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Public announcement - Gear Zero
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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Tue Feb 08, 2011 10:29 am    Post subject:  Public announcement - Gear Zero Reply with quote  Mark this post and the followings unread

Gear Zero is a completely new EXE patch(based on neither RockPatch nor NPatch, only original YR 1.001), that aims at those advanced modders who are tired of NPatch's bugs but want more useful features.

99% of bugs in the list in the NPatch Extended Document have been fixed.

Important features:
1. Saving/Loading: A number of new data formats have been introduced, with whose help, the saving/loading feature is now(and will be) working perfectly. Unlike NPatch, this feature is done before all the other features begin, so there should be fewer worries in coding new features. Note that GZ will only support the SAV's created by the same version of GZ, trying to load those SAV's created by original YR or RP/NP will lead to Internal Errors.
2. The 100-unit bug: This has been fixed forever, there will no longer be any upper limit of the InfantryType, VehicleType and AircraftType lists.
3. The upper limit of CellSpread: An alternative algorithm was introduced when you set CellSpread greater than 10, which surprisingly increased the upper limit of CellSpread to 32767.0(theoretically. Currently only a value of 100 and 20 has been tested).

Again, new data formats make it a lot easier and safer to code new features. More features are coming soon!

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Feb 08, 2011 11:15 am    Post subject: Reply with quote  Mark this post and the followings unread

New data formats? Do you mean you expanded to Class* sizes and fixed up the Swizzle to match? And have you expanded the executable? The offer is still there if you want me to do one for you. Smile

Also, how do you write and patch your code? I'm interested in how you hook new code...

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Tue Feb 08, 2011 11:40 am    Post subject: Reply with quote  Mark this post and the followings unread

@CCHyper:

ZeroAdd + OllyDbg, that's enough.

I spent a whole day doing the research, and this is the result:

Code:
Class                   Original Size     Delta Size      New Size
===================================================================
Country                 160B8             +100            161B8

Building                720               +20             740
Vehicle                 8E8               +20             908
Infantry                6F0               +20             710
Aircraft                6D8               +20             6F8

SuperWeapon             100               +100            200
AnimationType           378               +40             3B8

BuildingType            1798              +80             1818
AircraftType            0E10              +80             0E90
VehicleType             0E78              +80             0EF8
InfantryType            0ED0              +80             0F50

Weapon                  160               +80             1E0
Projectile              2F8               +20             318
Warhead                 1D0               +80             250
Particle                318               +10             328
ParticleSystem          310               +10             320

MagneticBeam/Sonic      240               +10             250

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Feb 08, 2011 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah yea, you just expanded the Class* heap size, good stuff. I just increase all of the Classes i intended on expanding to 0x256.

I never got on well with OllyDbg, but i use a tool wrote by the original RockPatch creator, pd. This tool allows me to write the ASM with respective addresses and it will spit out the hexadecimal code for me to paste right into the executable Smile

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Tue Feb 08, 2011 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

An advantage using OllyDbg is that it is a "what-you-see-is-what-you-get" software, you can run and debug the codes you've just written, so it's much easier to find bugs.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue Feb 08, 2011 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

4.Now airburst weapon's effect is cauculated with Cluster=.Now you can get an airburst weapon that affects larger than only 3x3

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Feb 08, 2011 2:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

LH_Mouse wrote:
An advantage using OllyDbg is that it is a "what-you-see-is-what-you-get" software, you can run and debug the codes you've just written, so it's much easier to find bugs.


You can write on the fly? Thats neat, never knew that. Would be handy as hell!

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Tue Feb 08, 2011 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
4.Now airburst weapon's effect is cauculated with Cluster=.Now you can get an airburst weapon that affects larger than only 3x3

There should also be another tag that decide how far away each cluster bomb will be from each other. That mixed with this fixed Cluster would be really nice.
Now, if we would use a 5x5 cluster explosion, it would lag to much.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Feb 08, 2011 5:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Man, I wish I knew how to do this crap. Confused I'd make one of these for normal RA2.

Even though I'm an Ares fan and chances are I'll never use this, but I still love what your doing Mouse. Very Happy

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Wed Feb 09, 2011 7:58 am    Post subject: Reply with quote  Mark this post and the followings unread

ArvinCool wrote:
kenosis wrote:
4.Now airburst weapon's effect is cauculated with Cluster=.Now you can get an airburst weapon that affects larger than only 3x3

There should also be another tag that decide how far away each cluster bomb will be from each other. That mixed with this fixed Cluster would be really nice.
Now, if we would use a 5x5 cluster explosion, it would lag to much.


That algorithm was obsolete. This is new logic:

[ProjectileType]
AirburstRadius=[float] ; how far away from center the farthest cluster missile attempts to reach. (def=1.5)

A value of 1.5 works exactly as that in original YR.

If you set AirburstRadius to 0 then only one cluster missile will be created. And if you set AirburstRadius greater, cluster missile will spread into a round rather than a square.

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Wed Feb 09, 2011 8:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
Man, I wish I knew how to do this crap. Confused I'd make one of these for normal RA2.

Even though I'm an Ares fan and chances are I'll never use this, but I still love what your doing Mouse. Very Happy


Thank you all the same.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed Feb 09, 2011 11:39 am    Post subject:   Reply with quote  Mark this post and the followings unread

Gear Zero airburst logic show



3544234.rar
 Description:

Download
 Filename:  3544234.rar
 Filesize:  5.47 MB
 Downloaded:  140 Time(s)


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secondwtq
Light Infantry


Joined: 26 Jun 2010
Location: China

PostPosted: Wed Feb 09, 2011 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

"zhi",I am passing by.

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Wed Feb 09, 2011 1:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you kenosis.

@secondwtq:

Zhi-your-sister.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Feb 09, 2011 5:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow, now thats some awsome shit right there. "The Airburst Show"

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Augusto
Cyborg Soldier


Joined: 18 Apr 2005
Location: Argentina

PostPosted: Wed Feb 09, 2011 10:06 pm    Post subject: Re: Public announcement - Gear Zero Reply with quote  Mark this post and the followings unread

Great!! Very Happy Very Happy Very Happy

LH_Mouse wrote:


99% of bugs in the list in the NPatch Extended Document have been fixed.



This patch have the Npatch Extended features?

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secondwtq
Light Infantry


Joined: 26 Jun 2010
Location: China

PostPosted: Thu Feb 10, 2011 12:05 am    Post subject: Reply with quote  Mark this post and the followings unread

No, the patch is based on YR 1.001, new features need time.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Feb 10, 2011 2:19 pm    Post subject: Re: Public announcement - Gear Zero Reply with quote  Mark this post and the followings unread

LH_Mouse wrote:
3. The upper limit of CellSpread: An alternative algorithm was introduced when you set CellSpread greater than 10, which surprisingly increased the upper limit of CellSpread to 32767.0(theoretically. Currently only a value of 100 and 20 has been tested).


Have you tested this for actual damage and online?

The NPatch implementation only affected cell spread of radiation and also caused recon error.

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Thu Feb 10, 2011 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

No. This may be tested in the future.

In NPatch Vk did expanded the CellSpread table, but the reason why it refused to work is unknown. Well, I'm sick of it. I use a traversal algorithm instead when CS is greater than 10.

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BoldRebel
Vehicle Drone


Joined: 04 Apr 2015
Location: Temptation Island, an archipelago in the east

PostPosted: Fri Apr 10, 2015 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

cant download gz >_<

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Apr 10, 2015 10:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Please do not necro threads which are over 4 years old.

This project has been dead for a very long time.

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