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SHiFT [V0.05]
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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Tue Dec 13, 2011 1:30 am    Post subject:   SHiFT [V0.05] Reply with quote

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.

Completed Features:
Quote:

;Rules.ini

;//New Section//;

[UI]

UI.InnerGlowDisable = Bool
UI.CurtainEffectDisable = Bool

UI.TextRemap01 = Hex #
UI.BorderRemap = Hex #
UI.MovementPathRemap = Hex #

UI.ToolTip.DrawBackground = Bool
UI.ToolTip.DrawOutline = Bool
UI.ToolTip.BackgroundColor = Hex #
UI.ToolTip.TextColor = [Color] Entry - (String)

UI.LoadScreen.TextRemap = [Color] Entry - (String)

UI.Sidebar.DisableDarkening = Bool
UI.Sidebar.AltDarkening = Bool
UI.Sidebar.AltDarkeningColor = Hex #
UI.Sidebar.OnHoldTextColor = [Color] Entry - (String)
UI.Sidebar.ReadyTextColor = [Color] Entry - (String)
UI.Sidebar.SuperWChargeColor = [Color] Entry - (String)
UI.Techno.DisableSelectBoxes = Bool

[General]

StartingCellScatter = Int
Debug.SoloMode = Bool
Debug.NullifyAttacks = Bool

[Building Type]

Building.AltIncome = Bool
Building.AltIncomeAmount = Int
Building.AltIncomeDelay = Int
Building.AltIncomeStartup = Int

Building.SpySat = Bool

[Unit Type]

Unit.EMPImmune = Bool

[Weapon Type]

Damage.Random = Bool
Damage.RandomMin = Int
Damage.RandomMax = Int

Weapon.Shake = Bool
Weapon.ShakeX = Int
Weapon.ShakeY = Int


Args

-NOLOGO
-NOCD



Partially Completed Features:
Quote:

[General]

AircraftCostBonus = Float
InfantryCostBonus = Float
UnitCostBonus = Float
BuildingCostBonus = Float

[Building Type]

Building.IsIndustrialPlant = Bool
Building.IsSuper = Bool
Building.IsGarrisonable = Bool


Release:
Code:


         _      _ __    
        /_`/_/./_`/      
       ._// ///  /      
                ----[V0.05]----
_______________________________
-------------------------------
Created:     1/03/12
Released:    1/03/12
Version:     [V0.05]
TS Version:  [V2.03]
Created By:  Joshy

_________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.

Have fun, enjoy the patch!

__________Schwing!_____________
--------------------[JP]-------





SHiFT_005.rar
 Description:
[V0.05]

Download
 Filename:  SHiFT_005.rar
 Filesize:  101.98 KB
 Downloaded:  322 Time(s)


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Last edited by Joshy on Tue Jan 03, 2012 6:01 pm; edited 2 times in total

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Allen
Missile Trooper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Tue Dec 13, 2011 2:25 am    Post subject: Reply with quote

I have no idea what most of that dose....
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m7
Commander


Joined: 17 Apr 2009
Location: The Fang

PostPosted: Tue Dec 13, 2011 2:35 am    Post subject: Reply with quote

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.
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Dec 13, 2011 2:55 am    Post subject: Reply with quote

Heh, cool to see you're announcing this, Joshy. Smile

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.... Wink

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Tue Dec 13, 2011 3:12 am    Post subject: Reply with quote

Allen wrote:
I have no idea what most of that dose....


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. Smile

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.... Wink


Thanks. Wink

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)
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Dec 13, 2011 3:17 am    Post subject: Reply with quote

VideoBackBuffer on ModEnc

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Helsinki, Finland

PostPosted: Tue Dec 13, 2011 8:52 am    Post subject: Reply with quote

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.
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Dec 13, 2011 9:15 am    Post subject: Reply with quote

BuildC--argmyheadmyheadmyhead?

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Tue Dec 13, 2011 10:13 am    Post subject: Reply with quote

How about allowing unit types other than vehicles to carry infantry and/or possibly other unit types.
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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Tue Dec 13, 2011 10:31 am    Post subject: Reply with quote

Orac wrote:
BuildC--argmyheadmyheadmyhead?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Dec 13, 2011 10:54 am    Post subject: Reply with quote

Joshy wrote:
Currently I'm lacking ideas for features to implement so feel free to post Bugs, Desired Features, Suggestions, Questions, or Whatever.
Hyperpatch Suggestions and Bugs pretty much sums it up already. Wink

But cool that you go in public with the project Joshy. Smile
Do you plan to make it compatible with Hypers binary hacks?
When can we expect the first test version?
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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Tue Dec 13, 2011 12:00 pm    Post subject: Reply with quote

i think this tag

Weapon.ShakeX =
Weapon.ShakeY =

is filled with int, not boolean.. or...
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Dec 13, 2011 12:03 pm    Post subject: Reply with quote

Orac wrote:
BuildC--argmyheadmyheadmyhead?


