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Author Topic: Fixing the Water Issues (current progress: 83%)  (Read 1734 times)
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« on: January 06, 2008, 10:39:35 pm »
The time has come to add a little bit of blue to this depressing brown world.

« Last Edit: January 26, 2008, 12:20:53 am by andy80586 » Logged

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« Reply #1 on: January 06, 2008, 10:42:42 pm »
Post saved from the old forum;

Andy writes.

The next version of the Limit Adjuster will change drastically in several areas.

1a. The main source file for Beta 6 reached 85 KB, looks like a pile of shit, and is full of some rather nasty convention issues and random-ass inconsistent comments. This is the main reason why I have not released the source code for LA 2.0 yet.

1b. Monday night I found a way to turn 19 low-level functions into 4 with a template. Last night some of the work toward making this more modular (i.e., split into multiple files) so that people reading the source to make improvements don't have to look at a 85 KB pile of shit to do so.

1c. The executable itself, if you haven't noticed already, is either close to or over a meg. I know the algorithms get slightly complicated, but not enough to warrant a meg, so this is getting worked on.

2. The GUI is not crucial to the program, so it's getting cut out and replaced with a startup config file. It will most likely get added in again later as a front-end. This change is why I am considering making the next version 2.1 beta 1 (so that people who still want the GUI can use 2.0 beta 6). This means that the SOL installer will run LA as a script with the settings on this thread and eliminate some of the user-end game crashing issues.

3. One feature is going to be added in here as well: a way to auto-adjust water based on IPL data.

Possible initial release by this weekend.
« Last Edit: January 26, 2008, 12:20:45 am by andy80586 » Logged

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« Reply #2 on: January 06, 2008, 10:58:07 pm »
Taken from the old board, Andy writes.

Code:
1  ; original
2  .text:005BE973                 mov     eax, [esp+0C8h+var_90]
3  .text:005BE977                 mov     [esp+0C8h+var_C0], 0
4  .text:005BE97F                 mov     [esp+0C8h+var_BC], eax
5  .text:005BE983                 mov     eax, [esp+0C8h+var_8C]
6  .text:005BE987                 mov     [esp+0C8h+var_B4], eax
7  .text:005BE98B                 mov     eax, [esp+0C8h+var_B0]
8  .text:005BE98F                 mov     [esp+0C8h+var_60], eax
9  .text:005BE993                 movsx   eax, word ptr [esp+0C8h+var_94]
10 .text:005BE998                 fild    [esp+0C8h+var_60]
11 .text:005BE99C                 mov     [esp+0C8h+var_B8], eax
12 .text:005BE9A0                 imul    eax, 0CCh
13 .text:005BE9A6                 fmul    flt_69CC5C
14 .text:005BE9AC                 fadd    [esp+0C8h+var_70]
15 .text:005BE9B0                 fstp    [esp+0C8h+var_6C]
16 .text:005BE9B4                 mov     [esp+0C8h+var_B8], eax
17 .text:005BE9B8                 mov     eax, [esp+0C8h+var_B0]
18 .text:005BE9BC                 mov     [esp+0C8h+var_60], eax
19 .text:005BE9C0                 fild    [esp+0C8h+var_60]
20 .text:005BE9C4                 movsx   eax, word ptr [esp+0C8h+var_94]
21 .text:005BE9C9                 fmul    flt_69CC84
22 .text:005BE9CF                 mov     [esp+0C8h+var_60], eax
23 .text:005BE9D3                 fstp    [esp+0C8h+var_68]
24 .text:005BE9D7                 fild    [esp+0C8h+var_60]
25 .text:005BE9DB                 fmul    flt_69CC84
26 .text:005BE9E1                 fstp    [esp+0C8h+var_64]
27 
28 ; optimizations in order
29                                 mov     eax, [esp+0C8h+var_90]
30                                 mov     [esp+0C8h+var_C0], 0
31                                 mov     [esp+0C8h+var_BC], eax
32                                 mov     eax, [esp+0C8h+var_8C]
33                                 mov     [esp+0C8h+var_B4], eax
34                                 movsx   eax, word ptr [esp+0C8h+var_94]
35                                 mov     [esp+0C8h+var_60], eax
36                                 imul    eax, 0CCh
37                                 mov     [esp+0C8h+var_B8], eax
38 
39                                 fild    [esp+0C8h+var_B0]
40                                 fmul    flt_69CC5C
41                                 fadd    [esp+0C8h+var_70]
42                                 fstp    [esp+0C8h+var_6C]
43 
44                                 fild    [esp+0C8h+var_B0]
45                                 fmul    flt_69CC84
46                                 fstp    [esp+0C8h+var_68]
47 
48                                 fild    [esp+0C8h+var_60]
49                                 fmul    flt_69CC84
50                                 fstp    [esp+0C8h+var_64]
51 
52 ; final optimized
53                                 mov     eax, [esp+0C8h+var_90]
54                                 mov     [esp+0C8h+var_C0], 0
55                                 mov     [esp+0C8h+var_BC], eax
56                                 mov     eax, [esp+0C8h+var_8C]
57                                 mov     [esp+0C8h+var_B4], eax
58                                 movsx   eax, word ptr [esp+0C8h+var_94]
59                                 fild    [esp+0C8h+var_B0]
60                                 mov     [esp+0C8h+var_60], eax
61                                 imul    eax, 0CCh
62                                 fmul    flt_69CC5C
63                                 mov     [esp+0C8h+var_B8], eax
64                                 fadd    [esp+0C8h+var_70]
65                                 fstp    [esp+0C8h+var_6C]
66                                 fild    [esp+0C8h+var_B0]
67                                 fmul    flt_69CC84
68                                 fstp    [esp+0C8h+var_68]
69                                 fild    [esp+0C8h+var_60]
70                                 fmul    flt_69CC84
71                                 fstp    [esp+0C8h+var_64]
72 

