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Walls not connecting to each other
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Ousagi
Grenadier


Joined: 02 Nov 2022

PostPosted: Sat May 17, 2025 10:09 pm    Post subject:  Walls not connecting to each other
Subject description: But using Image=NAWLL2 on [NAWALL] does
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I created a wall named NAWLL2. There isn't really a clear tutorial on how to add new walls so it took many trial and error to get to this point.
Now I've reached the point where I have a working wall but couldn't use it on the new wall I've created.

It works with [NAWALL] with Image=NAWLL2 so I know there isn't any issue with compression or anything. It also connects, so I know the wall.shp was set properly.
Now I'm stuck, almost reaching the point of being able to create a new wall but still not getting there.

Are there other people that tried to add a new wall? Please help me. Confused



UPDATED NAWLL2 vs NAWALL with Image=.png
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UPDATED NAWLL2 vs NAWALL with Image=.png



Last edited by Ousagi on Sun May 18, 2025 3:10 am; edited 1 time in total

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat May 17, 2025 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

FA2 can't automatically place new walls, you have to use the "Overlay & Special" drop down menu and place each wall section manually.

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E1 Elite
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Joined: 28 May 2013

PostPosted: Sun May 18, 2025 12:45 am    Post subject: Reply with quote  Mark this post and the followings unread

If you have made it as an overlay (not just building) and are using patched FA2, it will be available on left sidebar under Special / Overlay > Others and will connect.

WAE map editor should also connect.

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Ousagi
Grenadier


Joined: 02 Nov 2022

PostPosted: Sun May 18, 2025 3:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
FA2 can't automatically place new walls, you have to use the "Overlay & Special" drop down menu and place each wall section manually.

These are the the one's in "Overlay & Special". Both the NAWALL and NAWLL2
E1 Elite wrote:
If you have made it as an overlay (not just building) and are using patched FA2, it will be available on left sidebar under Special / Overlay > Others and will connect.

I've tried both. In the "All Overlays" "and Others". I forgot to turn on the building outline, but they should both have no building oultine.
Also tried NAWALL in the "All Overlays" and it also connects. The only one that doesn't connect NAWALL in "All Overlays" is in WAE.

In WAE, NAWLL2 appears, but only in Overlays > Uncategorized but not in Overlays > Connected Overlays.
I've added NAWLL2 in RulesMD.ini and ArtMD.ini. These are the only files I need to add it correct?



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E1 Elite
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PostPosted: Sun May 18, 2025 3:59 am    Post subject: Reply with quote  Mark this post and the followings unread

If you create new walls like the original game has, then in patched FA2, it will connect automatically from sidebar > Special / Overlay > Others.
Did it work or not with Patched FA2? Download Patched FA2 - https://ppmforums.com/topic-47342/final-alert-2-yr-v102-patches/

For WAE to show in Connected Overlays, you have to add the new wall in Config\Defaults\ConnectedOverlays.ini.

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Ousagi
Grenadier


Joined: 02 Nov 2022

PostPosted: Sun May 18, 2025 5:04 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
If you create new walls like the original game has, then in patched FA2, it will connect automatically from sidebar > Special / Overlay > Others.
Did it work or not with Patched FA2? Download Patched FA2 - https://ppmforums.com/topic-47342/final-alert-2-yr-v102-patches/

For WAE to show in Connected Overlays, you have to add the new wall in Config\Defaults\ConnectedOverlays.ini.


I've been using the latest one since sometime ago when G-E told me to use it. But I've downloaded it again and it still doesn't show up.

Timezone might be different but it should be right now when I'm posting this.



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E1 Elite
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PostPosted: Sun May 18, 2025 5:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Already placed walls in map that are disconnected won't change automatically.

When you select the Soviet Wall 2 from Special / Overlay > Others and draw on map by placing and dragging, it will draw connected walls.

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Ousagi
Grenadier


Joined: 02 Nov 2022

PostPosted: Sun May 18, 2025 5:31 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Already placed walls in map that are disconnected won't change automatically.

When you select the Soviet Wall 2 from Special / Overlay > Others and draw on map by placing and dragging, it will draw connected walls.

That's what I did, I just re-added these wall in the newly downloaded FA2 because I forgot to save.
As you can see, the walls we're arranged differently from the last screenshots.

Also, I tried just now using Image=NAWALL to NAWLL2 and it still doesn't connect. Wouldn't this mean there's something wrong with code?
Like there is something missing somewhere? Because why would NAWALL.shp still not connect with each other, this .shp was already in the original game.

