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IFV clone won't work
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+=Marvin=+
Cyborg Soldier


Joined: 24 Sep 2009
Location: Originally from Philipines. Currently on NZ. Hacker Type: Game Hacker

PostPosted: Tue Oct 05, 2010 10:36 pm    Post subject:  IFV clone won't work Reply with quote  Mark this post and the followings unread

I made an IFV clone but on my own codes.
When a soldier goes inside my IFV clone nothing happens the weapon is still the primary of IFV clone. I've tested it on other infantry and still the same.
It's on RA2 not YR but heres the code:
Code:
[SBGGY]
UIName=Soviet Combat Buggy
Name=SBGGY
Prerequisite=NAWEAP
Primary=M1Carbine
ElitePrimary=M1CarbineE
Strength=350
Category=Transport
Armor=Light
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Sight=5
Speed=9
Cost=350
Gunner=yes
WeaponCount=13
CrateGoodie=no
ROT=6
Owner=Russians,Confederations,Africans,Arabs
Passengers=1
Size=2
VoiceSelect=ConscriptSelect
VoiceMove=ConscriptMove
VoiceAttack=ConscriptAttackCommand
VoiceFeedback=ConscriptFear
VoiceSpecialAttack=ConscriptMove
DieSound=GenVehicleDie
DebrisTypes=TIRE
DebrisMaximums=6
SizeLimit=1
DeathWeapon=CRNuke
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Turret=no
Omnifire=no
EnterTransportSound= IFVTransform
LeaveTransportSound= IFVTransform
Crewed=yes
OppurtunityFire=no
IsSelectableCombatant=yes
Points=35
Trainable=yes
TechLevel=1
EliteAbilities=ROF,SELF_HEAL,FASTER
IsTilter=yes
Weapon1=SovietOccupyW
Weapon2=SovietOccupyW
Weapon3=SovietOccupyW
Weapon4=SovietOccupyW
Weapon5=SovietOccupyW
Weapon6=SovietOccupyW
Weapon7=SovietOccupyW
Weapon8=SovietOccupyW
Weapon9=SovietOccupyW
Weapon10=SovietOccupyW
Weapon11=SovietOccupyW
Weapon12=SovietOccupyW
Weapon13=SovietOccupyW
MoveSound=IFVMoveStart


P.S. what are some tool used to edit RA2 executable?

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FurryQueen
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Joined: 24 Jul 2010
Location: Liyue

PostPosted: Tue Oct 05, 2010 11:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

uh, you can't really clone the IFV in RA2.

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+=Marvin=+
Cyborg Soldier


Joined: 24 Sep 2009
Location: Originally from Philipines. Currently on NZ. Hacker Type: Game Hacker

PostPosted: Tue Oct 05, 2010 11:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

FurryQueen wrote:
uh, you can't really clone the IFV in RA2.

That's ok. But what are some tools used for modding the *.exe s?

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FurryQueen
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Joined: 24 Jul 2010
Location: Liyue

PostPosted: Wed Oct 06, 2010 12:33 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not touching that with a 10 foot pole.

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+=Marvin=+
Cyborg Soldier


Joined: 24 Sep 2009
Location: Originally from Philipines. Currently on NZ. Hacker Type: Game Hacker

PostPosted: Wed Oct 06, 2010 12:58 am    Post subject: Reply with quote  Mark this post and the followings unread

FurryQueen wrote:
I'm not touching that with a 10 foot pole.

I know how to program (Mainly C++) i just want the tools for modding the exe.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Oct 06, 2010 1:08 am    Post subject: Reply with quote  Mark this post and the followings unread

If you know how to program then you'd know what tools to use...

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Oct 06, 2010 3:34 am    Post subject: Reply with quote  Mark this post and the followings unread

+=Marvin=+ wrote:
FurryQueen wrote:
I'm not touching that with a 10 foot pole.

I know how to program (Mainly C++) i just want the tools for modding the exe.

It an exe, so use what you'd usually use for modifying an exe.

MSPaint.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Oct 06, 2010 3:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
It an exe, so use what you'd usually use for modifying an exe.

MSPaint.


LOL, you made my night Orac Razz

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+=Marvin=+
Cyborg Soldier


Joined: 24 Sep 2009
Location: Originally from Philipines. Currently on NZ. Hacker Type: Game Hacker

PostPosted: Wed Oct 06, 2010 6:13 am    Post subject: Reply with quote  Mark this post and the followings unread

This isn't even helping I'm just a novice at programming no need to criticize me.

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Wed Oct 06, 2010 8:04 am    Post subject: Reply with quote  Mark this post and the followings unread

If you are only a novice, you aren't going to be blundering in modifying the exe any time soon. I've yet to see anyone who actually asks this question have any involvement in any exe modding project, hence the derisive comments.
You use a hex editor to actually modify the exe, but that knowledge on its own is practically useless.

