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Final Alert 2 YR v1.02 Patches
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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Aug 26, 2019 10:40 am    Post subject:  Final Alert 2 YR v1.02 Patches Reply with quote  Mark this post and the followings unread

Final Alert 2 YR v1.02 Patches

Changes (2024-02-22):
- Aqrit's DDraw wrapper placed in FA2 folder to be used by default (From ForWindows10 folder).
- Included MapResize tool updated to latest version.

Changes (2023-12-14):
- Updated FA2sp (based on v1.6.3).
- Few civilian units now show under Others instead of Soviets on sidebar.
- Trigger action 48 Center Camera at Waypoint now shows speed dropdown values.
- Renamed FAData.ini key UsingPhobos to PlayerAtXForTechnos for Phobos (dev build 37 or newer).
- Renamed FAData.ini key DisableFileWatcherPopup to FileWatcher.
- Minor UI updates and description changes in FAData.ini.

Older changes:
Spoiler (click here to read it):
Changes (2023-10-07):
- Allow techno properties and propertiy brushes window to show <Player @ (A-H)> for MP maps. This Phobos feature can be disabled with UsingPhobos FAData.ini key.
- DisableFileWatcherPopup FAData.ini key to disable reload map message on external map file modification.

Changes (2023-08-09):
- Local variables dropdown limit of showing only 100 entries removed.
- Display of incorrect Multi-Player (0-7) dropdown entries for RA2 removed.

Changes (2023-06-26):
- Base nodes rendering fix.
- Corrections to script actions 56 and 57 (Chronoshift team).
- Tags and Trigger window updates for persistence attribute.
- FAData.ini, FALanguage.ini and EXE file resource updates.

Changes (2023-06-02):
- Hotkey updates: Multi-select deselect all with Ctrl+D or Ctrl+Shift+D,
D key is kept as is for cliff flat to ground feature.

Changes (2023-05-30):
- Updated FA2sp (based on develop branch commit on 2023-05-25).
(It includes - Show building damage/rubble frames based on health,
external file modification detection etc.)
- FAData.ini, FALanguage.ini and EXE file resource updates.

Changes (2023-05-10):
- Updated FA2sp (based on v1.6.1).
- MultiSelection - Deselect all hotkey changed from Ctrl+D to Ctrl+Shift+D.
- MultiSelection enabled by default in FAData.ini.
- Find coordinate can be accessed with hotkey Ctrl+Shift+F.

Changes (2023-05-03):
- Updated FA2sp (based on v1.6.0).
(This release supports RA2 as well as YR)
- Over 300 translation handles added to FALanguage.ini.
- Updated FAData.ini.

Changes (2023-04-09):
- Fix loading marble.mix file.

Changes (2023-04-07):
- Updated FA2sp (based on develop branch commit on 2023-03-07).
(It includes - Mix loading order made similar to game, Ares
custom foundation support, overlapping building detection etc.)
- RA2 support is enabled in this release of FA2sp.
- Show/hide money on map Alt+2 hotkey works now.

Changes (2023-02-16):
- Buildings with theater specific file extensions are now displayed.
- Adds Phobos trigger events and actions.
- Included MapResize tool updated to latest version.

Changes (2023-01-13):
- Updated FA2sp (based on v1.5.1.0).

Changes (2023-01-12):
- Updated FA2sp (based on v1.5.0.0).
- Toolbar/buttonbar buttons merged to first bar for left side placement by default.
- Latest Phobos script actions support.
- Default building direction set to 0 from 64.
- UI updated for max map size in new map and resize windows.
- Custom extra parameter support for script actions.
- FAData.ini updated to reflect updated FA2sp.dll.

Changes (2021-10-22):
- FA2sp code changes
-- Base version for changes: FA2sp develop commit as on 20211020.
(Check FA2spReadme.txt for v1.1.2 details).
-- Reverted TicTacToe changes
-- LegacyUI TabControl changes reverted.

