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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Wed Jun 22, 2011 2:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

If we miss out the fact that EA haven't made it freeware yet, my answer would be yes.

Recompile Syringe to always set -CD, include Ares and be your recompiled Syringe the launcher. And technically, you're done.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Jun 22, 2011 2:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Krow wrote:
Can we make YR a standalone?


Yes its possible

TS/FS are freeware though so its fine to release standalone in public domain.

RA2/YR is not freeware though so officially it would be distributing warez/cracks of a game which is condoned.

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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Wed Jun 22, 2011 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

@GD: I don't quite get it. #Tongue
@AG: Yeah I know. But it's just for personal use. Wink

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Krow
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PostPosted: Thu Jun 23, 2011 6:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bump.
@AG and everybody else who knows how to do it (without Ares):
How do we do this? I'm asking this because I want to put vanilla YR as a separate folder. I want to make another folder just for my mod.
Can we make YR play without RA2 or just merged both of the .mixes?

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AlexB
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PostPosted: Fri Jun 24, 2011 6:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Most of the files are shared between RA2 and YR, so you can't just merge the mixes. I can't check right now, but most likely YR will still need a RA2.mix file and the language.mix to be present. To make RA2 unplayable, it should be enough to delete game.exe and ra2.exe. But that may not be the way you want it.

@Graion: Recompiling Syringe? Generally a bad idea for many reasons. You'll need some C++ coding skills. You'll have to update and recompile when Syringe is updated. You will not be able to use Launch Base. Easier way: batch file, or (with coding skills) a new launcher exe.

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Krow
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PostPosted: Fri Jun 24, 2011 6:35 am    Post subject: Reply with quote  Mark this post and the followings unread

So in other words, not possible for the time being?

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LH_Mouse
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PostPosted: Fri Jun 24, 2011 7:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

If I remember, someone has ever made a super-mini YR which has all unused and duplicate files(such as the audio.mix in language.mix and all the old TS cameos & voxels) removed.

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Krow
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PostPosted: Sun Jul 31, 2011 7:36 am    Post subject: Reply with quote  Mark this post and the followings unread

What would happen if I rearrange the OverlayTypes list? As in, delete a few overlays that are not used such as the DUMMY**, CRAT**, DRUM**, PALET** and a few other stuffs. Will it cause any side effects?

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Nikademis Von Hisson
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PostPosted: Sun Jul 31, 2011 8:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Krow wrote:
What would happen if I rearrange the OverlayTypes list? As in, delete a few overlays that are not used such as the DUMMY**, CRAT**, DRUM**, PALET** and a few other stuffs. Will it cause any side effects?


no don't it can lead to serious errors....i had this thought years ago and was advised not to touch them. i was told that you can overwrite the unused ones, but do not rearrange them.

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Krow
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PostPosted: Sun Jul 31, 2011 8:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks NVH. But can I know the reason why we shouldn't rearrange them?

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Nikademis Von Hisson
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PostPosted: Sun Jul 31, 2011 8:49 am    Post subject: Reply with quote  Mark this post and the followings unread


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Krow
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PostPosted: Sun Jul 31, 2011 9:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks again NVH. Wink

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jul 31, 2011 1:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Most of the terrain related objects in the game are read/used by their order in the list & not by their name unlike the unit/building lists.

So when a map loads it will look for overlay number 25 in the list instead of BRIDGE1 etc. If you remove anything or reorder the list, map & rules will not match up & the game will load the wrong overlays in the wrong places resulting in messed up maps.

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Nikademis Von Hisson
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PostPosted: Sun Jul 31, 2011 1:37 pm    Post subject: question Reply with quote  Mark this post and the followings unread

Its like the ini files....about 3 yrs I organized them, putting all like items together and it screwed up the maps. You can re order them for a personal mod, but for the community you can't.

back to overlay......Any clue about the first 24 (minus the 2 obvious) are the place holders? or not used?

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Krow
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PostPosted: Sun Jul 31, 2011 3:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good ol' Westwood. Rolling Eyes

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FurryQueen
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PostPosted: Sun Jul 31, 2011 9:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Krow wrote:
Good ol' Westwood. Rolling Eyes

To be fair, they weren't out to cater to anyone modding the games.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Jul 31, 2011 11:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

well, you can sorta make your mod a stand alone. Meaning that you can give your mod it's own folder. Just simply copy the YR disc contents into your mod folder and and add -cd to your .bat file. Make sure you leave all the RA2 stuff in it as well. Then It will run all on it's own without the disc being in the drive.

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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Mon Aug 01, 2011 1:47 am    Post subject: Reply with quote  Mark this post and the followings unread

@Fen: Yeah, you're right.
@Cranium: Thanks. I'll try it later.