Are these functionally equivalent?
« Last Edit: January 26, 2008, 12:20:37 am by andy80586 » Logged

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« Reply #3 on: January 26, 2008, 12:19:14 am »
Latest status:

1. reading map files and getting farthest objects...done
2. generate new waterpro.dat... done
3. find places in .exe that have to be hacked... done
4. hack .exe for 32-bit operands in water functions... done
5. hack .exe to handle new dimensions... done
6. hack .exe to process dry places correctly... not done
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« Reply #4 on: January 31, 2008, 10:41:48 pm »
Rock on tommy, Fyi; well done mate..

When your around we need to catch up.

I'm thinking about holding the next release, so we can get anything together this time.
« Last Edit: January 31, 2008, 10:53:49 pm by X-Seti » Logged

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« Reply #5 on: February 20, 2008, 02:25:26 am »
Latest problem: one of my function hacks causes a game crash either at startup or fairly soon afterward, and the points where water needs to be shut off are not being translated correctly
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« Reply #6 on: April 27, 2009, 11:39:59 pm »
When will this get released. Id like some visable water in all of the cities.
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« Reply #7 on: August 20, 2009, 09:27:58 am »
i would allso like some water around the islands

well, i got a idea, it isn't a fix for your problems, but it will be a wannabe

can't you make a moddel with a water texture on it, and plant that on the whather level, but without coll, then it acts a bit like water, and andy can work calm on the water problem

it is just an idea Wink
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« Reply #8 on: August 20, 2009, 01:29:53 pm »
Hiya Mate, Long time no see.

Andy is no-longer with us and has not been for the last year, so it is all up to me, given I can not find anyone else with the tech skills to help, I have not been that dedicated towards this as I have been busy with other matters lately.

The the mod has not really progressed anywhere passed beta 51.3, but that is about to change.

I will have time soon to try and finish this, because I want to do something fresh and new. Smiley

Andy never finished the water generator and nor could I get the source from him to fix the bugs in the limit adjuster.

But lets see what I can do, when I am back, but first I have to finish the maps, find an SCM coder and add the new vehicles.

I did open a section on this forum for help needed, but sadly this brought anyone new into the project.


Tell me what you think. Smiley

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