Posted: Thu Jul 05, 2012 1:14 am Post subject:
Questions and Such
So I have general RA2/YR modding questions to ask here. This first one is going to be long though (I will keep them numbered and will not start at 1 for every post so I know exactly what question people are answering).
1) I often get IEs that are not confirmed at ModEnc. I'm wondering if this trick will actually work now that I've found it. I want to be able to solve most IEs myself so I don't have to ask so often.
Quote:
If an integer between 0x00812000 and 0x00B78300 appears in the stack, subtract 0x00400000 from it and look at the resulting address in gamemd.exe with a hex editor. If you find some INI flag, you can be almost sure this flag was the one being read when the problem happened and as such its values (or absence thereof) is the problem.
But, I don't exactly understand it. I don't understand what 0x00812000 or anything like that is. Most of the stack dump integers in my error are the same, so here's an example of a few. How can I tell if it's between 0x00812000 and 0x00B78300? And how do I subtract 0X00400000? Sorry for not knowing what's probably really simple.
1) There are 10 kind of people on this planet. Those who understand binary and those who not.
If the top of the stack dump (in your example 42FE4H's 0) would be between 812000H and B78300H (no, not 42FE4H should be checked but the right value), then you should only just need to subtract 400000H to get the ini code. That do works, but that is the culprit in one of the million IE. F. E. I haven't seen one with an IE on that range.
Yeah, those are hexa numbers, refer to Wikipedia or consult with Google or with Windows Calculator to get it. But if you can't then it's not something which you'll understand either way.
2) Firestorm works in Ares. Could even within NP too. Vein and Ice might could be used for special terrain movements, actual related logics are disabled.
3) WindDirection refers to the wind which blews gas particles away. Create a faster with more lifetime Virus gas particle for a test and you'll see. _________________
Orac wrote:
Any opinions you get from here will be honest, because so far nobody has really cared enough to lie to avoid hurting your feelings.
RP wrote:
I like this guy, that Graion Dilach. He seems to know one or two things about people. Mister Dilach can identify a moron in less than five posts!
Interesting that Firestorm works in Ares. Does it actually work as a superweapon or with a firestorm wall?
4) Is there (and is it even possible) some sort of fix or at least known what causes that "exsists but doesn't exsist" bug? You know how it happens on some maps, you "win", but some AI is somehow alive, and you explore the map completely and can't find anything of their's? Even in the water too? They apprently have something but it can't be found on the map? _________________ Tiberium Uprising (TS Campaign): http://www.ppmsite.com/forum/viewtopic.php?t=31029
YR: Defend & Destroy: http://www.ppmsite.com/forum/viewtopic.php?t=30283
Soon you'll see a link to my YouTube channel with videos of me drumming! QUICK_EDIT
Ah well I can't download Ares atm because the Ares site is regarded as a dangerous site. Have there been many public releases of Ares? Cause I have one from at least a year ago.
Ah well I can't download Ares atm because the Ares site is regarded as a dangerous site. Have there been many public releases of Ares? Cause I have one from at least a year ago.
5) Is it possible to cloak your partner (I changed the Gap Generator to a Stealth Generator but I cannot cloak my partner under the stealth).
Use this link... This release has the stuff that'll be guaranteed to be in Release 0.2 so all the codes in this one should be fine.
http://ares.strategy-x.com/unstable/v02.12.187.1303.tar.gz _________________ ~~~Stay calm & be one with Yuri~~~
You can call me Jem if my Username is too long.
Ah well I can't download Ares atm because the Ares site is regarded as a dangerous site. Have there been many public releases of Ares? Cause I have one from at least a year ago.
5) Is it possible to cloak your partner (I changed the Gap Generator to a Stealth Generator but I cannot cloak my partner under the stealth).
DAFUQ? No issues with the site here. It's still ares.strategy-x.com y'know...
5) No. _________________
Orac wrote:
Any opinions you get from here will be honest, because so far nobody has really cared enough to lie to avoid hurting your feelings.
RP wrote:
I like this guy, that Graion Dilach. He seems to know one or two things about people. Mister Dilach can identify a moron in less than five posts!