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Krow
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PostPosted: Mon Aug 01, 2011 3:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

New one. If I make a new side and a new country with Ares, do they get read by FA2? I'm trying to make dummy sides for the BuildingTypes so I could separate tech buildings, alphalightposts, civilian buildings and the likes in their own list.

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Aug 01, 2011 4:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

FA2 only has four building lists, three for the first three sides & another for everything else. If you add a new side it's building will just appear in the "Other" tab rather then a new one.

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Krow
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Joined: 30 Jan 2010
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PostPosted: Mon Aug 01, 2011 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dammit. Maybe Hyper can help. TI's Final TI has this and it's a lot easier to find things when it's listed in their own sections.

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Krow
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PostPosted: Tue Aug 16, 2011 12:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Got a few questions regarding a few tags in desertmd.ini.

1)What are the purposes of these tags cause from what I've been looking at for the whole day, they refer to obsolete tiles from TS. Do they have any function?

Code:

BridgeTopLeft1 = 1
BridgeTopLeft2 = 2
BridgeBottomRight1 = 3
BridgeBottomRight2 = 3
BridgeTopRight1 = 4
BridgeTopRight2 = 5
BridgeBottomLeft1 = 6
BridgeBottomLeft2 = 6
BridgeMiddle1 = 7
BridgeMiddle2 = 12


2) Is it just me or the water cliffs doesn't work at all for the desert terrain? I've tried everything I could and they still doesn't show up in FA2.

3) Would bad evil crashiness happen if I remove some of the unused TS tiles?

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Starkku
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Joined: 28 Dec 2007
Location: Finland

PostPosted: Tue Aug 16, 2011 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Those bridge flags in terrain tilesets configuration do not refer to tileset ID's but specific tiles in bridge tilesets. I advise you to not mess with those at all.

Desert theatre does not have water cliffs. The tileset has tile amount set to 0 and the graphics itself are just temperate theatre water cliffs.

As for removing unused TS tiles, better not do that. Game constructs an internal array or something like that out of the tilesets in the order they are declared in .ini file, and if you take one out from the middle, it fucks up every single map (which refer to tilesets using the array indices) that was done using the old configuration, which almost always includes all Westwood maps.

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Krow
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Joined: 30 Jan 2010
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PostPosted: Tue Aug 16, 2011 3:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't quite get it.

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Starkku
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Joined: 28 Dec 2007
Location: Finland

PostPosted: Tue Aug 16, 2011 3:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Krow wrote:
I don't quite get it.


What you don't get? My answer to your third question?

To put it simple, if you remove a tileset from the .ini it messes up the order. And messed up order results in game loading wrong tiles for a map and in some cases where it does not find tile matching a certain index number anymore, it probably crashes.

For example, say you remove [TileSet0003] from temperatmd.ini. Removing it does not affect the three tilesets preceding it in any fashion, but any following tilesets will shift in the index order ([TileSet0004] would become the fourth tile rather than fifth it usually is, and so on) totally messing up things.

In short, do not remove any unused tilesets unless you want to have fun time fixing up maps etc.

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Krow
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PostPosted: Wed Aug 17, 2011 7:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay, I get it now. Thanks man. About the water cliffs, I've already added new tile sets for them and the amount of tile sets are set to it it's respective number but it still doesn't show up. And yes, I don't have AllowToPlace=no on the tile set.

About the third question, can I replace the unused TS tiles with new tiles so that I could use it?

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Nikademis Von Hisson
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PostPosted: Wed Aug 17, 2011 7:55 am    Post subject: cliffs Reply with quote  Mark this post and the followings unread

just add them to the bottom of the list so it doesn't screw anything up. Copy the section of what you are working with, in this case water cliffs.


[TileSet0161]
SetName = LEGO Water Cliffs
FileName = legwc
TilesInSet = 30
LowRadarColor = 90,65,0
HighRadarColor = 110,80,0
MarbleMadness=67
AllowBurrowing=false

This is mine and it shows up. Though this is for Yuri, but its an example of what I did. I copied the while pavement water cliff section. just changed the section name & tile name.

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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Wed Aug 17, 2011 8:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks NVH. Even though I already did it. #Tongue
But what about
Code:
WaterCliffs = 15
? Should I change this?

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Nikademis Von Hisson
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PostPosted: Wed Aug 17, 2011 8:51 am    Post subject: Reply with quote  Mark this post and the followings unread

thats in the ini it should read something like

TilesInSet = 30

the number 30 is how many tiles are in that set. If you make 15 then fine, but if you make more than that its how many you made. Work in order, make one set at a time just so you don't screw up.

