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Everything posted by SiRaLeX
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Well, the problems might actually be that projectiles don't actually belong to anyone and some projectiles cause substantial collateral damage. You do the math, X3M! Or tell the units not to fire at the lure.
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Exactly. ^_^ No-one wants to get his uniform soaking wet. Tanya only wears hotpants and a belly top and for SEALs, well it's part of their job description. :heady:
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What is this gumbo-jumbo? BTW, CnCNet doesn't use C++. I commend you for using C++, though. Respect, bro! A lot of hackers on CnC - keep 'em coming!
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Is more than 8 players possible? How about drop-in mid game?
SiRaLeX replied to fir3w0rx's topic in Red Alert 2
10 vs 10? Dear Santa that would be awesome! I only wish CnCNet could make it work. Imagine having 20 world class players having vs. each other in two teams LvR or TvB and what kind of insane battles that would create. -
I second that. High profile "infantry" in armored vehicles or snipers hiding behind walls being those situational targets. Note that .50 cal (projectile diameter being half an inch with three inches in length) is not only generally the cartridge with the biggest power but also the longest effective range operated in a rifle and as such obviously qualifies as a sniper rifle itself. It's not for close combat nor for shooting from hips or shoulder while standing (rifle weighs like 10+ KG with a single cartridge around 100 grams).
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Why would they release it? They're still making money from selling RA2. Yes, RA2 is still making money for EA. Hard copies are still selling pretty well. XWIS gets provision on top of admin/employee salaries for every serial registered to their server, be it a hard copy or a free copy from origin for providing online services. It's a win-win situation for both EA and XWIS.
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Guy takes great pride in telling us how they came up with that ridiculously hackish workaround. You'd think it couldn't have taken them that much longer to come up with a proper melee-attack solution.
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Haha, can't believe this is still going about sniper rifles being shot from the hips while running. Let's talk about all the other oddities! Like dogs killing infantry with 1 bite in RA2. Damn, those doggies must be really well trained.
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Is more than 8 players possible? How about drop-in mid game?
SiRaLeX replied to fir3w0rx's topic in Red Alert 2
That's why I respect CnCNet. The spawner is certainly a masterpiece of engineering art - it's ingenious! Utmost respect for whoever made that pinnacle of a program. -
Is more than 8 players possible? How about drop-in mid game?
SiRaLeX replied to fir3w0rx's topic in Red Alert 2
I thought they might be defined in the rules.ini but RA2/YR uses array-like indexing for colors in so many different places it's hard to imagine they're not actually hard-coded in some place too. Also if there was some place that used only 4 bits for the color index you'd be out of luck as well, though 16 would still be a respectable number. The color black is actually used in the last allied mission on RA2 for the elite units and tesla coils protecting the Kremlin. 2^3 = 8 2^4 = 16 -
Is more than 8 players possible? How about drop-in mid game?
SiRaLeX replied to fir3w0rx's topic in Red Alert 2
It would still be a huge obstacle and honestly, I harshly doubt you'd be able to enable us to choose between 30 different colors. -
TBH, that's of no use here. We already know how GAMERES works. It's an open secret.
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Is more than 8 players possible? How about drop-in mid game?
SiRaLeX replied to fir3w0rx's topic in Red Alert 2
I guess people have tried. It's about the EXE. I wouldn't even bother. IMO it's very much a physical limitation. Even if you could somehow start a game with more than 8 players, I bet the way the p2p protocol is designed it would just blow up into your face and there's no way you can work around that. Also there's only 8 colors, etc., etc. - just too many restrictions to work around. Aren't you happy with 6 players being possible on YR? Isn't it even 8 players for network games (CnCNet)? Clearly YR engine is superior to RA2. But still, I don't see it happening. -
So, what's stopping a rookie from doing the same?
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Just had a look for RA2. Sure, finding the GAMERES function took only a minute. But it turns out that there's at least 8 JMPs you'd need to patch, not just one.
