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TerrainTypes, OverlayTypes, Theaters
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Fri Sep 19, 2014 4:35 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Ares needs to expand TerrainTypes, OverlayTypes, theaters and LATs to improve the visual part of the game even more. Also, TS ice would be nice for this update.

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What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Fri Sep 19, 2014 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

It should also expand the wheels you can put on VehicleTypes and I would also like to have InfantryTypes built from War Factories as AbstractType instances.

Seriously, this topic is not created for what you're suggesting/demanding, Parasite03. AlexB even said so.

OverlayTypes are quite (if not extremely) difficult to expand because the Packs from the map files are created in such a way that it holds a single byte (0-255), properly supporting more than 256 types means a redesign of the Pack sections.
IIRC there's already a base for 'custom' theaters, maybe it can be tested in 0.9 but don't take my word for it.

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Sat Sep 20, 2014 12:00 am    Post subject: Reply with quote  Mark this post and the followings unread

That branch is outdated (last updated, 2009) and never worked - if you specified a theaterlist (just by only listing the default ones were enough to trigger) it went to an infinite loop and exited with running out of stack memory. Just sayin'.

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AlexB
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Joined: 31 May 2010
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PostPosted: Sat Sep 20, 2014 4:42 am    Post subject: Reply with quote  Mark this post and the followings unread

0.8 is nearing completion. There will be another RC next week, which should come with docs and some more internal changes and optimizations. More features are unlikely at this point.

Gunner/OpenTopped for buildings has been requested already.

RP's assessment of the overlay issue is correct. Also, if expanded, you wouldn't be able to use the new overlay. And what Graion said about theaters is also true. If wished, i could look into it for 0.9.

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Sep 20, 2014 10:23 am    Post subject: Reply with quote  Mark this post and the followings unread

The only thing that really defines a theater is it's pal, which limits the style of the graphics used on that type of map.

If you could make it possible to use custom pals for individual tile sets then new theaters wouldn't be necessary, with the colour limitation removed any style of graphics could be used within any theater. Snow & temperate could be combined into one theater or martian terrain added to the lunar theater etc.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sat Sep 20, 2014 10:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah custom palettes for tilesets would probably be more useful than custom theaters to be honest.

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RP
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Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sat Sep 20, 2014 12:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

With that you might want to make Desert and Lunar 'full' theaters like the others.
IIRC some things were completely missing in Lunar and some things broken in Desert?

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Sat Sep 20, 2014 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

That and also putting all the new theatres in the old ones is not good. Havin theatres redone would be much better IMO.
Ilso, I'm not talking about adding more overlays. I'm talking about the way the game reads the list. It is really easy to mess up. What I mean is:
1. Be able to rename them without the game not showing any
2. A special section to define all hardcoded overlays, e.g.
Code:

[Whatever]
Tiberium1=TIB%%
Tiberium2=TIB2_%%
Tiberium3=TIB3_%%
Tiberium4=TIB4_%%
RubbleOverlay=RUBBLE_OVERLAY

To be more prescise, making the game use names instead of numbers would be much better.

Also, when is the long-awaited TibeirumToSpawnTag coming?
The next update should be dedicated to TerrainTypes, theatres, OverlayTypes IMO.

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What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Sat Sep 20, 2014 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Your not the one entirely in charge of directing whos doing what Parasite. Confused

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Droke
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Joined: 18 May 2004
Location: CA, USA

PostPosted: Sat Sep 20, 2014 4:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Palettes for individual sets is something I'd die to get my hands on, being able to use truer more varied colors would be awesome.

However, LATs are another important part of a theater. Arctic and desert can share many things, but your going to have headaches sharing the LATs between them.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Sep 20, 2014 4:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

These are big ideas and I'd rather see a mod desperate to use them before they're worked on. If you can come up with some amazing mod idea that is totally original and relies on these kinds of features then come up with it and maybe they'll get support. Until then you really have to work with what you've got and the suggestions with the most support should get worked on, besides whatever Alex wants to do himself.

Unique palettes for tilesets would obviously be a universally useful one though.

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Ickus
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Joined: 25 Nov 2002
Location: @__@

PostPosted: Wed Sep 24, 2014 6:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Keeping an eye on this thread for reasons and stuff. Smile

I admit, thinking of stuffs, for starters can imagine layered terrains with parallax backgrounds could be neat.

Not unlike that creative use of water tiles to emulate a twinkling space background on a lunar terrain set.

but I acknowledge its a whimsical notion.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Sep 24, 2014 10:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Well I did think it'd be neat to have, instead of black as the background colour, the option for a background image. So if you use the colour #0 in your tile you'll leave a gap for the background image, thus having in space images of bigger planets that can even appear to go underneath cliffs etc without having a load of tilesets to do it.

Of course this is a totally unrealistic addition I think. #Tongue

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Wed Sep 24, 2014 10:10 am    Post subject: Reply with quote  Mark this post and the followings unread

The ability to add more rocks and more tiles would be nice. Very Happy

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RP
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Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Wed Sep 24, 2014 10:55 am    Post subject: Reply with quote  Mark this post and the followings unread

You can already add more tiles in tilesets (if that is what you're referring to).
Adding rocks involves OverlayTypes and those are tricky (read my post above).

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DaRTzO
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Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Wed Sep 24, 2014 6:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

I remember I tried adding rock06 but it's hardcoded to 5 per each set of rocks and as far as I know it's not possible to make new sets.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Sep 25, 2014 10:58 am    Post subject: Reply with quote  Mark this post and the followings unread

I haven't had any problems with adding new overlays? Just use the "All overlay" section on the left menu or the "Overlay & Special" drop down menu on the right.  

There are over 50 unused overlays listed in the rules that can be replaced with new ones. I've used up a few of those but I doubt most mods would need more then that.

Overlays aren't the only way to create new map objects, you can also use TerrainTypes. If that also has a 255 limit then you can add another 176, which again should be more then enough for most mods. I've actually added 143 to D-day so far & I'm running out of things to add #Tongue

Lastly one option I'm also using as a last resort is to use immobile/uncrushable infantry as terrain objects. This is because the terrain pal doesn't have the colours I need, so I've used infantry with a custom pal instead. When coded correctly it's indistinguishable from a normal terrain object.

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RP
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Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Thu Sep 25, 2014 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

You'll run into issues eventually when going over 254.
IIRC Aro had this problem.

You cannot have more than 255 overlaytypes that fully work, the map sections aren't designed that way; period.
As long as you work withing the range of index 0 to 254, you're fine (just make sure you don't overwrite any Westwood hardcoded entries).

From what I can recall, TerrainTypes does not have such a limit, because it's not compressed in a special map section.

EDIT: 256 -> 255

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Last edited by RP on Thu Sep 25, 2014 2:00 pm; edited 2 times in total

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Starkku
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Joined: 28 Dec 2007
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PostPosted: Thu Sep 25, 2014 12:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pretty sure that the limit is actually 255 OverlayTypes. OverlayPack values range between 0-254 with 255 being reserved for no overlay/padding.

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Thu Sep 25, 2014 1:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the info from all of you, this was a very long time ago I needed this, but hopefully it will benefit some of the newer modders. I recall running into weird problems where the overlay I made didn't show up in game or  the map editor. One or the other. Anyway, thanks. Smile

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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Thu Sep 25, 2014 1:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes I know there is a limit of 255 & that the game is already near that limit, but as I said before there are over 50 overlays that are unused/dummies/left over from TS which can be replaced with new ones.

Overlays are mainly used for Tibeirum, bridges & walls, things that are intractable & have multiple frames. Other simple single frame objects like rocks etc can be added to TerrainTypes & work exactly the same.

Tibeirum & bridges are hardcoded and new ones can not be added, expanding the logic to add new ones would require a lot of work & possibly a whole new map editor. So you are left with walls, now I don't know about you but don't think I'll ever need more then 50 different walls...

In short, stop whining about the overlays 255 limit Confused

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Thu Sep 25, 2014 1:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Starkku, yeah, you're right.

Mig Eater; you cannot have more than 255 overlaytypes!!1! #Tongue

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Thu Sep 25, 2014 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

BTW What is exactly hardcoded? I'm redoing the overlay list since I have a total total total conversion and I'm having trouble with them - I left all ores and gems + RUBBLE_OVERLAY but no ores appear if placed on the map.

P.S. All other overlays are renamed to NONEXXX

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DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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DaRTzO
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Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Thu Sep 25, 2014 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

LOL I did that mistake once. Basically you're ztyped to the x axis.

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Fri Sep 26, 2014 8:29 am    Post subject: Reply with quote  Mark this post and the followings unread

What do you mean by me ztyped to the X axis?c

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DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Fri Sep 26, 2014 10:41 am    Post subject: Reply with quote  Mark this post and the followings unread

You're not ztyped to the x axis.