If you make 4 new tiles with each having 10 ex:

[TileSet0150]
SetName = example A
FileName = A
TilesInSet = 10

[TileSet0150]
SetName = example A
FileName = A
TilesInSet = 10

[TileSet0151]
SetName = example B
FileName = B
TilesInSet = 10

[TileSet0152]
SetName = example C
FileName = C
TilesInSet = 10

[TileSet0153]
SetName = example D
FileName = D
TilesInSet = 10


and you make a map. then you want to add more tiles to that set you cant, unless you scrap that map and make a new one. Figure out how many tiles you want to make for each set and set it. or you can make

TilesInSet =

a higher number some i have seen is 40. The Water cliff = 15 is for a different purpose and don't touch that. From what I know its how the map editor and game read each section.

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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Wed Aug 17, 2011 8:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Worked like a charm! Very Happy Thanks man! Wink

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Starkku
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Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed Aug 17, 2011 9:01 am    Post subject: Reply with quote  Mark this post and the followings unread

You should always use TilesInSet = 99 unless you are absolutely sure that you don't want to add any tiles to the set later on. Only downsides of this are that map editor loads slightly slower (not noticeable with a tileset or two) and the way the tile selector panel in map editor behaves, it thinks you have all of those 99 tiles actually added so it adds vertical scrollbar and so on but that's pretty minor issue. I don't think this is necessary with your water cliff tileset though, could probably just use 28 instead.

And contrary to what NVH said about WaterCliffs in [General] section, you should definitely change that from 15 to match the index of your new water cliffs tileset, so if your tileset is labeled [TileSet0082] for an example (assuming you are following the logical numbering and not skipping numbers), change the value of WaterCliffs= from 15 to 82.

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Nikademis Von Hisson
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PostPosted: Wed Aug 17, 2011 9:18 am    Post subject: Reply with quote  Mark this post and the followings unread

BridgeMiddle2 = 12
DestroyableCliffs = 56
WaterCliffs = 15
WaterCaves = 57

this is the water cliff = 15 he is talking about.....this goes to this


[TileSet0015]
SetName = Pavement Water Cliffs
FileName = WCliff
TilesInSet = 28
LowRadarColor = 90,65,0
HighRadarColor = 110,80,0
MarbleMadness=67
AllowBurrowing=false


If he is adding to the ini then leave it alone. If he wants to replace it thats a different story.


EDIT: the only thing is he has to make sure he makes the cliffs the same way. if you don't keep the looks in the same order then you screw up all maps from that theater. Putting 99 is a kinda a waste I think. I plan how many tiles I want to use and add 5 to that as a buffer. If later I think I want to add more I just create a new set. But like I said I plan it out so I don't screw up.

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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Wed Aug 17, 2011 9:33 am    Post subject: Reply with quote  Mark this post and the followings unread

What if I don't set TilesInSet = 99 ? Does it affect anything?

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Starkku
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Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed Aug 17, 2011 9:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Krow wrote:
What if I don't set TilesInSet = 99 ? Does it affect anything?


Not really as long as TilesInSet= matches the number of actual tiles in the tileset. You just have to remember that altering TilesInSet= for tilesets afterwards causes similar issues as removing tilesets all together, if there's tilesets after the one you're trying to alter and you have used them on maps.

Nikademis Von Hisson wrote:

If he is adding to the ini then leave it alone. If he wants to replace it thats a different story.


I know very well that he was talking about the WaterCliffs= flag in [General] section of theatre tileset .ini file. If you had paid attention to the topic and posts in it you'd have figured he NEEDS to change it from the usual 15 since you can't make use of the said DESERT theatre tileset ([TileSet0015]), it has TilesInSet= set to 0, a fact which I stated earlier on in this very same thread.

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Last edited by Starkku on Wed Aug 17, 2011 9:44 am; edited 1 time in total

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Krow
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PostPosted: Wed Aug 17, 2011 9:43 am    Post subject: Reply with quote  Mark this post and the followings unread

LOL. My bad. What I meant to say was what if I didn't set the TilesInSet tag at all?

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Starkku
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Joined: 28 Dec 2007
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PostPosted: Wed Aug 17, 2011 9:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Krow wrote:
LOL. My bad. What I meant to say was what if I didn't set the TilesInSet tag at all?


It probably defaults to zero or something and makes the tileset unusable, possibly with even more unpleasable side effects. Better make it at least as high as the amount of actual tiles belonging to the tileset, or even higher if you're planning to add more tiles to the set in the future.

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Krow
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PostPosted: Wed Aug 17, 2011 9:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay, will do. Thanks again Starkku.

Starkku wrote:
Nikademis Von Hisson wrote:

If he is adding to the ini then leave it alone. If he wants to replace it thats a different story.


I know very well that he was talking about the WaterCliffs= flag in [General] section of theatre tileset .ini file. If you had paid attention to the topic and posts in it you'd have figured he NEEDS to change it from the usual 15 since you can't make use of the said DESERT theatre tileset ([TileSet0015]), it has TilesInSet= set to 0, a fact which I stated earlier on in this very same thread.