Code:
;Rulesmd

[BuildingTypes]
592=NAWLL2

[OverlayTypes]
254=NAWLL2

[AI]
ConcreteWalls=GAWALL,NAWALL,GAFWLL,NAWLL2; temp wall for yuriYAWALL

;this is just a copy of NAWALL's code
[NAWLL2]
Image=NAWALL
UIName=Name:YAWALL
Name=Soviet Wall 2
BuildCat=Combat
Strength=300
Prerequisite=NAHAND
Armor=concrete
TechLevel=1
Adjacent=8
Wall=yes
Sight=1
Selectable=no
Insignificant=yes
Nominal=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=100 ; part of TSHACK, feel free to change, I'm just taking out of code gs
Points=5
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0   ; This value MUST be 0 for all building addons
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
GuardRange=5



Adding Image=NAWALL to NAWLL2.png
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Adding Image=NAWALL to NAWLL2.png



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E1 Elite
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PostPosted: Sun May 18, 2025 5:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Just tried with your code, it works fine.

[OverlayTypes]
250=NAWLL2  

Total overlays should be 255 or less. Mine is 250.



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Ousagi
Grenadier


Joined: 02 Nov 2022

PostPosted: Sun May 18, 2025 6:40 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:

Total overlays should be 255 or less. Mine is 250.

I thought Phobos removed the limit from Overlays. But I did try to remove some Overlays down to 250 and added 250=NAWLL2. Also, moved NAWLL2 to 27 were NAWALL was. None worked for me.
But since you already have the code to .ini. Try using my NAWLL2.shp and see if it works.
Code:
[NAWLL2]
Remapable=no
Cameo=NWALICON
Foundation=1x1
ToOverlay=NAWLL2
DamageLevels=3
NewTheater=yes



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E1 Elite
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PostPosted: Sun May 18, 2025 7:10 am    Post subject: Reply with quote  Mark this post and the followings unread

It works fine with patched FA2.

I don't think Phobos extended the OverlayTypes limit.

Also you shouldn't insert in that list. You can replace or add to the end of the list.



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Ousagi
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PostPosted: Sun May 18, 2025 7:21 am    Post subject: Reply with quote  Mark this post and the followings unread

I tried both. Replacing and adding at the end. I didn't insert, I replace NAWALL with NAWLL2.
Another thing, in-game, it works fine when placed as a building. It connects when the game start. It's only the overlay part that's the problem.

Can you give me your patched FA2 folder? Like I said, I've already redownloaded the one from your link and it still didn't worked unfortunately.
Maybe you're folder might work for me.

Also, what is overlay.hh?



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Last edited by Ousagi on Sun May 18, 2025 7:27 am; edited 1 time in total

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G-E
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Joined: 09 Feb 2015

PostPosted: Sun May 18, 2025 7:26 am    Post subject: Reply with quote  Mark this post and the followings unread

FA2 only automatically draws walls correctly when they are in specific overlay slots unfortunately.

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Ousagi
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Joined: 02 Nov 2022

PostPosted: Sun May 18, 2025 7:30 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
FA2 only automatically draws walls correctly when they are in specific overlay slots unfortunately.

What? But what does that mean? Why can E1 Elite add new walls without problem? I've added 250=NAWLL2 similar to him, and but it still doesn't connect.

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E1 Elite
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PostPosted: Sun May 18, 2025 7:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Patched FA2 is the same, no change from the link. Use FA2SPLaunch.exe to run.

Game converts the buildings to overlay on start and game will connect it automatically.

@G-E: What you are saying is for original FA2. FA2sp allows Wall=yes overlays to connect like other walls. Screenshot is there in the above posts.

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Ousagi
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PostPosted: Sun May 18, 2025 7:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Just to confirm, it's FA2YRPsp_20240715 correct? I've tried opening FA2SPLaunch.exe and RunFA2sp.bat and still the same, walls not connecting.

I've edited a post earlier, so in case you might've missed it, what is overlay.hh? It was on the comment on the last part of [OverlayType]

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G-E
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Joined: 09 Feb 2015

PostPosted: Sun May 18, 2025 8:00 am    Post subject: Reply with quote  Mark this post and the followings unread

E1: Yaknow I haven't tested since I picked the right slots for mine...

Are you using the overlay specials list to draw your walls or are you selecting them from the buildings list?



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Ousagi
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Joined: 02 Nov 2022

PostPosted: Sun May 18, 2025 8:11 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
Are you using the overlay specials list to draw your walls or are you selecting them from the buildings list?

I am using the overlay/specials list. Last time, I think I remembered you telling me about it when placing walls.
I was just showing that the walls could connect through the buildingtype.

You have new walls Surprised !  Does those walls work? Can you show me all the codes you used and what filename you set to them to?

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E1 Elite
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PostPosted: Sun May 18, 2025 8:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, it is FA2YRPsp_20240715, unzip to a new folder in any other drive than C:. On first run, select game path.

FAData.ini should have (check that you haven't changed it)
[ExtConfigs]
BrowserRedraw=yes

overlay.hh is a developer comment, don't bother with it.

@G-E: We both are using left sidebar Special / Overlay > Other only. Building wall will only place the first frame, it won't connect in map editors.