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Wed Oct 06, 2010 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, you can use OllyDbg, to turn hex into asm codes and modify them, as I'm doing.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Oct 06, 2010 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

*sigh*
The best thing you can do (if you have the C++ skills) is try to join the Ares crew and help those guys. They are at least trying to modify the game by injecting code. It ain't exe hacking, but it's the best we have atm.
As Fen already mentioned: don't try editing the exe directly. No one has succeeded in it, and it's quite illegal too.

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FurryQueen
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Joined: 24 Jul 2010
Location: Liyue

PostPosted: Wed Oct 06, 2010 5:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

cruise control for hax

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Wed Oct 06, 2010 8:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
*sigh*
It ain't exe hacking, but it's the best we have atm.


Do explain how exe hacking is superior to injecting the code, leaving the exe untouched?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Oct 06, 2010 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Poor little golden hammer.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Wed Oct 06, 2010 11:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:
Dutchygamer wrote:
*sigh*
It ain't exe hacking, but it's the best we have atm.


Do explain how exe hacking is superior to injecting the code, leaving the exe untouched?

Well, for starters C++ should be much easier to learn. Secondly, afaik it would be more efficient to use C++ and inject it than just editing the EXE with the lower level language. And finally I think it could be more easily made compatible with, say, Ares, I believe.

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+=Marvin=+
Cyborg Soldier


Joined: 24 Sep 2009
Location: Originally from Philipines. Currently on NZ. Hacker Type: Game Hacker

PostPosted: Thu Oct 07, 2010 2:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Are there any example codes for Red Alert 2/YR?
I used to make dll injection hacks but i'm to this Red Alert 2 dll injection.
Any sample codes?

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FurryQueen
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PostPosted: Thu Oct 07, 2010 3:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes. Ares. But only if you know what you're doing. And unless you know ASM, you're wasting your time.

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+=Marvin=+
Cyborg Soldier


Joined: 24 Sep 2009
Location: Originally from Philipines. Currently on NZ. Hacker Type: Game Hacker

PostPosted: Thu Oct 07, 2010 4:39 am    Post subject: Reply with quote  Mark this post and the followings unread

FurryQueen wrote:
Yes. Ares. But only if you know what you're doing. And unless you know ASM, you're wasting your time.

Assembly?
I know some but not a lot.

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Thu Oct 07, 2010 7:37 am    Post subject: Reply with quote  Mark this post and the followings unread

He isn't nessesarily wasting his time, provided the nessesary work has already been done dissassembling the functions needed for whatever feature he wants to add, he should be able to code them without much ASM knowledge as far as I understand it. He'd need to discuss this with the ares devs over at renegadeprojects though.

Edit:
Incidentally, if this is all about IFV clones, ares already provides these for YR, though the vanilla ra2 exe is left out in the cold.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Oct 07, 2010 12:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

unless he dosent own YR, I really dont see the need for this. With Ares you can make it just liike RA2 anyway. And still have the extra features YR engine has that RA2 didnt.

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Thu Oct 07, 2010 3:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well almost, there are still a few things that work in RA2 that don't in YR+ares (clone vats grinding infantry for example).

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Fri Oct 08, 2010 9:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Without those EIPs you just can't do anything even if you are a C++ genius. However those can only be got from ASM codes.

Besides, I do not agree that injecting dll is superior to exe hacking. As there's a saying in China, the cat who can catch a rat is the better one, no matter black or white. I still prefer exe hacking since it's still easier and more convenient. That's the fact.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Oct 08, 2010 9:22 am    Post subject: Reply with quote  Mark this post and the followings unread

LH_Mouse wrote:
I still prefer exe hacking since it's still easier and more convenient.

Now here is my problem:
An exe hack is forever applied direct to the exe, whereas Ares is applied only when you actually want it to be. This makes Ares much easier to use by people playing Ares-induced mods, and removes the annoying interaction between your mod files and different versions of the exe.

LH_Mouse wrote:
As there's a saying in China, the cat who can catch a rat is the better one, no matter black or white.

But if the cat catches the rat by hacking randomly at it, leaving its internal organs al over your nice carpet, you'll suddenly wish that it wasn't catching rats at all. I'd call a proper exterminator.

Exe editing is a temperamental business, from my understanding, and tends to leave problems afterwards unless you very lucky.
I prefer to leave the proper patching of YR to the 'experts', rather than let the cat hack at the rat. Wink

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m7
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Joined: 17 Apr 2009

PostPosted: Fri Oct 08, 2010 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I still prefer exe hacking since it's still easier and more convenient.


I hope you know that not only are "easier" and "convenient" subjective terms, but there are about 3 developers at the Ares team who has a different view on what you said.

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Fri Oct 08, 2010 11:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Come on, I do not wish to add new features, and in principle I also refuse feature requests. What I'm doing is to fix known bugs both in NPatch(as we all know, VK is so careless and swellheaded and leave so many bugs, I am trying to fix some) and from original YR(those Westwood left). I also provide some basic(those not too hard to realize) features such as Cyclic Gattling system and Custom Animation Damage Warhead. I only want to make the game better.