If you have NONEXXX for each dummy entry, only one will be parsed. The game will not look for NONEXXX more than once, if it has found it at 0=, it'll load that one and discard all the others.
This inevitably makes every other valid entry come after 0=.

So, if you really have NONEXXX for each dummy entry, it is very likely that the first ore type is listed at 1=, and not the hardcoded index the game uses.

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Fri Sep 26, 2014 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

XXX is numbers from 1 through 178 (177 entries, one number accidenaly skipped.)

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DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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RP
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Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sun Sep 28, 2014 1:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Requesting a split because this will turn into a support topic rather than an Ares discussion.

Parasite03, could you dump the OverlayTypes list that Ares gives you?
If possible I'd also like to see your rulesmd.ini so that I can run them through my parser.

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Mon Sep 29, 2014 6:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Everyone is talking of some "Ares dumper" and no one ever told me what that is and there is nothing about it anywhere.



rulesmd.ini
 Description:

Download
 Filename:  rulesmd.ini
 Filesize:  57.31 KB
 Downloaded:  5 Time(s)


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DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Mon Sep 29, 2014 7:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Looked at a dump of Yuri's Revenge, then looked at your OverlayTypes list and I see no difference between the parsed rules of YR and your rules...

Put it back the way it was, there is no use for doing this anyway.
You are missing a lot of other hardcoded entries as well.

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Mon Sep 29, 2014 8:10 am    Post subject: Reply with quote  Mark this post and the followings unread

What are they? I'll return them and see if it fixes the proble. So, how do I create these dumps?

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DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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RP
Commander


Joined: 12 Jul 2012
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PostPosted: Mon Sep 29, 2014 8:45 am    Post subject: Reply with quote  Mark this post and the followings unread

IIRC they are dumped automatically when you load a scenario.

What are what? Bridge overlay? You should be able to determine which one they are (like BRDG or something).
BRIDGEB1, LOBRDGB1, LOBRDG09 and such.
Look at it with vanilla rules next to your rules and you should be fine resolving the bridges.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
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PostPosted: Mon Sep 29, 2014 9:49 am    Post subject: Reply with quote  Mark this post and the followings unread


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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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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Mon Sep 29, 2014 10:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach,  Approved

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Mon Sep 29, 2014 11:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, adding -LOG and running the game.
I don't read the manual because I know it already.

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Last edited by RP on Tue Sep 30, 2014 6:58 am; edited 1 time in total

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Tue Sep 30, 2014 6:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmmmm... Don't remember -DEBUG doing anything like that. I was sure it did not do that.

I am confused.... I returned the old list and old entries but the ore is still not there...

Ohhh... The key... But that did not tell me anything special, did both dumps. Just the lists.

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DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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Last edited by Parasite03 on Tue Sep 30, 2014 6:46 am; edited 1 time in total

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E1 Elite
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Joined: 28 May 2013

PostPosted: Tue Sep 30, 2014 6:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Use -LOG in commandline and map hotkeys for development in options -> keyboard.

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
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PostPosted: Tue Sep 30, 2014 6:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Nothing intersintg in it... Just the lists.

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DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Tue Sep 30, 2014 7:55 am    Post subject: Reply with quote  Mark this post and the followings unread

The lists is the interesting part, duh. Those lists are the exact lists of the internal types an how they're referred. If you use something which refers a type with an index - like Overlays - then you can get the proper indexes anytime by using that command.

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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
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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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RP
Commander


Joined: 12 Jul 2012
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PostPosted: Tue Sep 30, 2014 11:50 am    Post subject: Reply with quote  Mark this post and the followings unread

A little more parsing and validating gave me this:

[13:57:54] - OverlayType at index 0 is supposed to be a Wall! It's used for Gate and WallTower connection!
[13:57:54] - OverlayType at index 2 is supposed to be a Wall! It's used for Gate and WallTower connection!
[13:57:54] - OverlayType at index 26 is supposed to be a Wall! It's used for Gate connection!
[13:57:54] - Low-Concrete Bridge OverlayTypes should be consecutive in [OverlayTypes], starting from index 205 to 232, this enumeration is broken!
[13:57:54] - Low-Wooden Bridge OverlayTypes should be consecutive in [OverlayTypes], starting from index 74 to 101, this enumeration is broken!
[13:57:54] - Track OverlayTypes should be consecutive in [OverlayTypes], starting from index 39 to 54, this enumeration is broken!


Consecutive = 01, 02, 03... 28

It seems your Tiberiums are valid, but seriously, don't touch OverlayTypes unless you know what the game does with it.
You don't know it for 80% of the items, so don't touch them!

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