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Patch to run TS in resolutions with more than 1200 height
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FunkyFr3sh
Cyborg Soldier


Joined: 23 Sep 2014

PostPosted: Sun Feb 28, 2016 9:42 am    Post subject:  Patch to run TS in resolutions with more than 1200 height Reply with quote  Mark this post and the followings unread


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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Feb 28, 2016 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

It works, didn't crash on mouse movement to any corner. It didn't need any sidebar mods like side3.shp too.
Tested various resolutions upto 4k. But the sidebar remains limited to 20 slots only vertically. Attached resized
screenshot for 3840x2160.



4k.jpg
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 Viewed:  4318 Time(s)

4k.jpg



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FunkyFr3sh
Cyborg Soldier


Joined: 23 Sep 2014

PostPosted: Sun Feb 28, 2016 3:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for testing!

Yes, the crash was related to amount of slots in the sidebar. There was only limited space and the game started to corrupt memory with more than 20 slots.

Should be possible to to have more than 20 slots, but takes a lil more effort than the trick I used (will take a look at it later)


here is another screenshot from bittah:
http://dta.cncnet.org/temp/2160.png

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Feb 28, 2016 3:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

very impressive

What happens if the map is smaller than the screen? Do you still get the quite annoying camera jumping and some screen artifacts when hitting the screen border with the mouse for scrolling?

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E1 Elite
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Joined: 28 May 2013

PostPosted: Sun Feb 28, 2016 4:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Smaller map problems remain, camera jumping and garbage shown for out of map area etc.

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Mon Feb 29, 2016 8:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Figured that was the case.

Does RA1 patched with ra303p run correctly? Which uses the high res sidebar code I wrote after looking and guessing at what AlexB's ARDA patch does.

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FunkyFr3sh
Cyborg Soldier


Joined: 23 Sep 2014

PostPosted: Tue Mar 01, 2016 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
very impressive

What happens if the map is smaller than the screen? Do you still get the quite annoying camera jumping and some screen artifacts when hitting the screen border with the mouse for scrolling?


I only fixed the crash, didn't look into other things. But the these bugs also happen in all the other games

Iran wrote:
Figured that was the case.

Does RA1 patched with ra303p run correctly? Which uses the high res sidebar code I wrote after looking and guessing at what AlexB's ARDA patch does.


never heard of anyone running it above 1920x1200, but ra also has the 3000x3000 limit so 4k will probably not be possible (maps too small)

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Wed Mar 02, 2016 9:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh right I forgot about that. That kinda sucks. Is it possible to zoom-in or stretch the window so it's twice the size, when running windowed or fullscreen? A scaler.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Mar 02, 2016 10:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Tested with PortableRA with ra303p R84 + my mod files.

3200x1800 works in windowed mode. Any higher, map doesn't show, just black and sidebar slots extends
until the bottom but scroll arrows remain somewhere above. 2880x1620 worked nicely in fullscreen.

Smaller maps show black for out of map area as it should be and there is no camera jumping. Sidebar
extends upto the bottom with proper scroll arrows. There is a minor issue of tooltips on the sidebar that
don't disappear quickly if the map is smaller width wise. Otherwise it is entirely playable upto 3200.

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Sat Mar 12, 2016 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

You should look at the Ares source code, they fixed the 75 unit bug (where if a player can build more than 75 units/buildings the game crashes). Although the sidebar slot bug is obviously different but it also ought to be simple to fix. Also check my Tiberian anti-cheat code it hooks load and save savegames and it also hooks reads/writes to and from the memory used for holding what a player can build (which will help you with fixing 75 units bug).

Does YR have the same issue as TS at 4k?

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FunkyFr3sh
Cyborg Soldier


Joined: 23 Sep 2014

PostPosted: Sat Mar 12, 2016 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Never heard of the 75 unit bug, I could check our crash database to see if and how often it happens if I had the memory address

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Mar 13, 2016 6:47 am    Post subject: Reply with quote  Mark this post and the followings unread

It is not 75 units bug, though there is a bug for 100 buildable units where AI has problems in TS.

On 75 sidebar items - http://modenc.renegadeprojects.com/Whiteboy-Bug
Even this bug has got a workaround recently for TS.

YR crashes on anything above 1800 height, so no 4k as it is.

@FunkyFr3sh: Is this TS 1200+ height fix shared? Can anyone apply it in their game.exe?

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FunkyFr3sh
Cyborg Soldier


Joined: 23 Sep 2014

PostPosted: Sun Mar 13, 2016 7:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah ok, good to know! 75 seems to be a lot though, wondering how you can even get that many items lol

I can tell you how I patched it, but you cannot add it that easy to a custom exe since the code is for our patcher (it recompiles the executable, changes the size of it)

The var that contains the height of a certain area of the sidebar is here: 0x0074C24C

The game does adjust the value of it here: 0x005F2766 and here: 0x005F60D7

It will crash when the value exceeds 1116, so you want to make sure that it stays below 1117

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Mar 13, 2016 7:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Typically if you capture other side's buldings, you get their buildable items too which may cross 75 sidebar
items. Or if you have implemented unholy alliance kind of stuff in your mod. With additional sides possible
in TS now, it gets more and more likely.

As those addresses are beyond game.exe sizes. Can you give a link from where you have referred to?

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FunkyFr3sh
Cyborg Soldier


Joined: 23 Sep 2014

PostPosted: Sun Mar 13, 2016 7:51 am    Post subject: Reply with quote  Mark this post and the followings unread

oh, you actually need a debugger like OllyDbg to take a look at it Sad

The patch can't be done by changing a few bytes in the executable. Well, maybe it could be done if you find a good place to do something similar!

I could give you a clean 2.03 executable with just that one patch applied if it helps

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Mar 13, 2016 9:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Even if you put the fix in a clean executable, I might not get into it as time constraints never allowed me to
get into debuggers/disasm/IDA Pro stuff seriously.

Though it would be nice to see such fixes get included all in one place like in Rampastein's TS Client where
modders are getting interested in this forum. That is, if it is not already been done, the TS Client team wants
it and is OK with both parties.

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FunkyFr3sh
Cyborg Soldier


Joined: 23 Sep 2014

PostPosted: Sun Mar 13, 2016 9:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Rampa has access to the source code and he also knows how to use our patching system, so it will be available in his TS client for sure at some point. If you use his client as base for mods then you should be good to go

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Mar 13, 2016 12:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I will include this fix in the TS client eventually, as soon as I stop being busy with university so I can look into porting all of the TS client's hacks and changes (like sub-directories) into the CnCNet patching system. Probably around June.

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