Changes (2021-10-19):
- FA2sp code changes
-- Base version for changes: FA2sp develop commit on 20211016.
(Check FA2spReadme.txt for v1.1.2 details).
-- UI Styles enabled to use windows OS look and feel.
-- Accelerators, Menu and dialog resources are added to the DLL.
-- Comes with UI Style disabled DLL, placed in LegacyUI folder.
-- Script action dropdowns has been modified. ScriptParamTypes
section allows user defined parameter dropdowns.
-- Tiles related performance hooks disabled for bugfix.
- FAData.ini changes
-- Autosave feature enabled.
-- ScriptParamTypes section added with entries and description.
- FinalAlert2.dat changes
-- Updated resources for centering few windows and removed
use of quotes in text to match the dialog resource used in DLL.
- Added KnownIssues.txt file in ReadmeDocs folder.

Changes (2021-09-28 ):
- FA2sp code changes
-- Base version for changes: FA2sp develop commit on 20210925.
(Check FA2spReadme.txt for v1.0.6 details). This commit includes
reading palette files from other than cache(md).mix also.
-- Added show all menu option for displaying map objects.
-- Theater specific ignore sections added.
-- Appended IDs for technotypes on sidebar.
-- Phobos script actions in development (74-102) support added.
-- Few of the script action dropdowns can now have overrides in FAData.ini.
-- Minor change to allies editor to add current country to Allies list.
-- Left out infantry cell spot change.
-- Version info added.
- FAData.ini changes
-- ExtConfig new parameters added with Sidebar and waypoint colors enabled.
-- Theater specific ignore section names added (commented).
-- Trigger action dropdown parameter Float value enabled for actions 71 nd 72.
-- Script parameters of CameraSpeed
-- Phobos support for testing actions 74-102 added with dropdown parameters of
AITargetType, AITargetCategory and AIScriptsList.
- FinalAlert2.dat changes
-- UI updates on scripts, trigger action, events, taskforce, teams etc.
-- Menu update with hotkeys for show/hide displaying of map objects.
-- Beginner/Easy mode removed.

Changes (2021-05-27):
- FA2sp code changes
-- ForceSide won't limit to rules Sides count.
-- Translation use is now global to show like Tiberium tree as Ore mine.
-- ID appended to terrain on left panel to show like Tree as Tree (TREE01).
-- Color options for selection of current cell under cursor, copy and height dashed line,
- FAData.ini changes
-- Commented color options added
- Readme files from base folder moved to ReadmeDocs folder.

Changes (2021-05-18 ):
- FA2sp code changes
-- Fix for language section selection.
-- Resources moved to EXE.
- FAData.ini changes
-- Trigger action 42 description updated.
- FA2 EXE changes
-- Resources updated for strings and dialogs.
-- Hotkey added for Tool scripts menu item.
-- Renamed extension from .exe to .dat.

Changes (2021-05-13):
- Included FA2SPLaunch program to launch FA2 with syringe. (Needs .Net 3.5 FW)
- Hack applied to EXE for not changing map extension when saving maps. (Credits: Secsome)

Changes (2021-05-10):
- Fix for taskforce window's unit type dropdown not saving properly.

Changes (2021-05-08 ):
- FA2sp code changes
-- OverlayFilter option removed, now it caps OverlayTypes index to less than 255.
-- Added most of the dialog resource files to enable further modifications.
-- Change Owner tree browser entry for SP and MP maps changes.
- FAData.ini changes
-- Option flags added - SortByTriggerName, AdjustDropdownWidth etc. and ForceName section.
-- OverlayFilter option removed.
-- Phobos Script Actions 71-73 added.
- Included Aqrit's DDraw wrapper for users of Windows 10 with latest updates.

Changes (2021-03-14):
- FA2sp code changes
-- Change Owner tree entry for SP and MP maps
-- Allow OverlayFilter=no to fill overlays dropdown
-- Fix script action 6, 7 parameter dropdown
- FAData,ini changes
-- Parameter change for event 77

Changes (2021-03-10):
- Support for FA2sp.dll, run with RunFA2sp.bat. FA2Ext.dll is not compatible with this release.
- Reverted status bar coordinates YX to XY hack in the EXE due to incompatibility, it is now part of FA2sp.dll.
- FA2sp code altered and FAData,ini changed to make this release compatible with FA2sp.dll.

