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Fixing the Water Issues (current progress: 83%)
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Topic: Fixing the Water Issues (current progress: 83%) (Read 1734 times)
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X-Seti
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Fixing the Water Issues (current progress: 83%)
«
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
»
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X-Seti
Position: Executive Consultant
Title
: Network Admin
Post Count
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Re: Fixing the Water Issues (current progress: 83%)
«
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
»
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X-Seti
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Re: Fixing the Water Issues (current progress: 83%)
«
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
»
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andy80586
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Re: Fixing the Water Issues (current progress: 83%)
«
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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X-Seti
Position: Executive Consultant
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Re: Fixing the Water Issues (current progress: 83%)
«
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
»
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andy80586
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Re: Fixing the Water Issues (current progress: 83%)
«
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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nkjellman
Position: Guest
Re: Fixing the Water Issues (current progress: 83%)
«
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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joopykoopy
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Re: Fixing the Water Issues (current progress: 83%)
«
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
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X-Seti
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Re: Fixing the Water Issues (current progress: 83%)
«
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.
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.
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