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Exe hacking
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Jun 14, 2008 10:44 am    Post subject:  Exe hacking Reply with quote  Mark this post and the followings unread

Is it possible to add new armor types trough exe hacking? If yes, can anyone explain how? I'm beginning to get fed up with the fact that TS only has 5 armor values, compared to the 11 from RA2...
Do note: I have only a little experience in exe hacking. An example is greatly appreciated Smile

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Jun 14, 2008 11:15 am    Post subject: Reply with quote  Mark this post and the followings unread

It's rather easy with Syringe, but that needs c++ knowledge and someone to make syringe ts-compatible. For raw exe editing, it's really not a simple task.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Jun 14, 2008 11:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, it doesn't seem that easy if you say that... Thanks for the info anyway.

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NewGuy
Missile Trooper


Joined: 24 Feb 2008

PostPosted: Sat Jun 14, 2008 9:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

I only know one thing about hacking: it is extremely hard. Even for a guy like VK does it take time to add a new featuer.

Offtopic: DCoder, what is delaying you and pd to start working on some dlls for Syringe?

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Jun 14, 2008 10:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

offtopic: It's called real life, everyone has one, me and possibly you included

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John Galt
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Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sun Jun 15, 2008 6:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Offtopic: Who says something's delaying me?

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Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Sun Jun 15, 2008 11:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Offtopic: I like GTA4!

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Jun 16, 2008 9:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Ontopic:
*requesting locky here...*
My question has been answered. Please spam in the crap forum, not here Wink

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Renegangsta
Cyborg Commando


Joined: 02 Aug 2007
Location: meh

PostPosted: Mon Jun 16, 2008 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

now why you wanna go and do that?
Ontopic: Bleach

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CalChillin
Missile Trooper


Joined: 23 Oct 2007

PostPosted: Mon Jun 16, 2008 4:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

i talked to hyper about exe hacking he gave me the same reply

Ontopic: ha ha ha word brap sicko Very Happy Very Happy Very Happy

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NewGuy
Missile Trooper


Joined: 24 Feb 2008

PostPosted: Mon Jun 16, 2008 10:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lt A1br3cht wrote:
offtopic: It's called real life, everyone has one, me and possibly you included


On topic(topic changed):according to pd it dont take more than 15 minutes to write a dll(what I have read from him) so I dont think the dlls affect his and DCs life at all *feels like going to be flamed*

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Mon Jun 16, 2008 10:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

pd and DCoder don't mod TS. They are for RA2. Why would they make a DLL written in ASM for a game they don't have interest in? Unless someone does something similiar to what pd is doing (YR++) all DLL's injected into TS will need to be in ASM. The main reason pd is doing YR++ is to make it more convenient. DLL's can be written in C++ for YR once pd finishes the project.

Stop with all this offtopic crap guys. Dutchy what I use, and what Hyper uses is IDA Pro Advanced, PE Explorer, Hex Workshop, (I sometimes use Hex Editor Neo), pd's assembler and Calculator. You need to learn how to code in ASM so that you may be able to understand it all. #Tongue

Quote:
it is extremely hard. Even for a guy like VK does it take time to add a new featuer.

It is not extremely hard. Have you even tried it? If you have a will to do it then it isn't hard at all. I haven't seen an update from VK in a while, and it depends on how large the code needs to be to add that feature. If it's a big feature then of course it's going to be hard to add. Simple edits are easy to do and take little time. Fixing the zoom function in TS is easy, and yet has a fairly good effect.

Now enough with all this ontopic/offtopic crap. Post in here if you have something important to say. Othrwise leave because someone asked a question and you come in here and get the topic locked. Spam should be taken care of in the crap forum. Not here.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Jun 17, 2008 5:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Actually, adding an DLL written in ASM can be a real headache depending on the compiler you use, even if you know the ASM code you want to add. Adding one written in C++ is much simpler, provided there is a decent interface like YR++.

Mind that even when you do have the C++ side functional, you still need to know where and how it interacts with the original code. That would be why I don't see anyone but pd, Hyper, Joshy or me writing bugfixes for existing logics. Completely new features are easier to add, actually, as long as you don't bite off more than you can chew.

E.g.: in RA2/YR, Temporal units can gain veterancy from killing allied units, normal units cannot. Fixing that took me five mins to find the relevant code, five more to find the bug in it, and five to write a C++ snippet to fix that bit. Sum total of needed code:
Code:
// 0x71A92A - Temporal veterancy
EXPORT _TEST_AvoidFriendlies() {
   TemporalClass *m = (TemporalClass *)Debugger::GetReg32(rESI);
   HouseClass *hv = m->get_TargetUnit()->get_Owner();
   HouseClass *ho = m->get_OwningUnit()->get_Owner();

   if(!ho->IsAlliedWith(hv)) {
      return;
   }
//   Mouse gets frozen on last cursor, needs fixing
//   MessageBox::Show(L"No cheating!", L"OK", L"OK");
   Debugger::SetReturnEIP(0x71A97D);
}

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Jun 17, 2008 8:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Joshy wrote:
Dutchy what I use, and what Hyper uses is IDA Pro Advanced, PE Explorer, Hex Workshop, (I sometimes use Hex Editor Neo), pd's assembler and Calculator. You need to learn how to code in ASM so that you may be able to understand it all. :p

Thanks for the info. I think I may learn it. Luckily college is getting less important with the weeks. I passed a test yesterday, so that's one good thing #Tongue

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NewGuy
Missile Trooper


Joined: 24 Feb 2008

PostPosted: Tue Jun 17, 2008 1:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
pd and DCoder don't mod TS. They are for RA2. Why would they make a DLL written in ASM for a game they don't have interest in?