Changes (2020-12-14):
- Trigger action and event parameter dropdowns are now wider.
- Script action description box size increased to avoid scrollbar when showing detailed info.
- Includes MapResize tool, an alternative to FA2's resize feature.
- FAData.ini changes
-- Minor parameter type changes
-- Enabled 92, 93 firestorm defense map actions, supported by Ares
-- All script actions including Ares (65 to 70) are updated with latest information
and parameter settings (changes applicable only if using FA2Ext.dll)

Changes (2020-09-05):
- Script action Change house (20,n) dropdown changed to country list for index selection.
- Few description changes in FAData.ini for actions and events.

Changes (2020-09-02):
- Ease of use UI changes like dropdown size increase, consecutive window's button location sync.
- Included Ambient calc tool for map action 71 and 72.
- Map action 88 now shows ParticleSystems list in the dropdown instead of Particles.
- FAData.ini changes
-- Desert trees with lower IDs made available
-- Few trees, lamps and other objects made available
-- Parameter type corrections and changes
-- Additional info and corrections for few events
-- Corrections/changes for actions 8, 25, 26, 27, 40, 42, 43, 44, 45, 48, 52, 58,
71, 72, 73, 88, 89, 90, 94, 96, 104, 105, 112, 114, 116, 128, 137 and 140.
-- Ares events 62 to 88 added
-- Ares actions 146 to 149 added

Note: When applying mods like TX (Terrain Expansion) which changes FAData.ini, it is advised to merge
the contents with a diff tool instead of overwriting the file so that the corrections or changes are not lost.

Changes (2020-05-10):
- Dropdown heights increased so as to minimize the use of scrollbars.
- Search waypoints window improved.
- Veteran status text appended with (0-200) for pre-placed units in FALanguage.ini for English.
- Tab stop orders changed for most of the windows.

Changes (2020-05-04):
- AI Trigger window improved. Unused Base Defense value is unchecked by default when creating new trigger.
- Tab stop orders changed in a few windows.

Changes (2020-04-03):
- Hotkeys for menu items.

Changes (2019-12-26):
- Second row in toolbar is removed and buttons from it merged to first row.
- Default global AI Trigger enable checkbox is set as unchecked in new map creation window.
- Disabled Beginner mode by default on first run.
- Unit window text changed from Follows ID to Follower's ID in FALanguage.ini.

Changes (2019-08-31):
- New map default size set to 80x80 (was 50x50).
- New TeamType default value for Full and Autocreate checkboxes set to no (was yes).

Changes (2019-08-30):
- Added map size limits message for the tool to Map resize UI and script.

Changes (2019-08-29):
- Map resize through Map popup window upper limit raised from 200 to 511.
- Resize script added to the Scripts folder.
- Descriptions changed in Tags, ScriptType, TaskForce etc. windows and FALanguage.ini is updated.

Changes (2019-08-27 Patch 2):
- Map resize through tool script restriction raised from 200 to 511.

Changes (2019-08-27 Patch 1):
- On new map creation, default LocalSize (visible area) is now set to 3,5,Width-6,Height-11 (was 2,4,Width-4,Height-6).
- Trigger Editor window: Size of description box for action and event tabs is increased so that the descriptions
can be viewed without scrolling.

Changes (2019-08-26):
- More undo/redo (from 15 to 127) hack applied (from cybermind).
- Repeat/AND/OR dropdown fixes for Trigger and Tag windows
- Ignore RA2 install path from the registry and use path from FinalAlert.ini
only. It enables having individual copies of FA2 for mods.
- Low volume sound.
- New map creation window limit of 200 size for width/height extended with instructions.
- Reference ecahemd changed to expandmd.
- FALanguage.ini is modified for high bridge frame's usage. Changes are done for English only.
- Status bar coordinates are shown as X / Y - H (was Y / X - H).
- Edit menu items re-ordered and Edit menu popup windows now open centered by default.
- Teams window: Resized and checkbox options are given some space.
- AI Trigger Types window: Side dropdown entry changed from 0 None to 0 All,
renamed Multi-Side to Side, Weight to InitialWeight and Unittype to TechnoType.
- Infantry, Unit and Aircraft windows: Resized and arranged components, changed Recruitable to
AutocreateNo Recruitable and AI Recruitable to AutocreateYes Recruitable in FALanguage.ini for English.
- On new map creation, default LocalSize (visible area) is now set to 2,5,Width-4,Height-11 (was 2,4,Width-4,Height-6).
This is to compensate for in-game blackening of the top row and bottom rows cuttoff.
- New map creation minimum WidthxHeight is now set to 20x20 (was 16x16). Warning message on map creation
are set for less than 20 (was 16) and greater than 511 (was 200). Warning message for Width+Height being greater
than 256 is extended to 512.



