gametechmods

Robot Arena => Modifications => Topic started by: Serge on January 22, 2011, 05:28:16 PM

Title: Unlimited Mass Mod | SergePatcher
Post by: Serge on January 22, 2011, 05:28:16 PM
So I decided to start releasing my old stuff that I have lying around my HDD.

Unlimited Mass Mod

Here's a mod which allows for robots > 800kg, without using antiballasts. Installation instructions in readme.txt.
https://gametechmods.com/forums/index.php?action=downloads;sa=view;down=50 (https://gametechmods.com/forums/index.php?action=downloads;sa=view;down=50)


SergePatcher (developers only)

Ulimited Mass Mod uses a simple framework for accessing private exe stuff called SergePatcher (codename).

Right now it only exposes some basic functions (write to memory, display a message box, get executable hash) to Python, so you hackers can start messing around with it. If needed, I can release a version with some more functionality, like basic UI manipulation (control creation, event binding, stuff like that), which would mean you could write Python scripts with much more features.

If you have any wishes on what functions you wish RA2 exposed to Python but doesn't, I can make those wishes come true. The current SergePatcher API is so simple that the files included in Unlimited Mass Mod should be enough to teach you how to display an ugly Windows messagebox in RA2 :P.

HALP IT CRASHES
Get this: http://www.microsoft.com/downloads/details.aspx?FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84&displaylang=en (http://www.microsoft.com/downloads/details.aspx?FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84&displaylang=en)
Title: Re: Unlimited Mass Mod | SergePatcher
Post by: Somebody on January 22, 2011, 05:32:30 PM
On the subject of Serge things, did you ever get the Bot Exchange working?
Title: Re: Unlimited Mass Mod | SergePatcher
Post by: Serge on January 22, 2011, 05:37:04 PM
On the subject of Serge things, did you ever get the Bot Exchange working?

Almost. All the server stuff was done, just had to do client-side .bot parsing and rendering (component rendering worked already, as you may have seen), couldn't be assed to implement matrix math in javascript D:. But I stilll have the files somewhere, and when I have the time and am bored I'll give it a shot again.
Title: Re: Unlimited Mass Mod | SergePatcher
Post by: Scrap Daddy on January 22, 2011, 05:51:36 PM
excellent work serge.
Title: Re: Unlimited Mass Mod | SergePatcher
Post by: Trovaner on January 22, 2011, 07:29:47 PM
sergepatcher = awesome. Period.

Would it be possible to make the mbox function close-able? I was testing your sergepatcher using the FPS window and the new window kept getting reloaded every time I hit OK/close (it required me to manually close RA2 before it would going away).
Title: Re: Unlimited Mass Mod | SergePatcher
Post by: Sparkey98 on January 22, 2011, 07:30:22 PM
Why can't others use the Sergepatcher?
Title: Re: Unlimited Mass Mod | SergePatcher
Post by: Trovaner on January 22, 2011, 07:32:15 PM
The sergepatcher is available to everyone. Its one of the files that you added to the Arenas folder when installing the unlimited mass mod.
Title: Re: Unlimited Mass Mod | SergePatcher
Post by: Sparkey98 on January 22, 2011, 07:33:40 PM
Oh alright, I thought the "developers only" meant that he was only giving it away by email. Thanks Trov  ;)
Title: Re: Unlimited Mass Mod | SergePatcher
Post by: Serge on January 22, 2011, 09:01:18 PM
Would it be possible to make the mbox function close-able? I was testing your sergepatcher using the FPS window and the new window kept getting reloaded every time I hit OK/close (it required me to manually close RA2 before it would going away).

Working on it.

http://www.youtube.com/watch?v=UR0Z45HNgBs# (http://www.youtube.com/watch?v=UR0Z45HNgBs#)
Title: Re: Unlimited Mass Mod | SergePatcher
Post by: Trovaner on January 22, 2011, 09:37:09 PM
The first messaging method would be extremely helpful for adding more unofficial weight classes. Although we would still be limited to four icons (LW, MW, HW, None)...

The second messaging method seems like it would be much more adaptable/helpful. Too bad it isn't working yet... You're probably experiencing the same error as when a bot is destroyed inside of the garage (after hitting okay on the stats window). If this is the case, you would need to find the coding that is redirecting you to something that doesn't exist.

