Posted: Fri May 01, 2020 9:23 am Post subject:
I have a fatal issue with rulesMD.ini and artMD.ini
I don't know maybe I did it all wrong. I did validate the file and don't see a problem but as the use the animation code the game will working just fine for couple times without changing any value and then it's just simply crash the game will say fatal problem when I am playing the game later on. Even no code change it's weird.
So what I have to ask you that after I ran the Ares for the first time the application will generate the rulesMD version of ares to edit correct?
Because I am using the old ruleMD.ini after Ares has been installed. I have noticed that some part of the ini is missing like I don't have [ArmorTypes] or [WeaponTypes] or [Projectiles] section. Should I do something. Do I need to start over?
Start over is not a big deal since I have plenty of codes and version of my edit uploaded in cloud if there are something real bad happened. QUICK_EDIT
Posted: Fri May 01, 2020 12:46 pm Post subject:
Re: I have a fatal issue with rulesMD.ini and artMD.ini
Mr.Hymn wrote:
I don't know maybe I did it all wrong. I did validate the file and don't see a problem but as the use the animation code the game will working just fine for couple times without changing any value and then it's just simply crash the game will say fatal problem when I am playing the game later on. Even no code change it's weird.
Can you look into the debug.log inside the game folder? There might be something in the snapshot folders created at the time of the crash too; you'll find those in the debug folder in the game folder.
Mr.Hymn wrote:
So what I have to ask you that after I ran the Ares for the first time the application will generate the rulesMD version of ares to edit correct?
Because I am using the old ruleMD.ini after Ares has been installed. I have noticed that some part of the ini is missing like I don't have [ArmorTypes] or [WeaponTypes] or [Projectiles] section. Should I do something. Do I need to start over?
It should be rulesmd.ini, with an 's'.
Maybe. Double-chk what INIs you have in your game folder. Start with the last modified INI and go backwards from there. You might find it, you might not.
Regardless, WeaponTypes and Projectiles sections are not necessary unless you're doing weird stuff with them. Weird stuff does not include making new units and giving them a Primary, Secondary, etc.
More like something like the weedguy hack.
ArmorTypes is much more important. Last edited by TAK02 on Fri May 01, 2020 12:52 pm; edited 1 time in total QUICK_EDIT
I have fixed the crash problem. No more crash. I need just last help on this. It seems only generic or common explosion color is off chart All of them in every map but other stuff like kirov explostion, mininuke nuclear bomb etc color is ok. Can you help me with this please. I have removed rulesmd.ini and artmd.ini and return game as normal state without mods the explosion color still off chart. even the debris too. The rest is ok.
I have removed rulesmd.ini and artmd.ini and return game as normal state without mods the explosion color still off chart. even the debris too. The rest is ok.
This happens when using the unit PAL instead of anim.pal to draw the sprites. Or when the animation was made using the TS anim.pal and wasn't ported over into RA2's anim.pal.
The real question is why they're drawn at all in the first place since stock INIs don't play any miscolored anims.
Do you still have an expandmd.mix somewhere? QUICK_EDIT
Yes I am still have the expandmd01.mix If I am missing anything please help me. The game is less satisfied with this kind of explosion color. QUICK_EDIT
The real question is why those explosions are happening.
The expandmd01.mix that you have, does it have a rulesmd.ini?
Is the MIX from the YR patch? _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Ut's Mix from YR and After the first game crash the pallete never be the same also some file like old rulesmd.ini has been removed and I have to get a new fresh one from ra2md.mix QUICK_EDIT
There is a patched ra2md.ini inside expandmd01.mix. If you're gonna get a fresh copy, get it from inside expandmd01.mix instead of ra2md.mix, or you'll lose anything patched in YR 1.001.
Also, If you're doing a fresh start on a mod, consider using the UMP 1.002 (https://www.marshall.strategy-x.com/ump/index.php) - it has many, many bug fixes for YR, and makes for a great base to start from.
And finally, it looks like you might have an imposter anim.pal in there somewhere. Get a fresh copy from ra2.mix -> cache.mix, and leave it in the game directory, and see if that fixes your problem. QUICK_EDIT
There is a patched ra2md.ini inside expandmd01.mix. If you're gonna get a fresh copy, get it from inside expandmd01.mix instead of ra2md.mix, or you'll lose anything patched in YR 1.001.
Also, If you're doing a fresh start on a mod, consider using the UMP 1.002 (https://www.marshall.strategy-x.com/ump/index.php) - it has many, many bug fixes for YR, and makes for a great base to start from.
And finally, it looks like you might have an imposter anim.pal in there somewhere. Get a fresh copy from ra2.mix -> cache.mix, and leave it in the game directory, and see if that fixes your problem.
I see, I will try Thanks. For freshly new rulesMD I don't know what to do much since I am modding it far beyond the point it would take me so long to get everything back. BUT I will see if I can do something about it. QUICK_EDIT
Also, if you're far into the mod, you can get the UMP Mod Developer's Pack (same link, I think). It has everything you need to update your mod with all the fixes it has, and has a few additions too (controversial ones that aren't in the minipatch) for modders in case they might decide to include them in their mod. If nothing else, it's interesting reading. QUICK_EDIT
Also, if you're far into the mod, you can get the UMP Mod Developer's Pack (same link, I think). It has everything you need to update your mod with all the fixes it has, and has a few additions too (controversial ones that aren't in the minipatch) for modders in case they might decide to include them in their mod. If nothing else, it's interesting reading.
Thanks I will try the mod manager. Currently it seems working if I am specific the explosion with custompalette because when I am making the lightning tank the cloud palette is incorrect but if fired by superweapon it's a correct color so I did use custompalette for my custom cloud even using image=wccloud1 and showing correctly. What I am thinking is I don't know if game intentionally use the incorrect palette? I did extract all pal from cache.mix to main game directory and still showing incorrect color but using custompalette=unittem.pal etc show the correct color some how. I am trying to check all the explosion color that off chart and put custompalette=xxx.pal to end this annoying problem QUICK_EDIT
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