Unofficial Patch Work
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Unofficial Patch Work
Last edited by aaro4130 on Tue Jul 12, 2016 10:25 pm, edited 1 time in total.
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Another day, another patch
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- fixed an issue where the cop chase state was persistent between level loads, causing the incorrect music to fire.
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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.
PS: when possible, change the topic title with something appropriate.
PS: when possible, change the topic title with something appropriate.
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- fixed an issue where buildings could be improperly lit depending on the last selected TOD/Weather settings
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(basically fixed wrong PSDL shading when you load a new time of day)Code: Select all
- fixed an issue where buildings could be improperly lit depending on the last selected TOD/Weather settings
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Oh, that's the PSDL buildings facades lightning/coloring issue. I well know the bug of them, great work with fixing it. You're done a great amount of fixes so far, keep up the great work!
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.
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.
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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
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Basically yes. A script runs and changes the necessary hex bytes, allowing it to work with most versions of the EXE.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.
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.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
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.
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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.
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.
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Fixed, but instead the siren audio never starts. The lights will, however, still play.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.
Better than a game crash
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That sounds an interesting result, great work!
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