Well I meant YR the whole time. If it was for TS would it be a waste of time.
DC: Thats what I am talking about, fixes like that. Would that "Temporal Bug" worked in Syringe 0.1 if it was converted to a DLL?

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John Galt
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Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Jun 17, 2008 1:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

... And how do you think I fixed it, if not in Syringe?

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Jun 18, 2008 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I added about 20 armors to TS a while back, only problem is that you had to go back and edit every Verses tag in the orignal Rules and update it.

If i can work out VKs EVerses from NPatch, ill add it to HP.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Jun 18, 2008 10:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Either method works. Even if someone uses EVerses to make a new armour they have to had the tag to every warhead... else it defaults to 100% IIRC.

It's depressing to see how many Englishmen spell like Americans these days. #Tongue

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Wed Jun 18, 2008 10:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

DCoder... how do you actually GET that RA2 code? Is the entire exe decompiled into readable code by someone already, or are you converting it to code in the process of digging into it?

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Jun 18, 2008 10:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

You mean the C++? He uses hex rays to convert it over.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Thu Jun 19, 2008 6:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Mostly, yes, I use Hex-Rays, but it isn't perfect and I have to touch up the code every time. The functions I dig apart I usually post at my site, as well...

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Renegangsta
Cyborg Commando


Joined: 02 Aug 2007
Location: meh

PostPosted: Thu Jun 19, 2008 6:43 am    Post subject: Reply with quote  Mark this post and the followings unread

DCoder is like an orgasm for the brain #Tongue

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Thu Jun 19, 2008 9:17 am    Post subject: Reply with quote  Mark this post and the followings unread

... ew.

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Mortecha
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Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Thu Jun 19, 2008 9:18 am    Post subject: Reply with quote  Mark this post and the followings unread

LOL!!

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Jun 19, 2008 1:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hyper wrote:
I added about 20 armors to TS a while back, only problem is that you had to go back and edit every Verses tag in the orignal Rules and update it.

If i can work out VKs EVerses from NPatch, ill add it to HP.

I tried something like that, but it failed #Tongue

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Jun 19, 2008 3:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lol, you tryed how so? (Do know you have to edit a fair bit f code and move the armor table dont you? #Tongue)

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Jun 19, 2008 5:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

I opened up game.exe with an hex editor, looked for 'concrete', noticed a large amount of equal letters after the present armor codes, put in 'test' after concrete, made sure that the amount of letters was the same, saved, changed my rules.ini so all warheads had the new percentage, gave the MCV armor test, run the game, and fired on my MCV with different weapons. It didn't crash though, it just treated the armor like it was 100%, instead of the value I put in with the different warheads.
I hope it's clear to you what I've tried #Tongue

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Thu Jun 19, 2008 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol
That's just the beginning, mate. You also need to fix the function which translates armor name to index to read that additional string of yours, then to expand the warhead to actually have room for that extra verses value (which means finding and changing multiple allocator calls), modify the default verses string ("100%%,100%%,100%%..."), and comb all the Verses-processing functions to make sure they use the full extent of the logic... Definitely no way to do without a disassembler and ASM knowledge, or Syringe voodoo. So, start poking Hyper to learn C++ and write a wrapper so you don't have to learn ASM :p Or get learning on ASM and team up with one of the existing patch projects...

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Jun 19, 2008 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm... I think I may go on with this. I have some things to do for college though, but next month I've got holiday, so I think I know what to do then Wink

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Jun 19, 2008 9:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

DC, the chances of me learning C++ in my spare time are next to none lol.

So ill just have to keep working on moving EVerses over #Tongue

Also, Dutchy, you have me on MSN, gimme a shout anytime, ill help if i can Smile

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri Jun 20, 2008 4:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, that's a bummer. Even though what you actually need is just basic syntax knowledge and IDA, pd's not using any magic features and the wrapper is mostly a huge bag of asm addresses to use...

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Jun 20, 2008 1:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

I want to, but i dont think i can.

Perhaps when i start to use the wrapper, ill get somewhere with it.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri Jun 20, 2008 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchy, instead of haxxing TS please instead do a bit of YR Haxxery to allow homing Dmisl/V3etc and allow aircraft to launch them...

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Jun 21, 2008 10:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Why should I hack YR? Ask PD for that kind of stuff #Tongue The original idea behind the question was to add some more armor values, like the ammount in RA2 Wink

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Jun 21, 2008 1:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Why should I hack YR?

