Tycoon Deluxe that has survived to this day thanks to people who dared to go and modify the game in memory(TTDPatch), and other project that disassembled the original program, and rewrote it in C# or C++ I think(OpenTTD). Most of the features in either were not in the original game at all, even though it took years for both projects to get so many features.
I'm not saying what I suggest need to be implemented this year, next year, or even the year after that. I was just wondering if you've thought of these ideas. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Thu Aug 27, 2009 1:58 pm Post subject:
Well, Hyper is more busy fixing things that modders need now. One of these things is a fix for WaveClassErrors some ppl have, and another is to allow the game to have 2 different Conyards (also known as BuildConst) QUICK_EDIT
Theres no heat, I just hate when people assume I'm talking about one thing by doing a quick read through my post, assuming I'm just a another newbie with silly ideas and no knowledge.
Well i dont consider anyone is a n00b if they can atleast talk sense about something indepth and logical about the game, it shows motivation.
Vemarkis wrote:
00-i374.aud is the announcement that is supposed to happen when you have a TRN and you have triggered the paranoid=yes parameter in the AI. Supposedly, it would also do this when you are against multiple players without allies in MP.'
Hmm, this could be enabled with ease, but i feel its something that should belong to a complete logic rather than on its own.
Vemarkis wrote:
And the AIGenerals thing, wasn't there a workaround by copying a file from RA2 that would have allowed for that feature to work, at least partially?(Though I remember trying this and not noticing any difference..)
Yea, this is a myth, the whole TLB stuff.
All the TLBs contain is *Type Class information that would help me and other like me, usless to anyone else...
Vemarkis wrote:
and I know the dropship bay code is not in the game, I said so above. Dune 2000 has the final implementation of this logic in it though, it was utilized for the Starport. As I said, it would be just a clue on how it would work, I know its not a simple copy & paste operation at all.
Correct, its not a simple C'n'P. Dune2k was outsourced from the Westwood devolpment team, so it does not follow the chain that C&C, RA, SS, TS and YR all follow, these games are much alike, because they are built upon its previous game.
If we could somehow all agree on a way this should work, i will have a idea on how to work with this and maybe get a step closer to re-enabling it.
Vemarkis wrote:
Theres this one game from 1994, called Transport Tycoon Deluxe that has survived to this day thanks to people who dared to go and modify the game in memory(TTDPatch), and other project that disassembled the original program, and rewrote it in C# or C++ I think(OpenTTD). Most of the features in either were not in the original game at all, even though it took years for both projects to get so many features.
I have heard of this, and i have actualy tryed contacting the creator/original creator with no sucess
See, Tiberian Sun is much like TTD, where as once the indepth functions and routines have been established, it uses a basic set of guidelines to accomplish its tasks, so modifying limits, moving global variables to *Type secific and is much easier task, providing you are not modifying a low tree OOT.
Vemarkis wrote:
I'm not saying what I suggest need to be implemented this year, next year, or even the year after that. I was just wondering if you've thought of these ideas.
Of course, i consider everything, within good reason, that people ask for. I will not be able to complete everything, but i hope oneday i will.
Dutchygamer wrote:
Well, Hyper is more busy fixing things that modders need now. One of these things is a fix for WaveClassErrors some ppl have, and another is to allow the game to have 2 different Conyards (also known as BuildConst)
WaveClass, I have a solid fix for the Disruptor Beam, and a toggle option fix for the Lasers and Ion Cannons, thats as much as i can do im affraid...
BuildConst, well, lets just say there is a much better logic to replace this QUICK_EDIT
I have heard of this, and i have actualy tryed contacting the creator/original creator with no sucess
See, Tiberian Sun is much like TTD, where as once the indepth functions and routines have been established, it uses a basic set of guidelines to accomplish its tasks, so modifying limits, moving global variables to *Type secific and is much easier task, providing you are not modifying a low tree OOT.
Original creator of TTD, TTDPatch, or OpenTTD? If you mean the first option, Chris Sawyer can only be contacted online through his representation agency(which doesn't seem to forward those emails..), or by mail(someone got a response from him once).
If you mean TTDPatch, well patchman is rather busy, but I can relay him your message through IRC if you want. If you mean OpenTTD, well Ludde has moved onto other things, like uTorrent. QUICK_EDIT
Well, I left patchman a message(he seems to be sleeping atm, however). However my understanding on TTDPatch is, that TTDPatch alters TTD in memory, so the actual executable file is not touched. I'm sure patchman can help you with the technical details of that, if he sees my message. Just in case he doesn't contact you, he usually is online at irc.oftc.net. Some of the other developers on the irc channel #tycoon might be able to explain to you the technical details, Lakie or eis_os. QUICK_EDIT
FAFAIK the Dropship Bay was simply supposed to work sort of like the airfield in TD, with the difference that the dropship would actually land on it, release the unit and then take off again (rather than doing a fly-by while dropping off the unit, like the plane in TD does).
IMO it should allow the production of specific units (like the Mammoth Mk. II) and also give units for free after a specific amount of time (like every minute for example, just like that tech building in ZH). _________________ QUICK_EDIT
Well, I left patchman a message(he seems to be sleeping atm, however). However my understanding on TTDPatch is, that TTDPatch alters TTD in memory, so the actual executable file is not touched. I'm sure patchman can help you with the technical details of that, if he sees my message. Just in case he doesn't contact you, he usually is online at irc.oftc.net. Some of the other developers on the irc channel #tycoon might be able to explain to you the technical details, Lakie or eis_os.
Thanks!
So its kinda like a debugger? Works a bit like Ares then it seems... QUICK_EDIT
That's cool. Now you only have to figure out how to change the white brackets into a user-defined shape. _________________ SHP Artist of Twisted Insurrection: Nod buildings
does it mean that you can make larger units. _________________ Welcome to the unit, I´ll see you around.
Tiberian Sun 2.05:
https://www.moddb.com/mods/tiberian-sun-205 QUICK_EDIT
I think they both mean, if the units with bigger selection boxes also occupy more than one cell, thus having bigger units.
\EDIT
Although afaik it does not, it's still useful especially for big units like the MMKII or mechs which are commonly higher than the normal selection box.
However, half values would be nice, so you can have a 1.5x1.5 selection box. Or is the 2x2 centred on the unit, thus being in each direction a half cell wider than the centre cell of the unit? Last edited by Lin Kuei Ominae on Thu Sep 24, 2009 5:00 pm; edited 5 times in total QUICK_EDIT
However, half values would be nice, so you can have a 1.5x1.5 selection box. Or is the 2x2 centred on the unit, thus being in each direction a half cell wider than the centre cell of the unit?
Im gonna be trouthfull, only thing than i know of now that can work on fine adjustments is the height, that can me 0.6534 and it would draw it as that...
All the selection boxes are centered, so yea, a 2x2 is centered. QUICK_EDIT
All the selection boxes are centered, so yea, a 2x2 is centered.
In this case half values for the size aren't necessary, as 2x2 should fulfill perfectly fine the need for a slightly bigger selection box (e.g. for MMKII)
@Anderwin: What has the selectionbox to do with the unit standing on a slope? The box surely doesn't tilt and is just a box drawn on top of every layer. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I think he means, what a unit, which is larger then 1x1, would look like on slopes... Not the selection box but the unit itself _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
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