Would it be possible to make a new button ingame that could be read by the python? My thought is that we could have something like the practice garage inside of a standard arena. In the past, I've tried adding buttons but without the EXE listening, they didn't do anything. I know that the button registers when I click it but just doesn't have anything assigned to it within the EXE.
*Edit after rereading the first post* So I would be in favor of event binding and control creation.
Title: Re: Unlimited Mass Mod | SergePatcher
Post by: Gazea2 on January 23, 2011, 05:40:01 AM
Awesome work, Serge. I was waiting for this to come out. :)

Could I use it in my A.I pack?
Title: Re: Unlimited Mass Mod | SergePatcher
Post by: Trovaner on January 24, 2011, 01:05:46 PM
Does your second messaging method work if you have a component selected? The window itself is usually seen when you try to delete a component while something is still attached to it. So my thought is that if it doesn't crash when you have a component selected (like it would be when deleting a component), you should try using a help gib window instead (they shouldn't have any prerequisites).
Title: Re: Unlimited Mass Mod | SergePatcher
Post by: Serge on January 24, 2011, 01:58:28 PM
So my thought is that if it doesn't crash when you have a component selected (like it would be when deleting a component), you should try using a help gib window instead (they shouldn't have any prerequisites).

No, the crash is due to the fact that I don't understand RA2's string class well yet (because, for some reason, they didn't use STL strings...). Basically, I start with this (please note that all "readable" names of the functions and local variables were guessed by me):

(http://i.imgur.com/Kd7Ix.png)

And then I work my way around, trying to understand what the designer, programmer, and C++ compiler meant to do there. It's very fun work, but it's also tedious (and hard, since I suck at reversing). After I do that, I write some wrappers for these functions in C++ and compile it to a Python module (the sergepatcher.pyd module).
Title: Re: Unlimited Mass Mod | SergePatcher
Post by: danofwatford on February 10, 2011, 11:04:33 AM
I have a problem using this, when I downloaded it I followed the method on how to install it but when I try to load the game it just crashes. Is there any way around this or cant I use it at all.
Title: Re: Unlimited Mass Mod | SergePatcher
Post by: Rox666 on February 25, 2011, 01:21:12 PM
me too!
I install correctly the patch, but when I open the game, it crashes!
I use it in DLS mode (the last version) and in the normal game! But in both case, crash!
Title: Re: Unlimited Mass Mod | SergePatcher
Post by: philetbabe on February 25, 2011, 01:46:40 PM
Serge is an open mind opening  new horizons .
but every one cannot be its disciple : And there i just get stuck  of what you can done.
Title: Re: Unlimited Mass Mod | SergePatcher
Post by: Serge on May 15, 2014, 01:50:40 AM
Here we are, three years later... And I don't have the source code to sergepatcher anymore! Time to go through some of my hard drives... (unless someone here got the source code from me)
Title: Re: Unlimited Mass Mod | SergePatcher
Post by: 123savethewhales on July 19, 2014, 10:56:35 AM
Hi, I have something I really wanted to do.

Is this patcher capable of changing the KG requirements for weightclass?  I want to set all the weightclass == 1/2 the current limit (124, 200, and 400).
Title: Re: Unlimited Mass Mod | SergePatcher
Post by: Serge on October 11, 2014, 03:25:40 PM
Hi, I have something I really wanted to do.

Is this patcher capable of changing the KG requirements for weightclass?  I want to set all the weightclass == 1/2 the current limit (124, 200, and 400).

Should be possible. Do you still need this? I might be able to hack this up somehow.
Title: Re: Unlimited Mass Mod | SergePatcher
Post by: playzooki on October 11, 2014, 03:26:57 PM
Oh hey serge, I use this mod, but for some reason it doesnt work when applying armour that would make it over 800kg. Any way to fix this?
Title: Re: Unlimited Mass Mod | SergePatcher
Post by: Serge on October 11, 2014, 04:08:34 PM
There probably is. IIRC the armor weight check is a separate subroutine which I might have seen somwhere before.

The main problem is that I lost the source code to this mod a long time ago, so a a rewrite is due. I'm going to have a whole bunch of relatively free evening soon, so I might have a go at that.