Feel free to kill me for asking this but...how do I delete Ares? I downloaded CnC Reloaded and played it for a bit, but it ran slow so I decided not to keep it anymore. But, I had Ares on my computer, and since CnC Reloaded uses Ares, it activated Ares and worked. But...I wanna get rid of the Ares stuff. For one, how do you delete syringe? And it replaced gamemd.exe with GAMEMD.exe. But it won't let me move it or replace it with the original one (which is kept in the 'backup' folder) Honestly, I feel like Ares takes over your RA2 and YR game and I don't want that. _________________ Tiberium Uprising (TS Campaign): http://www.ppmsite.com/forum/viewtopic.php?t=31029
YR: Defend & Destroy: http://www.ppmsite.com/forum/viewtopic.php?t=30283
Soon you'll see a link to my YouTube channel with videos of me drumming! QUICK_EDIT
I don't understand how you got to that conclusion, because neither Syringe nor Ares replace any files and they don't spread into different folders. RA2, YR and Ares can perfectly run in parallel.
Anyhow, to remove Syringe, delete syringe.exe and syringe.log.
To remove Ares, delete ares.dll, ares.dll.inj, ares.mix, ares.ini, its documentation folder (if installed) and the "debug" folder in your game directory. There might be additional files like RunAres.bat and the licenses, which can safely be deleted.
That's it, no registry keys, no files hidden in different directories. This makes Ares one of the friendliest hijackers around. _________________ QUICK_EDIT
Plus Reloaded uses it's own copy of Ares and a bat to run it, which it places in the RA2 folder until the mod is deactivated via the launcher. _________________ QUICK_EDIT
Well Reloaded doesn't replace Gamemd either (why would it? it uses Ares) so I'm not sure what's going on. Installed NPatch or NPExt at some point? Is it the same size as the standard exe? Is it or any related files running? _________________ QUICK_EDIT
It is the same size as the standard .exe. I uninstalled NPatch a while ago, I only use it for the good mods that use it. I can still play YR and my mod perfectly fine, but I just wanna know why my gamemd.exe was replaced after downloading Reloaded.
Ridiculous nonsense!
Uploading your gamemd.exe to any of us won't have any such issue as what is locking it from being deleted/moved, is in your computer!
Be it simply your AntiVirus has decided to lock it in use or Windows and if it was plain windows, reboot would no doubt unlock it.
In any case there are tools available that will do forced deletion regardless of whether file is in use or not but either way, pointless, the executable is plain 1.001 else ARES would have had problems to launch. _________________ QUICK_EDIT
I am facepalming so hard right now. Why has this thread gone from a question thread to a "whine about nothing" thread? Goddammit, I hate you, /ppm/. _________________ Ponies are awesome. QUICK_EDIT
*sigh ...if there's tools that can do so then no more needs to be discussed about this. Besides, I already said I can still play it normally. Back to the questions. I'm sorry about that, even if it is to be considered 'nothing'.
6. Is there a way to make a RA1 Radar Jammer?
7. Can the game be hacked to allow CellSpreads of over 10?
Eh, I'm pretty sure Reloaded DOES replace gamemd.exe with its own because it needs a modified version to support its own CnCNet lobby. However, after you disable it, it restores the original gamemd.exe which is backed up. _________________ QUICK_EDIT
Joined: 14 Sep 2006 Location: The last place you'll look.
Posted: Thu Jul 12, 2012 12:39 pm Post subject:
Veinholes are possible. Trade a tibtree for a veinhole image, the 3rd tiberium for veins, add IsVeinhole, IsVeins, and Strength=. To the tiberium, add IsVeins, RadarColor=100,70,0 (or whatever color you wanna make it), and Land=Weeds. The ONLY thing that won't work is the veins will not die after the veinhole is destroyed, but the veins are completely harvestable (vein dumping logic doesn't work though lol). So no "creep" logic is possible in YR. Oh and it still counts as tiberium for ImmuneToTiberium and any Vein controls don't work with it (because they don't work period). _________________ "Don't beg for things; Do it yourself or you'll never get anything."
RJiggler wrote:
Honestly, the hostility makes this thread reminiscent of a Mos Eisley cantina.
Eh, I'm pretty sure Reloaded DOES replace gamemd.exe with its own because it needs a modified version to support its own CnCNet lobby. However, after you disable it, it restores the original gamemd.exe which is backed up.
Errr, no, the mod doesn't have his own version of the gamemd.exe.
