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Clarification on adding specific .mix files for new sides
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Slavack
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Joined: 07 Jan 2008

PostPosted: Mon Jan 11, 2021 12:29 am    Post subject:  Clarification on adding specific .mix files for new sides
Subject description: Dedicated speech0#,sidenc0#,sidec0#ect...
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I managed to successfully add a 3rd and 4th side to TS Client and now i'm trying to apply new .mix files for the appropriate sidebar,speech, cameo ect..
I tried to manually hex edit the Game [https://www.ppmforums.com/topic-36331/extra-sides-sidebars-and-speech/]
and also use ModExe to enable the same hack. The results seem to ignore the new .mix files and mismatch the existing sidebar's with GDI and Nod????

I feel like i am close, but i guess i was hunting for a bit of clarification on some additional ini editing that is needed to tie new .mix files to the new factions?

I have studied TI and DTA which both have custom .mix for new factions and i did see this tag (SidebarHack=no > yes) within the GameOptions ini. When changing to yes, i get the same results as the exe hack?

Thanks for any help!

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E1 Elite
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Joined: 28 May 2013

PostPosted: Mon Jan 11, 2021 1:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Set SidebarHack=yes in ClientDefinitions.ini under [Settings] and SidebarHack=Yes in GameOptions.ini under [ForcedSpawnIniOptions].

When compiling ts-patches, those hacks can be included, need not use ModExe. The needed hacks are included in the respective mod's asm file like here for TI. Commented as Load sidebar MIX ... upto Load speech MIX ...

Could make use of AlexB's unique mcv hack (buildconst_harvesterunit_baseunit.asm) which is not part of latest TSClient but is used in TI and DTA.

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Slavack
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Joined: 07 Jan 2008

PostPosted: Mon Jan 11, 2021 5:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you sir!  I appreciate the speedy help. I did just apply AleBx's hack for buildcost/unique MCV and that actually inspired me to add the new sides. I will compile a new patch with a new mod/client specific .asm but as far as the data within the TI example would I need to add any of the String references or can I simply create the .asm like..

%include "macros/patch.inc"
%include "macros/datatypes.inc"
%include "TiberianSun.inc"

;Load sidebar MIX files for new sides properly (for saved games)@SET 0x005D6C4F, {mov cl, [eax+1D91h]}@CLEAR 0x005D6C55, 0x90, 0x005D6C58

;Load speech MIX
Ect...

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E1 Elite
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Joined: 28 May 2013

PostPosted: Tue Jan 12, 2021 2:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Those string references can be left out if you don't want. You would benefit from including the hack with comment - Set global variable byte ...

Could refer to a sample build for TSClient that I made sometime last year. It goes with orange version of select.shp.

That AlexB's hack restricts ActsLike in maps to max number of houses in rules. If you have created new SP maps with FinalSun included in TSClient, you should correct those to avoid crash. You could use updated FinalSun which set ActsLike to 0 on creating new SP maps with prepare standard house option. DTA/TI use 8 additional dummy houses in rules for this.

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Slavack
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Joined: 07 Jan 2008

PostPosted: Tue Jan 12, 2021 3:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

I managed to compile the patches again with your example build. Initially the patches look successful, however i am getting an IE once a game starts after aprox 30 seconds... i'm not sure what causing it.

I did make sure to patch with (buildconst_harvesterunit_baseunit.asm) to avoid the IE. I applied your (ts_hacks.asm), updated the .MK file and complied in the master-build.

i must of overlooked something ini wise or is this the IE you mentioned???

*i did update FS and the IE seems to pop up seconds after you move you mcv??



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E1 Elite
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PostPosted: Tue Jan 12, 2021 4:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Only relevant change in my sample build over latest TSClient for rules would be using UndeploysInto=HORV for HARV instead of common UnloadingHarvester which is left empty.

If you have built without change, then vanilla maps should work fine. It already has buildconst_harvesterunit_baseunit hack, so there was no need to update .mk file. The IE I mentioned happens only on newly created SP maps having ActsLike number greater than the houses count in rules. Its not the IE you are getting.

First run the TS as is to check it works fine and then add more sides.

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Slavack
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Joined: 07 Jan 2008

PostPosted: Tue Jan 12, 2021 11:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Got it working now. I appreciate the clarification again. Everything you showed me got me familiar enough to complete the patching process. Thank you for all you do!

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Slavack
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Joined: 07 Jan 2008

PostPosted: Fri Jan 15, 2021 2:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm getting a new IE now at the beginning of a match (when new side specific MCV's should auto deploy like gdi and nod does). The IE occures only when the computer is playing with the new faction. I tested my latest patch on a new blank map(updated finalsun).  Check and double checked rules/houses/sides/buildconst/buildpowr ect... everything works across the board for gdi/nod and I just added additional entries for new sides.

I can play against GDI/Nod as the new side with everything working and stable and seemingly correct. It simply occurs when the computer is assigned to a new side?

I've been looking at this too hard for too long lol...I'm hoping it's a small oversight. Any suggestions would be great.



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E1 Elite
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PostPosted: Fri Jan 15, 2021 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can't say on how have you implemented the additional sides, specially for AI.

Could look into the example here. It is old, before AlexB's patch of unique mcv was made public. Could look at the first example and then adapt it for unique mcv, conyards, refinery, harvesters etc. AI change is there in both examples. Can compare the example INI files with the provided originals in the zip.

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Slavack
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Joined: 07 Jan 2008

PostPosted: Fri Jan 15, 2021 5:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I did use that post initially to separate nod and gdi mcvs. it was right around the time AlexB released the side improvements patch so I ignored the last part of the tutorial. Looking at it now, it seems like some adjustments to avoid the NCO bug might still be relevant in my case. I'll try it and see.

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