The "easier" and "convenient" are for those users not using Launch Base. It does not support Chinese. Besides Syringe.exe may be blocked by some anti-virus software(e.g. Rising). The author who releases such a mod would be condemned("Hey, my AV software says it's a virus!" "Yes, but that's not my fault." "How can you enable me to trust you???" "..." Too hard to explain.). That's why I'm still using NPatch. The reason is quite complex.

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Blade
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Joined: 23 Dec 2003

PostPosted: Sun Oct 10, 2010 9:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Exe patchers often fall foul of virus checker false positives too. You also contradict yourself, you state you don't want features and yet go on to say you are planning on adding them... what you mean is that you only want a patch that adds the features your mod wants. If you really wanted to make the game better you would code for ares since that will benefit far more people and you would work with Marshall to localise launch base to chinese (assuming he is ameanable to that).

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Mon Oct 11, 2010 5:40 am    Post subject: Reply with quote  Mark this post and the followings unread

I only know basic C(not C++) so I don't think I can contribute anything to Ares. My Asm is better than C++, I must say. But your that sentence, "you only want a patch that adds the features your mod wants", if you really think so, I've no idea. The amount of new features is no more than five right now, and 77 different versions have been distributed. Most time I'm only fixing, fixing, fixing and fixing bugs. Those features(e.g. Cyclic Gattling System) came from modified tags in original YR(e.g. ImmuneToVeins= was changed to IsCyclic=). They work pretty well.

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Mon Oct 11, 2010 7:41 am    Post subject: Reply with quote  Mark this post and the followings unread

So are you creating bespoke patches as people you know need or request them or are there just 77 revisions of your patch that have been incrementally improved? Fair enough if you aren't that into C++ I can see why you might not want or be able to contribute to ares.

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Untrue
Jumpjet Infantry


Joined: 16 Sep 2010

PostPosted: Mon Oct 11, 2010 1:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

To be honest C++ is really a hard thing to learn. If you're into it then it's easy. I really like programming so when I have enough stacks in my brain I can help those devs in the cold. Smile

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
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PostPosted: Tue Oct 12, 2010 6:53 am    Post subject: Reply with quote  Mark this post and the followings unread

My major is Software Engineering, but.. I'm only in Grade Two and there're few professional courses(e.g. C++, not C) until Grade Three.

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
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PostPosted: Tue Oct 12, 2010 7:47 am    Post subject: Reply with quote  Mark this post and the followings unread

The word "bespoke" is not accurate. I have a group of senior modders. We discuss about our varieties of mod projects(including the famous "Enemy at Gate Series" by RA2Killer(is he? we call him "BuTuPi" in China)) together. Those bugs or feature requests came from years of modding experience. We think one worth to fix(or realize), and if not too hard to realize via asm coding, I will try to make it. That's all.

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Tue Oct 12, 2010 9:45 am    Post subject: Reply with quote  Mark this post and the followings unread

I still think long term Chinese modders would benefit more from being better able to use ares and the features you want/need being integrated into it, but that would probably require someone from the chinese modding commuity to know C++ and assembly enough to get really involved in the project as a dev and represent your communities interests better. I realise you have made requests on the bug tracker, but they are unlikely to gain much traction since the features you have requests have 1. often not been clear exactly what you were wanting, perhaps due to something being lost in traslation or 2. not capturing the ares communities imagination enough for people to vote for those features or for the devs to want to make them. Of course our community would benefit from having another dev adding features so we would get more faster too Very Happy

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kenosis
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PostPosted: Tue Oct 12, 2010 11:37 am    Post subject: Reply with quote  Mark this post and the followings unread

That's why my videos are marked"thanks to LH_mouse"

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Team SomeGuy
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Joined: 18 Aug 2006

PostPosted: Thu Oct 14, 2010 3:25 am    Post subject: Re: IFV clone won't work Reply with quote  Mark this post and the followings unread

+=Marvin=+ wrote:

Weapon1=SovietOccupyW
Weapon2=SovietOccupyW
Weapon3=SovietOccupyW
Weapon4=SovietOccupyW
Weapon5=SovietOccupyW
Weapon6=SovietOccupyW
Weapon7=SovietOccupyW
Weapon8=SovietOccupyW
Weapon9=SovietOccupyW
Weapon10=SovietOccupyW
Weapon11=SovietOccupyW
Weapon12=SovietOccupyW
Weapon13=SovietOccupyW[/code]


Well there's your problem! /Mythbusters

Gunner= logic works by defaulting the Primary= to Weapon1=. It's why in the unmodded [FV] both the Primary= and Weapon1= are set to HoverMissile. The art codes also reflect this change. Weapon1FLH= supersedes the PrimaryFireFLH=.

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