About the water cliffs, I already knew why it won't show up in FA2 even if you already set it up correctly and put new tiles for it. Open your FADATA.ini in your FA2 folder and look for [IgnoreSetDESERT]. The list tell FA2 which tiles that will be ignored by FA2. And that's why it doesn't show up.

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Krow
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PostPosted: Wed Aug 17, 2011 10:45 am    Post subject: IE : EIP (007CA0C3) Reply with quote  Mark this post and the followings unread

I'm not sure what I did. It crashed when I launched it.



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AlexB
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PostPosted: Thu Aug 18, 2011 12:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Check your unit palette for that theater like "unitsno.pal". It's possible it doesn't exist or it isn't a valid YR pal.

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Nikademis Von Hisson
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PostPosted: Thu Aug 18, 2011 1:54 am    Post subject: Reply with quote  Mark this post and the followings unread

when ever i get an error I always google the number listed. I have found a couple that way, not many, but i have seen that page (link) before. it can sometimes get a hit....

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Krow
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PostPosted: Thu Aug 18, 2011 8:58 am    Post subject: Reply with quote  Mark this post and the followings unread

LOL. My bad. I did what you said NVH and found the it. Thanks for the tip. Very Happy
Quote:
EIP 007CA0C3 (Access Violation) - Files are missing from cache.mix

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Krow
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PostPosted: Wed Aug 24, 2011 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

What are the purposes of these tags?

Code:
SuperAnimPoweredEffect=
SuperAnimTwoPoweredEffect=
SuperAnimThreePoweredEffect=
SuperAnimFourPoweredEffect=
SuperLowPower=
SuperLowPowerDamaged=
SuperLowPowerPowered=
SuperLowPowerPoweredLight=

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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed Aug 24, 2011 3:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Krow wrote:
What are the purposes for these tags?

Code:
SuperAnimPoweredEffect=
SuperAnimTwoPoweredEffect=
SuperAnimThreePoweredEffect=
SuperAnimFourPoweredEffect=
SuperLowPower=
SuperLowPowerDamaged=
SuperLowPowerPowered=


*PoweredEffect= tells the game to hide the animation completely (as opposed to normal powered animation behaviour where it only stops playing) when you go to low power, you need to combine it with *Powered=no though for it to work IIRC. Once you get your power back, it starts playing the anim again from the start.

*PoweredEffect & *Powered exist for all other animation flags too, such as the four ActiveAnims, SpecialAnim & IdleAnim. Additionally there is *PoweredLight= altough I only have a good guess on what that one does.

EDIT: *PoweredLight= behaves pretty much just like *PoweredEffect.

As for the SuperLowPower=, I think it defines additional animation that starts playing once you go to low power and is hidden once you regain power. It's used on Genetic Mutator in conjunction with *PoweredEffect= to hide that anim with funky pink stuff and replace it with a single frame loop when you go to low power. In this case, only applies if there's superweapon on the structure but I think there's non-super equivalent in LowPower=. I am not entirely sure on how this really works though.

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Last edited by Starkku on Wed Aug 24, 2011 3:48 pm; edited 1 time in total

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Wed Aug 24, 2011 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hell, they're quite confusing. I guess I'll just have to play with them a little bit. And yeah, you're right. There's also non-super LowPower tag.

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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sun Aug 28, 2011 3:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I really need help this time. I'm not sure what I did but I fucked up the AI and I didn't change anything in aimd.ini. I only edited the rules. What happened is I can't play on random map. After the map is loaded and the match is about to start, I get instant win. And if I use a normal map, the AI won't deploy it's mcv and they would charge me with all their units.

EDIT: I forgot to mention it only happens to one side, ie; Soviet. The other two sides are fine.

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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

Last edited by Krow on Sun Aug 28, 2011 3:33 pm; edited 2 times in total

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun Aug 28, 2011 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sounds like somebody went change the locomotor on the mcv, which you shouldn't do, not that there can't be more stupid reasons...

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sun Aug 28, 2011 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope, it wasn't the reason. And why the hell would I change the loco? #Tongue

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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sun Aug 28, 2011 4:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wait... Only on random maps?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Aug 28, 2011 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thats why it's important to back up all and any files before editing them. You never know what will go wrong and if you dont remember everything you changed, it's tough trying to figure out the prolem you created. Wink

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Mon Aug 29, 2011 2:09 am    Post subject: Reply with quote  Mark this post and the followings unread

I think I know what's the problem. It's the mcv. It is ONLY being spawned on TerrainType=Road, ie pavements and roads. That's why I get instant win on random maps cause there aren't any of those terrain types. But why is it being spawned only on those tiles? I have no ztyping idea cause I haven't edited the mcv at all.

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interesting seeing your voxel work. They're still better than Aro's!

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