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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 10-25-2005, 09:26 AM   #141 (permalink)
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Well it may now be harder to trace, but I'd be worried otherwise. Because it crashes/freezes (I only describe an IE when I explicitly say "IE" ) as soon as you have more construction options, we know for sure it's a bug in the game's parsing of the units tab - whether it's just cameos or the amount of units available in that one tab (something to do with the ordering?).

It would be very mysterious if the bug happened as soon as you clicked the units tab... or does the game actually process the units/order when you merely click on the tab?
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Old 10-25-2005, 10:34 AM   #142 (permalink)
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no, but thats when we think it loads the cameos.

EDIT: fixed a typo...
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Old 04-17-2006, 06:37 PM   #143 (permalink)
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ergh...
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Old 04-25-2006, 06:36 AM   #144 (permalink)
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Not good to drop this topic.

Bobing your typing has me confused. Could you rephrase that?
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Old 04-25-2006, 08:55 AM   #145 (permalink)
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I'll do it on his behalf.

ergh...
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Old 04-25-2006, 04:00 PM   #146 (permalink)
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No. No! Before that! Not funny!
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Old 04-26-2006, 04:53 AM   #147 (permalink)
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that better?

doesn't really matter, because he's workin on other things ATM, but like i said, we found the point where it loads cameo.pal.(because of the HD crash, we probably don't know where that is anymore though...) which seems to be where it loads the cameos, which we think is when you click on the tab. but what we are looking for is the cameo list update. i remember programming a simular thing in creatures 3: Docking Station for the favorite place icon system, to remove old icons if you removed a metaroom, the main problem i had is the loop thing, to keep the game ticking good, the way i did it was to check it once, every 5 update loops, which gives the effect of them vanishing and leaving a gap, then the others slowly shifting across 1 by 1 to fill the gap, which means if you have a lot of icons, it can take a while to shuffle them all down. therefore, the game needs to loop many times to remove the unwanted cameos. if for whatever reason this routine only checks the first 75 icons, this would result in the "Whiteboy" bug. the text problem i predict is a seperate problem from the crash, but the same type of error. problem is finding these routines...
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Old 04-26-2006, 10:28 AM   #148 (permalink)
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Interesting. What would be good to know is why some PC's crash with this bug (IE) and why others just have missing strings on the cameos. Certainly seems weird.
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Old 04-26-2006, 11:09 AM   #149 (permalink)
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@bobing: Hmm, wouldn't setting a breakpoint in that routine and running the game tell you when it gets called?

@Whitey: Nobody gets an IE from this bug. Like bobing said, having *75* objects causes loss of texts, *76* and more causes deadlock. Of course the fact that you're running on AMD64 can also influence things...
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Old 04-26-2006, 11:41 AM   #150 (permalink)
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Quote:
Originally Posted by DCoder";p=&quot View Post
@bobing: Hmm, wouldn't setting a breakpoint in that routine and running the game tell you when it gets called?
about the breakpoint, you'd have to ask PD, the problem we have though is that we know(or knew) when the cameos are loaded, but we still can't find the problem routine. we'd rather know where the problem routine is than know exactly when cameo.pal is loaded...
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