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Questions and Such
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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Thu Jul 05, 2012 1:14 am    Post subject:  Questions and Such Reply with quote  Mark this post and the followings unread

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.

Code:
Stack dump (* indicates possible code address) :
00042FE4: 00000000 DATA_PTR
00042FE8: 00000000 DATA_PTR
00042FEC: 00000000 DATA_PTR
00042FF0: 00000000 DATA_PTR
00042FF4: 00000000 DATA_PTR
00042FF8: 00000000 DATA_PTR
00042FFC: 00000000 DATA_PTR
00043000: 00000000 DATA_PTR
00043004: 00000000 DATA_PTR
00043008: 00000E7F DATA_PTR
0004300C: 00000340 DATA_PTR
00043010: 00000000 DATA_PTR
00043014: 0047BAB5
00043018: 000000C7 DATA_PTR
0004301C: 00000340 DATA_PTR


2) Can any of the TS features (Ice, Veins, Firestorm) that still exsist in rulesmd be activated in YR?

3) What's the purpose of WindDirection? What wind?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Jul 05, 2012 1:31 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Thu Jul 05, 2012 1:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Veins work in NP (not sure which NP version), but I don't think firestorm works.

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geof101
Rocket Infantry


Joined: 30 May 2012

PostPosted: Thu Jul 05, 2012 5:16 am    Post subject: Reply with quote  Mark this post and the followings unread

how could i get veins to work in np? i checking it and can't find a way to recreat them

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Thu Jul 05, 2012 5:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Check VK's page. IIRC, he included a snow test map with the patch download that had veins in it.
Very buggy though.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Sun Jul 08, 2012 4:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Jul 08, 2012 4:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

As a firestorm wall, AFAIK.

4) Ares has a map snapshot which could list out where the unit lies.

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=======================
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=======================
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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Wed Jul 11, 2012 2:16 am    Post subject: Reply with quote  Mark this post and the followings unread

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).

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Jul 11, 2012 7:58 am    Post subject: Reply with quote  Mark this post and the followings unread

PePsiCola wrote:
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

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Jul 11, 2012 9:07 am    Post subject: Reply with quote  Mark this post and the followings unread

PePsiCola wrote:
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.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Wed Jul 11, 2012 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, nothing is wrong with the site, but the Internet/Virus protection I use marks it as a dangerous site. It may not be the site itself, but there may be links there that go to unsafe sites.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Wed Jul 11, 2012 9:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Wed Jul 11, 2012 10:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Jul 11, 2012 11:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Wed Jul 11, 2012 11:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh yes and I did de-activate Reloaded before removing the files. Now what about the GAMEMD? It's probably not Ares, but more likely Reloaded. It doesn't let me move it because it's "in use by another program".

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Jul 11, 2012 11:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Wed Jul 11, 2012 11:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could the issue possibly be connected to the comodo issue where a program that uses code injection is automatically a bad program?

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Thu Jul 12, 2012 12:21 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

Could I upload the gamemd.exe in my directory and see if any of you have trouble with it (deleting it or moving it).

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Thu Jul 12, 2012 5:08 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Thu Jul 12, 2012 5:13 am    Post subject: Reply with quote  Mark this post and the followings unread

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/.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Thu Jul 12, 2012 5:34 am    Post subject: Reply with quote  Mark this post and the followings unread

*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?

8. How come I could have working anims ingame without adding them into the anim list?

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Thu Jul 12, 2012 5:46 am    Post subject: Reply with quote  Mark this post and the followings unread

6) Maybe with Ares, but there's a way to hack it in with armor types.

7) NPatch allows that. Otherwise, no.

8) Because it works, but don't neglect to add them (aka, don't be a moron).

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Thu Jul 12, 2012 8:25 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Jul 12, 2012 12:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

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).

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Jul 12, 2012 12:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral.... ummm... all tibtrees produce the first ore.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
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FS-21
Cyborg Soldier


Joined: 09 Dec 2002
Location: Spain

PostPosted: Thu Jul 12, 2012 3:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Speeder wrote:
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.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Thu Jul 12, 2012 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

8. Of course I added them in after realizing I hadn't.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Jul 12, 2012 4:16 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Jul 12, 2012 9:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, well I forget how to spawn said tiberium since I haven't used this method since....2008?, but there is a way.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Jul 12, 2012 11:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Via Debris, yea, that could work.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Fri Jul 13, 2012 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alright. I can work with that.

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?

I hope that was understandable enough.

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FurryQueen
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Joined: 24 Jul 2010
Location: Liyue

PostPosted: Sat Jul 14, 2012 2:37 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Sun Jul 15, 2012 1:12 am    Post subject: Reply with quote  Mark this post and the followings unread

you could try moving to enemy buildings and guarding.

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FurryQueen
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PostPosted: Sun Jul 15, 2012 5:09 am    Post subject: Reply with quote  Mark this post and the followings unread

That doesn't have the same effect.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Wed Jul 25, 2012 1:41 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Sun Jul 29, 2012 6:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Jul 29, 2012 6:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Ares version also matters. It does not checked at the time of join, but a mismatch can easily cause REs at the long run.

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