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Final Alert 2 YR v1.02 Patches
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E1 Elite
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Joined: 28 May 2013

PostPosted: Mon Apr 10, 2023 11:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is from Secsome. When overlapping building gets destroyed, game crashes, so such cases are now detected and reported.

In Secsome's code, the warning is in red and OK button is disabled. I have changed it to yellow and OK button is enabled as I don't like to deny mapper of saving the map. Just disregard if the info isn't valid for you.

I wanted to put extra conditions like checking for Immune etc. but the code doesn't compare building to building but 1 building with blocked cells, so I couldn't.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Apr 11, 2023 12:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Perhaps you can just cull the lights from the comparison by looking for
InvisibleInGame=yes ?

It's odd though, my mission tester script accurately reports overlaps of everything, but never complains about the lightposts, and I don't recall adding or see any code that makes an exception for them...



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E1 Elite
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Joined: 28 May 2013

PostPosted: Tue Apr 11, 2023 1:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Does InvisibleInGame mean it cannot be destroyed or there are exceptions?

To involve the developer, use github or write at #map-editors channel at Mod Haven discord.

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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Apr 11, 2023 3:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Well we all know the crashing has to do with buildings that leave debris, because whatever function of converting it to an overlay can't coexist. I suspect the invisibility removes the conflict with the rubble.

None of the lightposts are immune, or contain much code at all, so that's not the deciding factor. The only thing unique is the invisible tag.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Wed May 03, 2023 9:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Updated release of Patched FA2 is available in first post.

@G-E: For overlapping building detection, Secsome has provided an ignore section in FAData.ini where you can list IDs of invisible lamp posts if you want.

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G-E
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Joined: 09 Feb 2015

PostPosted: Wed May 03, 2023 12:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just porting over the ini updates (I think) and I see the terrain limits are still on the low side. I don't expect this to be a problem for anyone but me, however this is how I set them in mine:

Code:
[RA2TileMax]
Temperat=2000
Urban=2000
Snow=2000

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G-E
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Joined: 09 Feb 2015

PostPosted: Wed May 03, 2023 12:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

OK, so the new one only loads expandXX.mix and completely ignores ecache/elocal... so that's how Secsome made it YR-only :\

Also should we be running the .bat or the launcher? Or do they do the same thing?

Addendum: I tried adding ecaches to the [ExtraMixes] option, but seems it only loads them from the FA2 dir, and doesn't look in the game dir. Specifying a full path just appends it to the FA2 dir and doesn't work obviously.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Wed May 03, 2023 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Edit:

@G-E: Use the RA2 only version in the first post. RA2TileMax, YRInfantry, YROverlay etc. are ignored in the RA2 only version, it won't consider it as a YR map.

In my release of FA2sp (current v1.6.0.1), I have added a FAData.ini key LoadRA2MixFilesOnly to switch it, it takes care of mix loading for RA2. You don't have to add any ExtraMixes definitions for this. It loads expand## and ecache*/elocal* as the game does. RA2.csf is loaded from game folder. Check FA2sp.log for what gets loaded. In Secsome's release it won't load expand## but instead load expandmd## and game mixes and other *md.mix files as the YR game does.

Just use the launcher (.bat file does the same, it is there for any unix user for reference who are unable to use the launcher.)

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G-E
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Joined: 09 Feb 2015

PostPosted: Wed May 03, 2023 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well then I don't know, it says failed... tried it on my normal copy of RA2 and a different XWIS install.



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FA2sp.log
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FinalAlert.ini
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 Filename:  FinalAlert.ini
 Filesize:  109 Bytes
 Downloaded:  13 Time(s)


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E1 Elite
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Joined: 28 May 2013

PostPosted: Wed May 03, 2023 3:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Game path doesn't seem correct to find any file.

Just unzip a fresh copy of RA2 only version and try.

Or remove finalalert.ini and select game folder on first run.

Edit:
Your entry in finalalert.ini is Exe=e:\XWIS, it should be Exe=e:\XWIS\ or Exe=e:\XWIS\RA2.exe.

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G-E
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Joined: 09 Feb 2015

PostPosted: Wed May 03, 2023 7:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I deleted the ini and remade it, it loads now.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Wed May 10, 2023 12:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Update in first post.

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G-E
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Joined: 09 Feb 2015

PostPosted: Wed May 10, 2023 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is this with the rubble/damage display?

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E1 Elite
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Joined: 28 May 2013

PostPosted: Wed May 10, 2023 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, it is still in development and was updated after my release.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Fri Jun 02, 2023 9:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Attachment contains old version to run FA2 without any DLL extensions and for FA2Ext.dll support. This includes patched FA2 for both YR and RA2 only packages. Details of information is available under ReadmeDocs\Info.txt in the package.

FA2sp and FA2Ext DLL extensions are not compatible with each other. One has to be removed and FAData.ini configured to use the other. This package is configured for FA2Ext.dll. To avoid users dropping FA2sp.dll in this package, it is moved here from the first post.



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E1 Elite
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Joined: 28 May 2013

PostPosted: Fri Jun 02, 2023 9:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Updates of patched FA2 package with FA2sp DLL extension is available in first post. Thanks again to Secsome for hard work on FA2sp DLL extension. Old version backup attachment has been moved from first post to the above post.

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E1 Elite
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PostPosted: Mon Jun 26, 2023 11:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Updated version of Patched FA2 package with FA2sp DLL extension is available in first post.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Wed Aug 09, 2023 4:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Minor update in first post.

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ImZeth
Civilian


Also Known As: Zeth
Joined: 10 Nov 2023

PostPosted: Fri Nov 10, 2023 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the patch for FA2, but I got a problem when trying to enter to the game. When I attempted to play the map I made, the game seems to be load and stuck at 75%, no matter how long I leave my PC there for 10 mins or more, it will keep stucking at there. Is there any thing I can do? Thanks in advanced

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E1 Elite
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Joined: 28 May 2013

PostPosted: Fri Nov 10, 2023 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread


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ImZeth
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Also Known As: Zeth
Joined: 10 Nov 2023

PostPosted: Sat Nov 11, 2023 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
What I meant was to create a New Topic under Mapping-discussion sub-forum - https://ppmforums.com/forum-265/mapping-discussion/. If you are new to mapping, you can also attach the map there.


thanks, i'm also new to this forum and I was confusing of where I asked the question, then I thought I didn't send it completely and coming back to try again xDD

Btw, i'll go in there and try to getting help if the problem still encountered. Thank you <3

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E1 Elite
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Joined: 28 May 2013

PostPosted: Thu Dec 14, 2023 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Update in first post.

Attaching the source code for modified FA2sp used in the release at first post.



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E1 Elite
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PostPosted: Thu Feb 22, 2024 4:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Minor update in first post.

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