If you can work out why the AI refuses to use even its own Construction Yard, even though I have removed the limit. then ill release it.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Dec 13, 2011 12:10 pm    Post subject: Reply with quote

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?
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Dec 13, 2011 12:49 pm    Post subject: Reply with quote

BaseUnit seems to work fine, BuildConst, well, no matter what, any AI house fails the check.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Dec 13, 2011 1:07 pm    Post subject: Reply with quote

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.
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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Tue Dec 13, 2011 11:56 pm    Post subject: Reply with quote

Crimsonum wrote:
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. Razz

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 Wink

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. #Tongue

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:
Code:
UI.Sidebar.DisableDarkening = Bool
UI.Sidebar.AltDarkening = Bool
UI.Sidebar.AltDarkeningColor = Hex #


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.

Pictured above:
Code:

UI.Sidebar.DisableDarkening=true
UI.Sidebar.AltDarkening=true
UI.Sidebar.AltDarkeningColor=E3FF49


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)

You may also notice the drop pods "Ready" text:
Code:
UI.Sidebar.SuperWChargeColor=Red


And here's a few more of the UI features:


Code:
UI.MovementPathRemap=49FF9A
UI.Techno.DisableSelectBoxes=true



Code:
UI.ToolTip.TextColor=Purple
UI.ToolTip.DrawBackground=true
UI.ToolTip.DrawOutline=false
UI.ToolTip.BackgroundColor=0
UI.ToolTip.BackgroundColor=FFFFFF



Code:
UI.InnerGlowDisable=true
UI.CurtainEffectDisable=true
UI.TextRemap01=FFFF
UI.BorderRemap=FFFF

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FurryQueen
General


Joined: 24 Jul 2010

PostPosted: Wed Dec 14, 2011 12:12 am    Post subject: Reply with quote

Sweet Jesus man. You're making me almost want to mod Tiberian Sun.
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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
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PostPosted: Wed Dec 14, 2011 1:57 am    Post subject: Reply with quote

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

and also:

[General]
AircraftCostBonus = Float
InfantryCostBonus = Float
UnitCostBonus = Float
BuildingCostBonus = Float

[Building Type]
Building.IsSuper = Bool

this is for?
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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Dec 14, 2011 2:39 am    Post subject: Reply with quote

@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.
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Krow
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Joined: 30 Jan 2010
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PostPosted: Wed Dec 14, 2011 5:28 am    Post subject: Reply with quote

What Bittah said. Very Happy
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Renegade wrote:
Well, Sir Shockwave wants his faction to be shut down and immobilized, so he can erect his large pylon inside her base until it shoots EMP all over her architecture and she twitches back to life.

He won't be happy until his pylon covered the base in EMP.

It's all totally innocent, really.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Dec 14, 2011 6:30 am    Post subject: Reply with quote

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?

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Allen
Missile Trooper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Wed Dec 14, 2011 7:22 am    Post subject: Reply with quote

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
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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Wed Dec 14, 2011 6:40 pm    Post subject: Reply with quote

Bittah Commander wrote:
@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.
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Volgin
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Joined: 07 Mar 2009

PostPosted: Wed Dec 14, 2011 6:53 pm    Post subject: Reply with quote

Can I take your hymen?
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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Wed Dec 14, 2011 8:03 pm    Post subject: Reply with quote

Joshy wrote:
UI.Sidebar.SuperWChargeColor=Red

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
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DDragon
Vehicle Thief


Joined: 31 Jul 2006
Location: Australia

PostPosted: Thu Dec 15, 2011 10:19 am    Post subject: Reply with quote

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?
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Dec 15, 2011 11:06 am    Post subject: Reply with quote

of course customizable by the modder, else he wouldn't have shown the long list of new rules.ini keys in the first post.
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DDragon
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Joined: 31 Jul 2006
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PostPosted: Thu Dec 15, 2011 11:44 am    Post subject: Reply with quote

just making sure i was following it right thats all lol
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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Thu Dec 15, 2011 6:33 pm    Post subject: Reply with quote

iamn00b wrote:
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

and also:

[General]
AircraftCostBonus = Float
InfantryCostBonus = Float
UnitCostBonus = Float
BuildingCostBonus = Float

[Building Type]
Building.IsSuper = Bool

this is for?


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.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Dec 15, 2011 6:39 pm    Post subject: Reply with quote

Joshy wrote:
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.
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Regulus
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Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Thu Dec 15, 2011 7:30 pm    Post subject: Reply with quote

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.
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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Tue Jan 03, 2012 6:01 pm    Post subject: Reply with quote

Well, released. Cya!
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Helsinki, Finland

PostPosted: Tue Jan 03, 2012 7:01 pm    Post subject: Reply with quote

Call me dumb but what's with the dot in almost every key?

UI.InnerGlowDisable = Bool

^ I'm talking about this.
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Jan 03, 2012 7:38 pm    Post subject: Reply with quote

Its a formatting style.

In HP i use Infantry.Example= and Unit.Example= that way keys don't get mixed up and you know what type of object they belong to.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Jan 03, 2012 10:54 pm    Post subject: Reply with quote

Wooo! SHiFT! Very Happy

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Wed Jan 11, 2012 5:32 am    Post subject: Reply with quote

any chance for 3rd faction or seperate MCV?
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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Wed Jan 11, 2012 7:37 am    Post subject: Reply with quote

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.
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OrangeNero
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Joined: 11 Jan 2012

PostPosted: Fri Jan 13, 2012 12:13 am    Post subject: Reply with quote

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?^^
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Jan 13, 2012 12:25 am    Post subject: Reply with quote

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.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Jan 13, 2012 2:02 am    Post subject: Reply with quote

Run the RUN.bat and any SHiFT related changes you've made to the inis ought to work.

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Palkia323
Pyro Sniper


Joined: 10 May 2008

PostPosted: Sun Jan 15, 2012 4:30 am    Post subject: Reply with quote

When I run RUN.bat I get an error stating "This product requires a 16bit pixel depth!"

How can I solve this?
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Allen
Missile Trooper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Sun Jan 15, 2012 5:24 am    Post subject: Reply with quote

Palkia323 wrote:
When I run RUN.bat I get an error stating "This product requires a 16bit pixel depth!"

How can I solve this?


I have a feeling that SHIFT wasn't made with Win 7 in mind. Win7 will no longer use 16bit programs.
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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Unknown

PostPosted: Sun Jan 15, 2012 5:53 am    Post subject: Reply with quote

Allen wrote:
Palkia323 wrote:
When I run RUN.bat I get an error stating "This product requires a 16bit pixel depth!"

How can I solve this?


I have a feeling that SHIFT wasn't made with Win 7 in mind. Win7 will no longer use 16bit programs.


This can be solved by simply undoing the windowed mode command line. (You also might want to put the new "-NOCD" and "-NOLOGO" lines in there.)

You can do this by:

- Right Clicking on the Run.bat
- Deleting "-WIN" at the End
- Saving then Running Run.bat


Problem Solved. Very Happy

Anyhow, nice patch, it looks like I'll have to redo my menu cursor...
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Allen
Missile Trooper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Sun Jan 15, 2012 7:29 am    Post subject: Reply with quote

Darkstorm wrote:
Allen wrote:
Palkia323 wrote:
When I run RUN.bat I get an error stating "This product requires a 16bit pixel depth!"

How can I solve this?


I have a feeling that SHIFT wasn't made with Win 7 in mind. Win7 will no longer use 16bit programs.


This can be solved by simply undoing the windowed mode command line. (You also might want to put the new "-NOCD" and "-NOLOGO" lines in there.)

You can do this by:

- Right Clicking on the Run.bat
- Deleting "-WIN" at the End
- Saving then Running Run.bat


Problem Solved. Very Happy

Anyhow, nice patch, it looks like I'll have to redo my menu cursor...


Don't use Win 7 for C&C still using XP. Don't have to deal with that BS but is helpful to Palkia323
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^Rampastein
Commander


Joined: 11 Oct 2008
Location: Finland

PostPosted: Sun Jan 15, 2012 8:13 am    Post subject: Reply with quote

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.

TS just requires 16-bit colors (it will set them automatically when run fullscreen), and will throw that message if the user is using a different color depth and tries to run TS in windowed mode.
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Tartan Bunny
Flamethrower


Joined: 11 Feb 2007
Location: Australia

PostPosted: Sun Jan 15, 2012 10:34 am    Post subject: Reply with quote

I've noticed a few bugs with shift.

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
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Sun Jan 15, 2012 2:11 pm    Post subject: Reply with quote

Also doesn't work with custom EXE's like it's supposed to, at least, it doesn't work with TI's EXE.
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pd
Laser Commando


Joined: 19 Jun 2005
Location: Gone

PostPosted: Thu Jan 19, 2012 9:39 pm    Post subject: Reply with quote

Good luck with this one!

Aro wrote:
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.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Fri Sep 21, 2012 9:41 am    Post subject: Reply with quote

Tartan Bunny wrote:
I've noticed a few bugs with shift.

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!
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