*cough* firstthreewordsofsig *cough*
And syringe already works for YR, so there's no possibility of holdups there, *plus* people will most likely add in all of the TS features that aren't in YR using syringe.

And combat chinooks on Shockwave playing ride of the valkyries gets annoying after a while...

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Dark Shadow 750
Cyborg Engineer


Joined: 27 Jul 2007

PostPosted: Sat Jun 21, 2008 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

DCoder wrote:
Sum total of needed code:
Code:
// 0x71A92A - Temporal veterancy
EXPORT _TEST_AvoidFriendlies() {
   TemporalClass *m = (TemporalClass *)Debugger::GetReg32(rESI);
   HouseClass *hv = m->get_TargetUnit()->get_Owner();
   HouseClass *ho = m->get_OwningUnit()->get_Owner();

   if(!ho->IsAlliedWith(hv)) {
      return;
   }
//   Mouse gets frozen on last cursor, needs fixing
//   MessageBox::Show(L"No cheating!", L"OK", L"OK");
   Debugger::SetReturnEIP(0x71A97D);
}


So if you try to chrono out your own units does it say 'no cheating!'? 'Cause if so there goes my way of protecting my base from superweapons.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Jun 21, 2008 2:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I added that message as a way to make sure the code worked, and commented it out afterwards, it doesn't make sense to break up the game like that. Anyway, no, it still elts you target and erase friendly units, you just don't get experience for that (you do get exp for erasing friendly units in normal YR, which is quite unfair).

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DeathMummy
Rocket Infantry


Joined: 07 Apr 2007
Location: Turn Around.

PostPosted: Sun Jun 22, 2008 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know this could be a struggle...but could like either DCoder or someone who is expert on this post a simple tutorial with links to the programs needed and simple short-worded explanations on what to do step by step #Tongue. Would help me and many others xD.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sun Jun 22, 2008 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, cause we need more plug-and-play things.

No, seriously. There is no "simple tutorial", you need to know a boatload ;get it? of things to do anything.

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DeathMummy
Rocket Infantry


Joined: 07 Apr 2007
Location: Turn Around.

PostPosted: Sun Jun 22, 2008 8:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

I get that bit. You can at least put some sort of list with what to do and what to learn...this didn't help fully.

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gordon-creAtive
Cyborg Soldier


Joined: 14 Jun 2007

PostPosted: Sun Jun 22, 2008 8:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

How to learn Syringe:
1. Learn C++
2. Learn how ASM theoretically works
3. View the some source code from SVN
4. Try to modify stuff
5. Write own stuff

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Jun 22, 2008 9:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lt A1br3cht wrote:
Quote:
Why should I hack YR?

*cough* firstthreewordsofsig *cough*
And syringe already works for YR, so there's no possibility of holdups there, *plus* people will most likely add in all of the TS features that aren't in YR using syringe.

And combat chinooks on Shockwave playing ride of the valkyries gets annoying after a while...


I could make the wrapper for TS right now if i want...

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Mon Jun 23, 2008 6:41 am    Post subject: Reply with quote  Mark this post and the followings unread

TS++, is a good idea.

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pd
Laser Commando


Joined: 19 Jun 2005
Location: Gone

PostPosted: Mon Jun 23, 2008 7:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Syringe should worked with any unpacked exe, not just YR.
About TS I say it would be wasted time, but this is a non-TS-lover speaking.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Jun 23, 2008 8:59 am    Post subject: Reply with quote  Mark this post and the followings unread

And this topic is made by a TS lover #Tongue Yes, I know that RA2 offers more modding capabilities, but it misses some things TS does have, including the theme of the game.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Jun 25, 2008 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

As much as i love TS, you gotta agree with pd...

In my eyes, you could almost code everything from TS over into YR and have the ultimate engine #Tongue

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jun 25, 2008 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you achieve this, i would instantly change to YR, make a complete TC and start modding this game.

But for this you would have to delete also the code, that stops me from playing YR without the damn registry entrys.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Jun 25, 2008 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hyper wrote:
As much as i love TS, you gotta agree with pd...

In my eyes, you could almost code everything from TS over into YR and have the ultimate engine #Tongue

Hmm, if I know enough of hacking, I might do that #Tongue I'll call it TSEngine2.0 Laughing
No serious, I think I need to learn the internal codes of TS first, before I'm even able to copy them to RA2...

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Jun 25, 2008 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Erm, talk... to... me... on... MSN #Tongue

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NewGuy
Missile Trooper


Joined: 24 Feb 2008

PostPosted: Wed Jun 25, 2008 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
If you achieve this, i would instantly change to YR, make a complete TC and start modding this game.

But for this you would have to delete also the code, that stops me from playing YR without the damn registry entrys.


well NPatch allow alot from TS. Droppod, huntseeker and more... And stuff that is mutch better than TS Very Happy

Last edited by NewGuy on Wed Jun 25, 2008 9:16 pm; edited 1 time in total

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