Meh not sure if like. They're only EMP stuff and CellSpread but if there are more updates then I'd look into it. _________________ Ponies are not awesome. Kill all bronies with fire. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Feb 22, 2011 12:07 pm Post subject:
Question regarding CellSpread, have you expanded the lookup table or you just deleted it? Sight uses the same table, that's why I ask. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Wed Feb 23, 2011 12:32 am Post subject:
In that case, the logical choice just seems to be adapting the cellspread code so it doesn't need a table, but leave the table there for the rest of the game... _________________ QUICK_EDIT
The original algorithm(searching for affected cells in a table) has a benefit, that it is very fast. Since in original YR CS=11 contains some bugs, if CS <= 10 the original algorithm will still be used, else the new algorithm will be used instead(in fact these new codes are very simple, only 60 lines in total, in assembly). _________________ Fusion Reactor upgrade is complete.
There're two algorithms to draw laser effects in original YR, one of which is used to draw lasers with IsHouseColor=yes(which only accepts one color parameter but supports big lasers), the other is used to draw lasers without IsHouseColor=yes(which accepts three color parameters but does not support big lasers). In GZ, if you set IsBigLaser=yes on a type of laser then it'll be forced to be drawn in the first algorithm, then the LaserOuterColor= and LaserOuterSpread= will both be ignored since that algorithm does not accept more color parameters. _________________ Fusion Reactor upgrade is complete.
Are you creating a mod, too? I thought Gear Zero would be an Exe-Patch only. If you created the tank just for fun and not going to use it anywhere, I would have use for it... QUICK_EDIT
Are you creating a mod, too? I thought Gear Zero would be an Exe-Patch only. If you created the tank just for fun and not going to use it anywhere, I would have use for it...
Of course I have my own mod(named "Invincible Legion", however in Chinese). If you like that tank, take it please.
Note: You may need these codes in your RulesMD.ini:
Code:
[PTNK]
Turret=yes
TurretCount=6
WeaponCount=1
Weapon1=xxxx ; Write your own here.
EliteWeapon1=xxxx ; Write your own here.
IsChargeTurret=true
Hi LH_Mouse. Why you are not contributing Ares? Your additions to EMP behaiviours, CellSpread and Lasers maybe very usefull. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Mar 13, 2011 11:47 pm Post subject:
LH_Mouse codes things in assembly, Ares uses C++ and he has already admitted that he can't code in C++ efficiently.
Personally, as an Ares supporter by heart, I'd be also happy if Ares could benefit of LH_Mouse's additions, however I doubt this'll happen anytime due to the programming language barrier.
The only solution to this what I could imagine that if he shares his new code, DCoder might convert it into C++. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Mon Mar 14, 2011 8:16 pm Post subject:
well I'm the same... I can program in asm but not in C++. I just got the advantage of being the only one developing on C&C95. _________________ QUICK_EDIT
I think knowing asm is much more important than knowing C++ if you want to contribute code to Ares.
I took a closer look at Ares at the weekend and played around with it, trying to add some things. Not to contribute something - just to get into it and to see if I might be able to help. And although I am a professional C++ developer, I failed.
Ares provides a great framework with description for many classes and memory locations of their instances, but the biggest problem is to debug through gamemd.exe and find appropriate hooks for your code. That seems to be the real challenge. I don't know if its easy when you know asm well, but as a C++ developer, its an insurmountable barrier. And if you are limited to use existing hooks, you can't do much. I might have used the wrong tools, but it's more likely my asm isn't good enough. Afterwards, I even more appreciate what the Ares developers achieved so far.
To cut a long story short: From my point of view, Ares would for sure benefit from LH_Mouse additions, because it's not about "what to do" and "how to do", but "where to do". QUICK_EDIT
Ares uses syringe to inject dll codes into gamemd.exe, thus no any other process is allowed to attach to gamemd.exe any more - iow, debugging Ares with OllyDbg is impossible! That's also one of the major reasons why I cannot contribute to Ares. _________________ Fusion Reactor upgrade is complete.
Well Mouse, you could always ask DCoder/pd/AlexB for help.
I think your feature in GZ is very cool.