FA2YRPsp_20240222.7z
 Description:
FA2Patches with FA2sp DLL.

Download
 Filename:  FA2YRPsp_20240222.7z
 Filesize:  2.41 MB
 Downloaded:  183 Time(s)


FARA2Psp_20240222.7z
 Description:
RA2 only (No YR) with FA2sp DLL.

Download
 Filename:  FARA2Psp_20240222.7z
 Filesize:  2.41 MB
 Downloaded:  60 Time(s)


Last edited by E1 Elite on Thu Feb 22, 2024 4:30 am; edited 39 times in total

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Aug 26, 2019 10:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh nice work!

I may suggest changing the map width limits to 3/-6 since you're at it. It might help in rare cases, and does make the margin large enough to complete some features.

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Tue Aug 27, 2019 3:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Updated.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Aug 27, 2019 6:29 am    Post subject: Reply with quote  Mark this post and the followings unread

.



SharedScreenshot1.jpg
 Description:
Any chance of fixing this?
 Filesize:  27.92 KB
 Viewed:  507229 Time(s)

SharedScreenshot1.jpg



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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Tue Aug 27, 2019 7:27 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't know what to say, I couldn't open FA2 but since using this suddenly it's working now.. couldn't figure out what was wrong with my rulesmd but thank you anyway o_o

_________________

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Aug 27, 2019 7:34 am    Post subject: Reply with quote  Mark this post and the followings unread

XxpeddyxX wrote:
I don't know what to say, I couldn't open FA2 but since using this suddenly it's working now.. couldn't figure out what was wrong with my rulesmd but thank you anyway o_o

You probably had the registry issue...
Or your PC finally wised up #Tongue

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E1 Elite
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Joined: 28 May 2013

PostPosted: Tue Aug 27, 2019 10:10 am    Post subject: Reply with quote  Mark this post and the followings unread

@TAK02: I was able to increase the cap put on Resize command through Tool script from 200 to 511. Now you can create a script file with one line resize command to resize your maps beyond 200 size. Example is in Info file inside attachment. Take a backup before proceeding.

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Aug 27, 2019 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
@TAK02: I was able to increase the cap put on Resize command through Tool script from 200 to 511. Now you can create a script file with one line resize command to resize your maps beyond 200 size. Example is in Info file inside attachment. Take a backup before proceeding.

That method still results in stuff shifting about, right?
I meant just "fixing" the warning box I get when I want to increase the height/width beyond 200 in the map window.

That way, map size increases and nothing shifts if parameters are entered correctly.

But if it's not possible, then alright. I'll make do.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Tue Aug 27, 2019 10:49 am    Post subject: Reply with quote  Mark this post and the followings unread

You can shift the map contents by giving left and top amounts in the parameters of the Resize tool script command. I was not able to find a quick fix for the UI for over 200 size and this hack location was already known, so you have at least one method that works.

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Aug 27, 2019 12:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks like it works.
Only downside I see is you'll have to set the new size by editing the actual script.
And depending on where FA2 is installed, things might get admin-pesky.

But as long as it works, I'm not complaining.
Thanks, E1! You're a life-saver!



Resize.txt
 Description:
Please allow FSCRIPT extension

Download
 Filename:  Resize.txt
 Filesize:  340 Bytes
 Downloaded:  70 Time(s)


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E1 Elite
General


Joined: 28 May 2013

PostPosted: Tue Aug 27, 2019 3:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Attaching the resize script with input.



