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DCoder's Coding Realm

Home of DCoder's various tools and editors.

Author: DCoder Forums: Link

RockPatch 2

The official home of all RockPatch/Syringe/YR++/Ares development.

Author: pd, DCoder, Electro Forums: Link

Marshallx Industries

Be it Launch Base, the UMP or Purple Alert, Marshall's developments can be found here.

Author: Marshall Forums: Link

Final Dusk

A Yuri's Revenge mod making use of Ares.

Author: ORCACommander Forums: Link

Atrigan Tank Wars

A standalone tank combat game playing on the planet Atrigo.

Author: RedFox34 Forums: Link

 STX welcomes TX
Posted by: Renegade - Mon, 2009 Jun 08 - Comments: 0 | Views: 20
avatar STX is proud to announce that the famous Terrain Expansion is now officially hosted on our network!



(Adding this post to the TX news so I can test the forum news.)
Posted in: TX News  
 Launch Base Mod Creator 0.99.106
Posted by: Marshall - Mon, 2009 Jun 01 - Comments: 1 | Views: 86
avatar A new version of the Lauch Base Mod Creator beta has been released.

Version 0.99.106 [2009-06-01]
  • Ampersands are now permitted in file paths.
  • Significantly improved the performance and disk requirements of the installer generation process.
  • Fixed bug with folder tree where dragging off the tree window would cause the selected folder to jump to the base folder.
  • Please note that there have been a lot of code changes in this version of LBMC - test your installers thoroughly.
Posted in: Marshallx Industries News  
 Launch Base 0.99.229
Posted by: Marshall - Sun, 2009 May 31 - Comments: 0 | Views: 38
avatar A new version of the Lauch Base beta has been released.

Version 0.99.229 [2009-05-31]
  • Fixed crash that could occur after Launch Base had to create a folder path. Always crashed after downloading something via Check For Updates for the first time.
  • Fixed bug where Launch Base would automatically relaunch as soon as a downloaded setup program had been launched.
  • Fixed uninstaller looking for wrong registry key (note that the uninstaller is not supposed to work if you have moved the Launch Base folder).
  • Added in a change to assume that RSS feeds from renegadeprojects.com were available and try to download them without performing a preliminary check. This will work around the "failed to access Ares RSS feed" issue.
Posted in: Marshallx Industries News  
 Guess what's back?
Posted by: DCoder - Sat, 2009 May 30 - Comments: 11 | Views: 249
avatar

I just successfully forced the game to load my custom dialog instead of an existing one. This technique can be used to improve other dialogs as well, so yeah, fancy UI additions can happen in the future Wink (Crap Engineers? Harvesters Immune? Destroyable Bridges? A checkbox for the AI Unit Cloning Bug fix? Who knows?)

What already works:
  • The checkbox does control the generation of Urban Areas, as it says on the tin.
  • RMGMD.ini → [General] → GenerateUrbanAreas=y/n is read and used as the initial value of the checkbox. If it's not set, the checkbox starts unchecked. This didn't work before, and is the reason for a couple RMG IEs that the testers got. The checkbox's state is loaded from the ini only the first time you open the RMG, after that it saves its state until you exit the game.
  • The strings used for text/tip are obviously CSF'd. The GUI: vs STT: separation is all over the game, it's not something I came up with.

What doesn't:
  • The list of buildings/units used for this is still hardcoded to the TS stuff and causes IEs if they don't exist. This will be rectified in the near future.
Posted in: News from the Battlefield  
 Launch Base 0.99.228
Posted by: Marshall - Sun, 2009 May 03 - Comments: 10 | Views: 238
avatar A new version of the Lauch Base beta has been released.

Version 0.99.228 [2009-05-03]
  • Improved Options window.
  • New 'Verify Plugin Security Keys' option so you can disable this if you want to (don't disable this).
  • You can now view details about which mods' update checks failed. Click on the link in the top-right corner of the window after an update check.
  • In Check For Updates, plugins that you already had the latest version for were being listed under 'New Mods' instead of 'Installed Mods'. Fixed.
  • Added a 'Residual File Manager' module (only available in Advanced Mode). See Help Topics for details.
  • Added support for string tables. Launch Base can now merge CSF and TXT files provided by a mod. However, MIX file capabilities have not yet been added so the original ra2md.csf file is still inaccessible by Launch Base for now.
  • Launch Base will now add all the labels used by the YRPM to a mod's CSF file automatically. This cannot be overridden, however a mod's own versions of those labels will be used in preference to the YRPM standard. This may be changed in future.
  • New 'Loose File Mode' option if, for some bizarre reason, you didn't want Launch Base to generate MIX files. This option will be used automatically whilst Launch Base does not have MIX file capabilities. Note that some files don't work outside of MIX files (e.g. sidebar graphics).
  • Fixed bug where log file would say "Creating LaunchBase\Backup" regardless of what the actual path was that was being created.
  • Fixed bug where Launch Base would delete Syringe after unpacking it, despite claiming that Syringe had been updated okay.



Edited by Renegade: Took the liberty of adding some formatting - original post was a little hard to read.
Posted in: Marshallx Industries News  
 Welcome back everyone
Posted by: Renegade - Sat, 2009 Apr 18 - Comments: 4 | Views: 126
avatar If you can see this, you have safely arrived on the updated server.
Unfortunately, we still have some minor domain issues, that is, make sure you use all subdomains as they are, not with a www. prefix.

Other than that, everything should work fine, please tell me if there are any problems.
Posted in: Propaganda Tower  
 Wanted: Project Management
Posted by: DCoder - Thu, 2009 Apr 09 - Comments: 25 | Views: 502
avatar I'm apparently useless at keeping any deadlines. So, I'm strongly looking for someone crazy enough to take up the aforementioned position and be in charge of keeping schedules, slapping me around when I'm lazy, and doing other work like that. It would be extra awesome if said person had some familiarity with the build process Ares uses, as that way he (she?) could actually deploy a release without me, but it's not a requirement.

I really want to see Ares come to life, but I just suck at getting the management side actually done. Bang head against wall Sorry, guys.
Posted in: News from the Battlefield  
 CSF class for VB6
Posted by: Marshall - Sat, 2009 Feb 21 - Comments: 0 | Views: 56
avatar Just added this new project to the Marshallx Industries site. For me, it is essential to making Launch Base handle CSF files. For everyone else, it's probably nothing more than an interesting(?) read.

In other Launch Base news, I am working on some other improvements and fixes and hope to get a new version out soon.
Posted in: Marshallx Industries News  
 Mmm, shiny
Posted by: DCoder - Mon, 2009 Feb 16 - Comments: 8 | Views: 290
avatar It looks like I just can't stop messing around with eye candy...<_<




Code
[Object]
HasSpotlight=yes
Spotlight.StartHeight = ; in leptons, normal is 250
Spotlight.Distance = ; in leptons, how far ahead to focus?
Spotlight.AttachedTo = ; (body|turret|barrel), in the shot above you can see that the lights are not facing the same way as the turrets, but the same way as the bodies.

Posted in: News from the Battlefield  
 Rippling nipples
Posted by: DCoder - Sun, 2009 Feb 15 - Comments: 17 | Views: 590
avatar Ahem, excuse the pun. Renegade got it in my head. Tongue

In case it's not yet clear what feature I'm talking about... it's the Ion Cannon Ripple Effect:


With controllable ripple radius, too Wow
Code
[Warhead]
Ripple.Radius=20; the shot above uses 20. Ion Cannon uses 79. Not sure about the maximum limit, best stay under 80.

Posted in: News from the Battlefield  

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