Reloaded does a backup of the original gamemd.exe and then modify the gamemd.exe of the game folder to improve the CnCNet support and when the mod is disabled every file/folder in the backup folder (including the original backuped gamemd.exe) is moved again to the game folder.
To know what gamemd.exe version you have in the game folder run the mod launcher and go to the "Logs" tab and if you read the line:
"Current Network (LAN) filter: C&C: Reloaded"
Then you are using the existing executable is the used by the mod. If the line is:
"Current Network (LAN) filter: standard Yuri's Revenge"
Then you are using the original executable in your game folder.
Note: This lan filter check is used only at the begining of the mod launcher start. _________________ C&C:Reloaded > GDI, Nod, Allies, Soviets & Yuri... & TS terrain!
www.youtube.com/user/cncreloaded www.moddb.com/mods/cncreloaded www.facebook.com/cncreloaded http://plus.google.com/103626721987029023646/ QUICK_EDIT
Thank you, now I'm definately all set with the gamemd situation.
6. Ah, so if ArmorTypes work, then my guess is that you can do this by giving the MRJ an EMP weapon (using Ares since it has the EMP Logic). The radars will have a special ArmorType that can only be affected by the MRJ's weapon warhead, and since it is EMP, it will disable the radars.
Joined: 14 Sep 2006 Location: The last place you'll look.
Posted: Thu Jul 12, 2012 9:31 pm Post subject:
Okay, well I forget how to spawn said tiberium since I haven't used this method since....2008?, but there is a way. _________________ "Don't beg for things; Do it yourself or you'll never get anything."
RJiggler wrote:
Honestly, the hostility makes this thread reminiscent of a Mos Eisley cantina.
9) Is there any AI keys that can make an enemy stay at an entire base? For example, there are these super forces each country sends.
[SUPERT]
Name=General Super Team
0=54,0 ;gather outside own base
1=0,5 ;chase vehicles
2=49,0 ;the sucess thing
3=0,7 ;destroy defenses
4=0,6 ;destroy factories
5=0,1 ;destroy all
The super teams are meant to be hard to defeat and meant to destroy all in sight. Now, like the original German force would, this force goes after your vehicles. Then, like the German force, after the enemy they attack is out of vehicles, they go destroy the tanks of the next enemy and leave the base of the first enemy alone.
Instead, I want them to go to a base, and destroy all vehicles, then instead of leaving to the next base, they proceed to destroy their defenses, then factories, then finish off everything else of their's. Once everything of their's is defeated, THEN they head off to the next enemy. The question being, is there a way to make them destroy the entire enemy before heading off to another?
Gather outside of enemy base and give a more specific set of commands for the AI to follow. The way you have it now, it's going to hunt for all of the enemy vehicles until it "succeeds," which it never really will. _________________ Ponies are awesome. QUICK_EDIT
I think I know the real problem there. Any force that attacks vehicles, or any unit that is being told to attack "all" (such as a fire sale force), for some reason, only in my mod, has the tendency to go after aircraft.
For example, an AI fire sales, their ground units go to a base with an airpad full of aircraft. They head into the base, take all kinds of damage (and usually die), and never retaliate or attack anything else unless they manage to kill the aircraft. And when air units firesale (such as Siege Chopper), they'll chase missiles (ICBM missiles being launched across the map) rather than actual targets. I've given every aircraft ThreatPosed=0, but I haven't found any solution or any changes that my mod could possibly cause. _________________ Tiberium Uprising (TS Campaign): http://www.ppmsite.com/forum/viewtopic.php?t=31029
YR: Defend & Destroy: http://www.ppmsite.com/forum/viewtopic.php?t=30283
Soon you'll see a link to my YouTube channel with videos of me drumming! QUICK_EDIT
Aside from that problem above, I have a question related to Ares and NPatch.
10) If you play an NPatch mod online, you have to have the same version of the mod, but not the same version of the game itself? But with Ares mods, you must only have the same version of the mod to play online compatibly, regardless of what version of YR you have? _________________ Tiberium Uprising (TS Campaign): http://www.ppmsite.com/forum/viewtopic.php?t=31029
YR: Defend & Destroy: http://www.ppmsite.com/forum/viewtopic.php?t=30283
Soon you'll see a link to my YouTube channel with videos of me drumming! QUICK_EDIT
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