ResizeScript.zip
 Description:

Download
 Filename:  ResizeScript.zip
 Filesize:  525 Bytes
 Downloaded:  76 Time(s)


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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Aug 27, 2019 4:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, E1! You're a life-saver!
See what I did there? :P
EDIT: suggestion to make this script a compulsory addition to all existing FA2 installers

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E1 Elite
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Joined: 28 May 2013

PostPosted: Thu Aug 29, 2019 2:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Updated.

@TAK02: Map resize window empty message popup was supposed to say - Please enter an integer between 0 and 200 but FA/FA2 doesn't have that string, FinalSun has it. Now resize works from UI as well for above 200 case.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Aug 30, 2019 7:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Is it possible to port the same map size extension to FinalSun? The offsets seem to be different from what I can tell.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 30, 2019 7:20 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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E1 Elite
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Joined: 28 May 2013

PostPosted: Fri Aug 30, 2019 9:48 am    Post subject: Reply with quote  Mark this post and the followings unread

A similarly patched FinalSun files for TSClient is uploaded.

Loading of maps larger than width*height of ~43800 value is more of a fundamental problem to FinalSun/FA2 which isn't solved yet. The changes provided here are more of a cosmetic restrictions which were extended.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 30, 2019 11:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Could you add a little routine to check if that limit is exceeded when the user resizes or sets a maps size?
Would be quite frustrating if a user loses all changes due to a crash, when he upscaled it a bit too much for FA/FS to handle.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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E1 Elite
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Joined: 28 May 2013

PostPosted: Fri Aug 30, 2019 11:36 am    Post subject: Reply with quote  Mark this post and the followings unread

That is beyond my capabilities. Mappers should take backup when changing to extra ordinary sizes.

Edit: Update to the first post. Map resize UI and script now comes with the limits message.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Sat Aug 31, 2019 4:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Updated.

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Aug 31, 2019 8:07 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Updated.

...
Nice, you update, but keep the details of said update close to the chest. #Tongue

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E1 Elite
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Joined: 28 May 2013

PostPosted: Sat Aug 31, 2019 8:39 am    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
Nice, you update, but keep the details of said update close to the chest. #Tongue

The short description is updated in the first post and Info file inside the attachment contains Hex addresses etc. for doing it yourself. For app resource changes, can use resource hacker to copy paste or import/export the changes.

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UNSC THE CHILL OF WAR
Combat Engineer


Joined: 15 Nov 2017

PostPosted: Sun Sep 01, 2019 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

should the framework mode button being no longer available?

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E1 Elite
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Joined: 28 May 2013

PostPosted: Mon Sep 02, 2019 12:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Switch Framework Mode button is available. No changes to the toolbar. Can use Ctrl+F shortcut key also.

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Ramzay1945
Civilian


Joined: 28 Oct 2015
Location: Ivanovo, Yelow Zone Y-1

PostPosted: Mon Nov 25, 2019 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Patched FA don't work with custom palettes Sad

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E1 Elite
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Joined: 28 May 2013

PostPosted: Tue Nov 26, 2019 3:32 am    Post subject: Reply with quote  Mark this post and the followings unread

This patch doesn't change how FA2 parses mixes and files, it is same as original FA2. Changing reference of ecachemd to expandmd shouldn't affect it.

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Ramzay1945
Civilian


Joined: 28 Oct 2015
Location: Ivanovo, Yelow Zone Y-1

PostPosted: Tue Nov 26, 2019 6:22 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
This patch doesn't change how FA2 parses mixes and files, it is same as original FA2. Changing reference of ecachemd to expandmd shouldn't affect it.


I put my custom palette in original ra2md.mix
FA2 use this custom palette, but FA2_P not work whit it.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Tue Nov 26, 2019 6:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Patched FA2 uses the game folder given in FinalAlert.ini whereas the original FA2 uses InstallPath from registry. Check if both are getting the same mix file location.

