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Maxdebris
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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Wed Apr 04, 2018 11:40 am    Post subject:  Maxdebris Reply with quote  Mark this post and the followings unread

Hey,

there are many misspelled MaxDebris [Maxdebris] in rluesmd.ini, i remember something like that this was intentional?

Any thoughts?

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Apr 04, 2018 12:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well there's only 18 instances, I'm pretty sure it's not intentional. It's more likely an oversight of one error copy-pasted a bunch of times, as Maxdebris= isn't read. Just the usual WW.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Apr 04, 2018 12:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

MaxDebris is correct. Maxdebris doesn't exist in the EXE.

Somewhat related, from ModEnc, I gather that DebrisMaximums is broken in RA2/YR. That it could spawn say more chassis or turret even if it is specified to spawn a max of 1. Atleast in TS, I have never seen this problem. If the problem exist, probably Ares could look into it.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Apr 04, 2018 12:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Only 18 instances you say... I just looked in D-day's rules & I had it misspelled 603 times, WW aren't the only one copy & pasting that error it seams XD Well find & replace fixed that in a few seconds.

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Wed Apr 04, 2018 1:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Laughing

i replaced it before but had unpleasent crash otherwise I had 63 occurences of it  Rolling Eyes

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Apr 05, 2018 2:33 am    Post subject: Reply with quote  Mark this post and the followings unread

There is also a line
Code:
:SecretBuilding=

not a proper comment-out

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Apr 05, 2018 9:38 am    Post subject: Reply with quote  Mark this post and the followings unread

See why I made my script checkers case sensitive Smile

And as for deliberate, I think WW left the errors because it disabled the anims and they didn't feel it needed fixing, I'm sure they were misspelled for a long time.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Apr 05, 2018 9:44 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
There is also a line
Code:
:SecretBuilding=

not a proper comment-out

This is evidence a US/UK layout was used for rules.ini.
Chk for the locations of : and ;
You'll see what I mean Very Happy

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Apr 05, 2018 11:08 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
See why I made my script checkers case sensitive Smile

And as for deliberate, I think WW left the errors because it disabled the anims and they didn't feel it needed fixing, I'm sure they were misspelled for a long time.


To be fair, westwood didn't know how to spell a lot of things...

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Thu Apr 05, 2018 12:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Min/MaxDebris is something I wanted to look into, in particular the strange detail that they use a random number from [Min, Max - 1]. But that's solvable by adding 1 to Max in the INI.

I'd have to look into DebrisTypes and Maximums. Don't know what's wrong there.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Apr 05, 2018 12:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
To be fair, westwood didn't know how to spell a lot of things...

Standard fare for their education system *cough*  #Tongue

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Bugjuice
GDI Hacker


Joined: 31 Aug 2013

PostPosted: Sat Apr 07, 2018 8:02 am    Post subject: Reply with quote  Mark this post and the followings unread

how about the true / false in art.ini? I just found a bunch of them with capital and lowercase..

Embarassed  Embarassed

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Apr 07, 2018 9:32 am    Post subject: Reply with quote  Mark this post and the followings unread

AFAIK the tags that accept true/false also work with yes/no & 1/0 too, So I'd presume they wouldn't be to fussy about capital/lowercase either.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Sat Apr 07, 2018 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

no, caps don't affect Boolean values AFAIK.

although knowing Westwood there's probably one tag that does need it, just for the sake of it.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Apr 09, 2018 12:33 am    Post subject: Reply with quote  Mark this post and the followings unread

There is also a line in artmd.ini under [NAPSYB]
Code:
CanBeHidden-False

Should be =

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Apr 09, 2018 4:22 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
There is also a line in artmd.ini under [NAPSYB]
Code:
CanBeHidden-False

Should be =

Out of curiousity, what keyboard has - and = on the same button?

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Apr 09, 2018 7:58 am    Post subject: Reply with quote  Mark this post and the followings unread

None that I know of, they are normally next to each other tho.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Apr 09, 2018 8:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
None that I know of, they are normally next to each other tho.
True, and you don't need Shift for neither.

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Mon Apr 09, 2018 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
There is also a line in artmd.ini under [NAPSYB]
Code:
CanBeHidden-False

Should be =


The UMP fixes that IIRC

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