Re: map editor season cycle
Posted: 20 Nov 2020, 01:29
Ok.
So I need to explain few things.
The "pointer" thing is at a fixed address (in EE2 it's 0CF8568). Pointer is a thing that stores another address location. This location dynamically changes after each new game is started, scenario / game save loaded, etc. Thanks to this, the process can store new games data wherever RAM memory is free. So it's correct that the visible pointer changes.
I warned to uncheck the "Active" box, knowing that the pointer changes. So whenever pointer is NULL (0) the game could crash, because it would be trying to write data to disallowed address. I edited my previous post a little. Basically, whenever pointer address is valid (not 0, question marks or some very very low value), then it's fine to use my trick.
The Daw/Sunset settings are default in EE2 on all climates (except Tundra which we added). Options are sorted from the lowest to the highest, so there is no chance for mistake. Shadows I have no idea why they're this way. I was going crazy to set the correct Sun directions on Tundra, but Loew stopped me saying it's random everywhere.
I was only creating Multiplayer scenarios. Could you please check if the time of day is saved after you save the Test Mission from your scenario? It should be.
I'm not really surprised that scenarios don't remember those settings, since they don't even have an option to select it, probably functions for saving are missing as well.
So I need to explain few things.
The "pointer" thing is at a fixed address (in EE2 it's 0CF8568). Pointer is a thing that stores another address location. This location dynamically changes after each new game is started, scenario / game save loaded, etc. Thanks to this, the process can store new games data wherever RAM memory is free. So it's correct that the visible pointer changes.
I warned to uncheck the "Active" box, knowing that the pointer changes. So whenever pointer is NULL (0) the game could crash, because it would be trying to write data to disallowed address. I edited my previous post a little. Basically, whenever pointer address is valid (not 0, question marks or some very very low value), then it's fine to use my trick.
The Daw/Sunset settings are default in EE2 on all climates (except Tundra which we added). Options are sorted from the lowest to the highest, so there is no chance for mistake. Shadows I have no idea why they're this way. I was going crazy to set the correct Sun directions on Tundra, but Loew stopped me saying it's random everywhere.
I was only creating Multiplayer scenarios. Could you please check if the time of day is saved after you save the Test Mission from your scenario? It should be.
I'm not really surprised that scenarios don't remember those settings, since they don't even have an option to select it, probably functions for saving are missing as well.