In FinalAlert.ini for patched FA2:
[TS]
Exe=

In registry for original FA2: (use regedit)

[HKEY_LOCAL_MACHINE\SOFTWARE\Westwood\Red Alert 2]
"InstallPath"

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Ramzay1945
Civilian


Joined: 28 Oct 2015
Location: Ivanovo, Yelow Zone Y-1

PostPosted: Tue Nov 26, 2019 8:45 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Patched FA2 uses the game folder given in FinalAlert.ini whereas the original FA2 uses InstallPath from registry. Check if both are getting the same mix file location.

In FinalAlert.ini for patched FA2:
[TS]
Exe=

In registry for original FA2: (use regedit)

[HKEY_LOCAL_MACHINE\SOFTWARE\Westwood\Red Alert 2]
"InstallPath"


I use same mix files in game folder and in InstallPath direcory

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Nov 26, 2019 8:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe something went wrong when you inserted your new palette into ra2.mix? XCC Mixer and admin permissions (and the folders that need admin permissions to modified in any way, shape or form) don't work well. See here: https://ppmforums.com/viewtopic.php?t=45729

Regardless, why would you do that? That alone is a horrible idea...

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E1 Elite
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Joined: 28 May 2013

PostPosted: Tue Nov 26, 2019 9:20 am    Post subject: Reply with quote  Mark this post and the followings unread

What I asked to check is the Exe= path given in FinalAlert.ini which is in FA2 folder.

For me both the original and patched FA2 works the same, depending on theater, palettes are picked up from ra2md.mix -> cachemd.mix or ra2.mix -> cache.mix.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Nov 26, 2019 9:44 am    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
Regardless, why would you do that? That alone is a horrible idea...

It's the only way to make FA2 read custom theater pallets, if you dont FA2 will look like a bad drug trip...

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TAK02
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PostPosted: Tue Nov 26, 2019 4:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
TAK02 wrote:
Regardless, why would you do that? That alone is a horrible idea...

It's the only way to make FA2 read custom theater pallets, if you dont FA2 will look like a bad drug trip...

And I take it chucking it into an expand MIX gives the same result?
Bad drug trip? Now I'm interested in what you've been doing, Mig #Tongue

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Mig Eater
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PostPosted: Tue Nov 26, 2019 5:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Putting the pal in an expand will work for the game, but as E1 said FA2 can only read pal files from the cache.mix inside ra2.mix.

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PostPosted: Thu Dec 26, 2019 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Updated the first post.

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PostPosted: Fri Apr 03, 2020 5:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Updated first post with hotkeys for menu items. Old download is left as backup if there is any problem with new hotkeys.

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G-E
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PostPosted: Fri Apr 03, 2020 7:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Just curious, would it be possible to add additional brush shapes? If we're lucky they aren't hardcoded and just exist in an array...

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PostPosted: Fri Apr 03, 2020 8:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Have already tried that earlier. The dropdown index is hardcoded for the specific shapes.

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PostPosted: Sat Apr 04, 2020 12:08 am    Post subject: Reply with quote  Mark this post and the followings unread

1. FA2YR now reads "ecachemdxx.mix" files, as long as RA2 mode is disabled.

Where is this ra2 mode setting? Can't find it, mine only reads expandmd's.

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PostPosted: Sat Apr 04, 2020 1:29 am    Post subject: Reply with quote  Mark this post and the followings unread

I think you are quoting the changes from last official FA2, where the change should have been ecache* (as the game reads for YR) rather than ecachemdXX. RA2 mode is in Settings. Some use older version of FA for RA2.

Only change in the patch regarding this is the reference of ecachemd (at address 0x1CEB5D) which was changed to expandmd.

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PostPosted: Mon May 04, 2020 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Updated first post with more cosmetic changes.

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PostPosted: Mon May 04, 2020 2:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just FYI, the fadata.ini isn't clear on this point, but a lot of settings within it serve to indicate whether a map is YR, like a list being too long or the presence of a building. This is one of the changes my downloadable .ini on ModDB makes, allowing a vastly expanded game/mod without triggering YR mode.

I mention this for anyone who mods RA2 proper, they should be able to use my fadata.ini and allow FA2 to save as .mpr (I think)...

