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Unofficial Patch Work

Posted: Mon Jul 11, 2016 10:30 am
by aaro4130
Image

Posted: Mon Jul 11, 2016 1:09 pm
by sajmon14
Nice! :)

Posted: Mon Jul 11, 2016 4:42 pm
by KingAndy
Sounds very promising. :)

Posted: Mon Jul 11, 2016 7:48 pm
by aaro4130
Another day, another patch :)

Code: Select all

- fixed an issue where the cop chase state was persistent between level loads, causing the incorrect music to fire.

Posted: Mon Jul 11, 2016 8:41 pm
by Franch88
Looks like you're now continuing that old project of community patch making, you had already fixed some of those things back in that time. :) That's great of you, keep it up with the fixes. :D

PS: when possible, change the topic title with something appropriate. :wink:

Posted: Tue Jul 12, 2016 3:04 am
by The_Most_Wanted
Awesome! :)

Posted: Tue Jul 12, 2016 3:36 am
by mm2mm1fan
Sweet! :)

Posted: Tue Jul 12, 2016 4:15 pm
by aaro4130

Code: Select all

- fixed an issue where buildings could be improperly lit depending on the last selected TOD/Weather settings
(basically fixed wrong PSDL shading when you load a new time of day)

Posted: Tue Jul 12, 2016 8:18 pm
by dummiesboy

Code: Select all

- fixed an issue where buildings could be improperly lit depending on the last selected TOD/Weather settings
(basically fixed wrong PSDL shading when you load a new time of day)
Image

Posted: Tue Jul 12, 2016 8:33 pm
by Franch88
Oh, that's the PSDL buildings facades lightning/coloring issue. I well know the bug of them, great work with fixing it. :D You're done a great amount of fixes so far, keep up the great work! :D
Are they all done in the game EXE with an hex editor? If so, would be good have a patcher that works with any game EXE variant existing.

Posted: Tue Jul 12, 2016 10:26 pm
by aaro4130
It may be possible that the CnR crashes are fixed entirely because of this. More testing needed.

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- Potentially fixed a crash related to collisions in CnR

Posted: Wed Jul 13, 2016 6:28 am
by dummiesboy
Are they all done in the game EXE with an hex editor? If so, would be good have a patcher that works with any game EXE variant existing.
Basically yes. A script runs and changes the necessary hex bytes, allowing it to work with most versions of the EXE.
It may be possible that the CnR crashes are fixed entirely because of this. More testing needed.

Code: Select all

- Potentially fixed a crash related to collisions in CnR
Well, for the record here, my MM2 is known for being legendarily unstable online. Crashes all the time in CnR, especially in a few particular spots around the cities. After your fix, it was rock steady in these places, even with 400+ props spammed around it. I'd say it works well. :)

Basically what the fix does is change a value in memory from being dynamic to being static. It would occasionally move to an illegal address before the patch, causing a crash. Now that it's static, it never will.

Posted: Thu Jul 14, 2016 8:27 pm
by Franch88
Well, such fixes must be permanently, they need to be patched. Otherwise, they're going to be applied everytime the game is launched editing the process in memory, like MM2Hack does.

I've a suggestion. Is it possible to avoid that the game crashes if you push the horn button playing cop cars that haven't their basenames present in the vehtypes.csv file? If the basename of a cop car isn't present in that file, the horn button will play the horn sound set in the cop car audio .csv file, if possible.

Posted: Fri Jul 15, 2016 8:41 pm
by aaro4130
I've a suggestion. Is it possible to avoid that the game crashes if you push the horn button playing cop cars that haven't their basenames present in the vehtypes.csv file? If the basename of a cop car isn't present in that file, the horn button will play the horn sound set in the cop car audio .csv file, if possible.
Fixed, but instead the siren audio never starts. The lights will, however, still play.

Better than a game crash

Posted: Fri Jul 15, 2016 8:57 pm
by Franch88
That sounds an interesting result, great work! :wink: