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Help For workaround
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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue May 17, 2011 3:08 am    Post subject:  Help For workaround
Subject description: Workaround to get campaigns working with mod.
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Ok so recently i decided to go with a different approach to get my ares mod compatible with original ra2 and yuri campaigns. This solution was also good becaus eit allowed me to get around the annoying 512 limit on buildingtypes array as well.

To do this I decided to edit my current rules for my mod and remove my buildingtypes list, countries list, and sides list from rules. "This in theory would allow for the lists to be rewritten every time a map or mode overwrote rules, which due to being blank, would append them to the end of their respective lists." For the campaign maps I added buildingtypes, countries, and side lists manually. Then finally I added my mods buildingtypes etc to the modes, such as battle free for all etc. But when starting game for skirmish or campaign, i get what you see below.

Is this just a game bug? Or does this workaround not work? Any help would be appreciated I'm using Ares 0.1.1063 dll. Will provide rules etc if needed.



No Dice.png
 Description:
Starting Skirmish
 Filesize:  209.23 KB
 Viewed:  1125 Time(s)

No Dice.png



No Dice campaign.png
 Description:
Starting Campaign
 Filesize:  373.03 KB
 Viewed:  1125 Time(s)

No Dice campaign.png



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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Tue May 17, 2011 8:19 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't think this workaround works, you can't remove the sides and countries lists from the main rulesmd.ini and have these work since I think they are needed before they could get built from the maps or mode files.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue May 17, 2011 10:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Also, take note that Ares expanded that 512 limit. OK, not perfect, but I think you can move the unscripted civilian buildings upper to 512 to fix this one.

On the other hand, do you still use that many clone countries? I wonder if that can't be optimized.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue May 17, 2011 10:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Also, take note that Ares expanded that 512 limit. OK, not perfect, but I think you can move the unscripted civilian buildings upper to 512 to fix this one.

On the other hand, do you still use that many clone countries? I wonder if that can't be optimized.


DCoder (administrator)
06.04.11 09:06
Thanks for the report! wrote:


Unfortunately, the data structures are quite different from the ones involved in the 100 unit bug and too complex to be worth modifying, especially this close to a release. Debug.log warnings and guards have been added to the code so that the structures do not exceed their storage, this will probably result in objects beyond index 512 not being counted towards game completion stats (killed/lost/etc) but should prevent the game from crashing.

Marking as fixed, so please test it.


Yes its sorta fixed, but not 100%. I'm going to avoid going over 512.

I tried just testing redefining buildingtypes, and that also seems to fail.
Seems that sides, countries, and buildingtypes aren't being read before game start? Seems like that to me, I'd like to keep my mod as is without sacrificing campaigns or sacrificing my mod features as well.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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View user's profile Send private message Visit poster's website
Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Tue May 17, 2011 2:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is a slightly more efficient way of fixing the campaigns that only uses 10 buildings it seems, though it requires more modification of the maps themselves. Not all the maps call the buildings in triggers by their number in the array and so you don't have to have them in the correct array location. This means you can reuse the same defined buildings in some maps without tracking down the building changes in the triggers. However this still won't solve your problem with adding too many new countries which will involve you tracking down and changing all the triggers that call for a house by its array number.

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