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PostPosted: Tue May 05, 2020 12:44 am    Post subject: Reply with quote  Mark this post and the followings unread

This patched FA2 exe uses game path from FinalAlert.ini only and not from registry. So if you have RA2 only installed with no YR files (no *md files) in that folder or just make a copy of YR installation and remove *md files and then set the game path (Exe=) in FinalAlert.ini to that RA2 folder. Then all maps either SP or MP will be RA2 maps only, no chance of those becoming YR maps as there is no YR content available to FA2. YR theaters won't be available, SP maps don't get created with YuriCountry and even UI doesn't show YR additions of map action/events etc.. It is as simple as that, no need to modify FAData.ini for this.

Users can have multiple RA2/YR/Mods installations and every one of those can have its own FA2.

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PostPosted: Tue May 05, 2020 3:30 am    Post subject: Reply with quote  Mark this post and the followings unread

No that's not it, the YR detection doesn't require YR installed, you just have to hit certain triggers like tileset/tree limits and other such known YR assets, which are defined in the .ini without proper description.

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PostPosted: Sun May 10, 2020 1:23 am    Post subject: Reply with quote  Mark this post and the followings unread

More user friendly changes, update in first post.

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PostPosted: Wed Jun 17, 2020 9:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

How does FA2YR read expandmdXX.mix files, including SHP's and VXL's? Any time I try to run it with a mod it doesn't load the files but does load the outline (indicating that it is reading RulesMD.ini). I also know it's reading ArtMD.ini because it tries to load the SHP/VXL files but fails every time.Is it some form of protection I have to get around?

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PostPosted: Thu Jun 18, 2020 1:00 am    Post subject: Reply with quote  Mark this post and the followings unread

YR (with Ares) can load almost everything from expandmdXX.mix, so modders usually put everything into it. FA2 is specific about fetching files, some are only picked up from ecache*.mix and terrain/theater INI files if modded, should be placed loose in the game folder.

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PostPosted: Sat Jul 04, 2020 1:01 pm    Post subject:   Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
YR (with Ares) can load almost everything from expandmdXX.mix, so modders usually put everything into it. FA2 is specific about fetching files, some are only picked up from ecache*.mix and terrain/theater INI files if modded, should be placed loose in the game folder.


You can also get FinalAlert2YR to load almost everything in expandmdXX.mix with some tampering. ICFRA came with a patched EXE that rerouted to the manual setting as well, and that loads things that a typical EXE cannot.

For comparison's sake, I took two different screenshots of FinalAlert2YR.

This one is with the ICFRA patch.

This one is with the patch in this forum. Notice how the one building shown in the first picture is not there anymore.

The mod imparticular is here. The FA2 version shown in the first picture can be found in the latest download of the mod.

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PostPosted: Sat Jul 04, 2020 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

The patched FA2 exe that comes with ICFRA mod has only one change, it removes the reg entry where FA2 tries to find the game path. It didn't even remove the error messages caused by it.

Both RA2 and YR can read ecache*.mix. Even if you name ecachemdXX.mix for your YR mod, it will be read by RA2 as well. The patch in the first post has renamed ecachemd to expandmd so that those content which FA2 expects to read only from ecachemd can now be read from expandmd. YR with Ares can read almost everything from expandmd, so ecache* can be avoided from YR mods which can affect RA2. And the ICFRA mod specifically uses ecachemd79.mix which the original FA2 uses. If that change is bothering you, it can be changed back to ecachemd at address 0x1CEB5D with any hex editor. If you find that difficult, attaching the patched FA2 with that one change reverted.



FA2P_20200510_ecachemd.7z
 Description:

Download
 Filename:  FA2P_20200510_ecachemd.7z
 Filesize:  525.11 KB
 Downloaded:  67 Time(s)


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PostPosted: Wed Sep 02, 2020 11:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Update in the first post. This time, the patch contains FA2YR full package with updated files, which can be unpacked and used.

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CCHyper
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PostPosted: Wed Sep 02, 2020 2:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Great stuff. Is the source code/patch files available for viewing?

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