Also, it seems like you havnt said everything you added in NPExt, like IsHacker= tag. _________________ "I'll be staying strapped cuse my mac-eleven make my nuts bigger" QUICK_EDIT
LH_Mouse you should try to make the tib spwan in a radius instead of just occuping a square cell, that way it can have the look of a radius spread instead of just filling up a single cell "looking squarish". I think that would be cool.
tib spread.png
Description:
Filesize:
770.08 KB
Viewed:
13793 Time(s)
_________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
In fact ore can only be created in a cell which has a nearby cell that already has ore or an ore tree in it. _________________ Fusion Reactor upgrade is complete.
You realize ore is just generated per cell, so you'd have to change the cell shapes in order to do such a drastic effect.
It would be more interesting to see a system like the supply docks or ore mines introduced as an alternate mining system if you wanna change something, as those works sufficiently well. QUICK_EDIT
Posted: Wed Mar 16, 2011 5:19 pm Post subject:
ore
This was my idea for a supply dock, but trying to complete other things first. So any testing of this will have tho wait. My thought was to have a building that looked like any other civilian building on the map. For visual image a picture the building being shaped like a u, in the center of the you would be ore, but the image would be invisible. The value of the ore would be high. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
If Gear Zero is still under development... can I suggest some things? (Not forcing, you can reject these if you want.)
1. Shatterer Logic (Doesn't see the code of C&C 3. Makes my own.)
[Weapon]
AmbientDamage= (How much damage will deal after the projectile passes through?)
Range= (Number)
IsSetRange= (Set to yes and the projectile will fly to the max distance of range. Example if the weapon's range is 10, the unit fires at range 6, the projectile will still go to range 10.)
AmbientWarhead= (Same goes for warheads but for ambient damage. Example nuclear boulder rolls over units and explodes at the target.)
[Projectile]
StraightShot= (Set to yes and makes the remaining range that the unit weapon fires with IsSetRange set to yes, keep going straight.)
SubjectToCliffs/Walls/Elevation= (Will the weapon stop by these things?)
If Gear Zero is still under development... can I suggest some things? (Not forcing, you can reject these if you want.)
1. Shatterer Logic (Doesn't see the code of C&C 3. Makes my own.)
[Weapon]
AmbientDamage= (How much damage will deal after the projectile passes through?)
Range= (Number)
IsSetRange= (Set to yes and the projectile will fly to the max distance of range. Example if the weapon's range is 10, the unit fires at range 6, the projectile will still go to range 10.)
AmbientWarhead= (Same goes for warheads but for ambient damage. Example nuclear boulder rolls over units and explodes at the target.)
This may be taken into consideration.
IamInnocent wrote:
[Projectile]
StraightShot= (Set to yes and makes the remaining range that the unit weapon fires with IsSetRange set to yes, keep going straight.)
SubjectToCliffs/Walls/Elevation= (Will the weapon stop by these things?)
This has been realized. (However "SubjectToElevation" does not mean "this projectile will be stopped by 'elevation'"...)
BurstDelay does work but it only works on VehicleTypes like modenc stated. What we would like is instead of on VehichleTypes, you could make it as per-weapon basis. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
I've bin experimenting to make that one for Prism Tank
Code:
[Comet]
Damage=120
ROF=100
Range=15
Projectile=LargeCometP
Speed=15
Report=PrismTankAttack
Warhead=CometWH
Bright=yes
LaserInnerColor = 250,220,168
LaserOuterColor = 250,200,85
LaserOuterSpread= 2,1,2
LaserDuration = 18
IsLaser=true ; this flag tells the game to use the special laser draw effect
IsBigLaser=true
[SuperComet]
Damage=200
ROF=100
Range=15
Projectile=SuperCometP
Speed=15
Report=PrismTankAttack
Warhead=CometWH
Bright=yes
LaserInnerColor = 250,220,168
LaserOuterColor = 250,200,85
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true ; this flag tells the game to use the special laser draw effect
IsBigLaser=true
[SuperCometFragment]
Damage=80
ROF=100
Range=8
Projectile=SuperSmallCometP
Speed=15
Report=
Warhead=CometWH
Bright=yes
LaserInnerColor = 250,220,168
LaserOuterColor = 250,200,85
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true ; this flag tells the game to use the special laser draw effect
IsBigLaser=true
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