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I'm well aware of that. Otherwise it wouldn't be possible to display number of units built/killed at the end of a game. I'm also well aware of the process how to make it work. It certainly is not hard to locate the function where GAMERES is put together, either. But what if there proves to be a bigger obstacle than just patching a JMP? Also making it write the array to disk requires you to write some code - do you do this in ASM or do you inject a DLL? Either way, you're not doing this in 20 minutes. I'm a professional software developer. The workflow described will easily take 8 hours. Testing being a necessary part of it. Run into a brick wall and the time expenditure doubles to 16 or even 24 hours (yes, that's 3 days of work) depending on your skills. I doubt I'd be able to do it in under 8 hours, TBH.
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Well, whatever the case may be. If that's true, then you're certainly, by far, the best programmer I know of.
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I get it! Nice play on numbers (odd/even) spaced out equally by 2.
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The only time I've ever really used patches like these is to create cheats. So, what are you guys on about? Do you really need to "patch" your little hearts out? IMHO this should be considered cheating. Now people will think a "patch" cannot be bad. Well, yeah, it can be pretty bad. It usually gives the guy who has the "patch" significant advantages. A lot of WinAPi and hungarian notation, eh? Typical CnC hacker...
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Hey PreP, welcome! I always wondered whether your nickname had or had not something to do with: Pre-exposure Prophylaxis?
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Writing game stats to a file, really? Can you make it even easier for people to manipulate stats? But yeah, only Iran. :roll: Lol, you talk a lot of crap. If takes only 20 minutes, why hasn't it been done already? Good luck, BTW.
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You can't make 10^9 tanks in like 10 to 20 minutes (needles to say they wouldn't even fit on any map or the memory, for that matter). You can hardly even click 10^5 times In 20 minutes. You can check out some of my YouTube videos. I'm a RaNk #1 RA2 player. One of the best, if not the best soviet player that ever played. Just look for SiRaLeX/AlexGoMAD.
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Fir3w0rx, I replied to you in the other topic. From what I heard, the only ones still actively using it are big banks stuck with ancient systems, actually. Police and traffic modernized a lot. Well, at least a lot of military equipment still does. But you're right with the finance domain. There's no doubt that C is the better choice, overall. When I find my code in tons of trouble, friends and colleagues come to me speaking words of wisdom "write in C". As the deadline fast approaches and bugs all are I can see, somewhere someone whispers "write in C". LISP is dead and buried. Write in C! I used to write a lot of FORTRAN - for science it worked flawlessly but try using it for graphics! Write in C. If you just spent nearly 30 hours debugging some assembly, soon you'll be glad to write in C! Only wimps use BASIC. Write in C! Pascal won't quite cut it. Write in C! Don't even mention COBOL. Write in C! And when the screen is fuzzy and the editor is bugging me. I'm sick of ones and zeros. Write in C! A thousand people swear that TP7 is the one for me. I hate the word "procedure". Write in C! PL1 is 80's. Write in C! The government loves Ada, but write in C!
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Well, UDP isn't of concern here, TCP however, certainly is. Making the game send stats requires a fairly versatile language. There's more than one way to go about it but both would be fairly low-level. I'd say there's no need to use ASM as C would do either of both ways. I'd go with C++ as my favourite (my infamous hack was written in C++). It would surely require a disassembler/debugger like OllyDBG and someone that knows how to use it and just generally a sharp mind.
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I'd charge 500 € flat for making RA2/YR send game stats in the known GAMERES format. Sean claims the server part is already working (I'll take his word for it): So the only thing missing is making RA2/YR send game results to the server. Since network play doesn't generate game stats this requires some "hacking" to be done and built into the game/client. That's not exactly right. The game executable obviously sends stats to the server for online play. What needs to be done is making network play (which CnCNet uses) send game stats too. So how did you achieve this for RA1 and TS, for which working ladders exist already? That's the way to go about it for RA2/YR as well. http://tahj.cncnet.org/#/leaderboard/ra and http://tahj.cncnet.org/#/leaderboard/ts