Posted: Tue Feb 08, 2011 10:29 am Post subject:
Public announcement - Gear Zero
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! _________________ Fusion Reactor upgrade is complete.
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.
Also, how do you write and patch your code? I'm interested in how you hook new code... QUICK_EDIT
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 QUICK_EDIT
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. _________________ Fusion Reactor upgrade is complete.
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! QUICK_EDIT
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. _________________ "I'll be staying strapped cuse my mac-eleven make my nuts bigger" QUICK_EDIT
Man, I wish I knew how to do this crap. 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. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
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. _________________ Fusion Reactor upgrade is complete.
Posted: Thu Feb 10, 2011 2:19 pm Post subject:
Re: Public announcement - Gear Zero
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. _________________ QUICK_EDIT
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. _________________ Fusion Reactor upgrade is complete.
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