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Ousagi
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PostPosted: Sun May 18, 2025 9:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Here's a freshly downloaded patched FA2: (Also, does ModernObjectBrowser in ExtConfigs work?)



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Redownloaded Patched FA2.png



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Mig Eater
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PostPosted: Sun May 18, 2025 9:54 am    Post subject: Reply with quote  Mark this post and the followings unread

FFS just place the wall sections manually...



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FA2walls.gif



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Ousagi
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Joined: 02 Nov 2022

PostPosted: Sun May 18, 2025 10:13 am    Post subject: Reply with quote  Mark this post and the followings unread

If anything, I should just place the [BuildingType] version, since it would be less hassle and outputs the same with everything being connected.
The point was to make it be possible to create walls that connect automatically so I could see what it looks like without opening the game.

If I just pick below individual overlays just so i could see what it would look like in-game, then I should just place the [BuildingType] version and open the game, then close it again and move the walls accordingly.
That would be easier in comparison to deleting an overlay then replacing it with another since I could just move the buildingtype anywhere and it will connect automatically properly in the right direction.

I just want this to work, so it would be one of the things I could cross out with knowing how to add new OverlayTypes specifically.
I don't even understand why TerrainTypes, OverlayTypes, Technotypes, etc. are so different and being difficult when it comes to adding new stuff. Like, TerrainTypes requiring to change .shp to .tem, etc.

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E1 Elite
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PostPosted: Sun May 18, 2025 10:24 am    Post subject: Reply with quote  Mark this post and the followings unread

@Ousagi: It looks correct from patched FA2 side. ModernObjectBrowser was not implemented, so it doesn't matter.

Could try WAE too. In the mentioned config file, make a copy of NAWALL related stuff and rename to NAWLL2.

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Ousagi
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PostPosted: Sun May 18, 2025 10:38 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
@Ousagi: It looks correct from patched FA2 side. ModernObjectBrowser was not implemented, so it doesn't matter.

Could try WAE too. In the mentioned config file, make a copy of NAWALL related stuff and rename to NAWLL2.


WOAH IT WORKED! WHAT DOES THIS MEAN!???

I added it in ConnectedOverlays.ini and now it can connect.



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E1 Elite
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PostPosted: Sun May 18, 2025 10:45 am    Post subject: Reply with quote  Mark this post and the followings unread

It works in both patched FA2 and WAE for me. Just tried for WAE. For temperate I had to add NGWLL2.shp and that config file change.

I can't guess what is wrong on your end.

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun May 18, 2025 10:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Ousagi wrote:
If anything, I should just place the [BuildingType] version, since it would be less hassle


Walls are overlays, the player can't build overlays tho so the wall buildings are used as a dummy object that spawn the overlay in game. FA2 doesn't work like the game tho, you skip the dummy building and just place the overlay directly.

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Ousagi
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Joined: 02 Nov 2022

PostPosted: Sun May 18, 2025 10:48 am    Post subject: Reply with quote  Mark this post and the followings unread

@E1 Elite can you show me what is at the bottom on your FA2 when hovering to both NAWLL2 and NAWALL? I want to check something...



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NAWLL2.png



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NAWALL.png



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E1 Elite
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PostPosted: Sun May 18, 2025 10:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Same like yours on both, but overlay frame changes for NAWLL2 - Overlay 0xfa OverlayData 0x5 etc.

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Ousagi
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Joined: 02 Nov 2022

PostPosted: Sun May 18, 2025 11:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Walls are overlays, the player can't build overlays tho so the wall buildings are used as a dummy object that spawn the overlay in game. FA2 doesn't work like the game tho, you skip the dummy building and just place the overlay directly.

I meant Building > Others. The building code for NAWLL2. I could just place that dummy building and it will connect once I launched the game
and I could see what it looks like there then just come back to FA2 and move the dummy building around. Would be less hassle than individually putting different direction of overlays for NAWLL2.
E1 Elite wrote:
Same like yours on both, but overlay frame changes for NAWLL2 - Overlay 0xfa OverlayData 0x5 etc.

It changes when does connect. So, you must be hovering at a connected wall. That should give a different OverlayData.
WAE sort allows you to assign this in ConnectedOverlays.ini yourself. That ini allows you to set the binary itself.

When it came to adding the wall, it was just RulesMD and ArtMD right? Similar to just adding a new techotype?

Last edited by Ousagi on Sun May 18, 2025 11:17 am; edited 1 time in total

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Mig Eater
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Location: Eindhoven

PostPosted: Sun May 18, 2025 11:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Ousagi wrote:
I meant Building > Others. The building code for NAWLL2. I could just place that dummy building and it will connect once I launched the game and I could see what it looks like there then just come back to FA2 and move the dummy building around. Would be less hassle than individually putting different direction of overlays for NAWLL2.


That's not how the game/FA2 works, you can complain about it all you want but it isn't going to change.

I really dont see how having to start the game and load a map every time you want to change part of a wall is less hassle then just clicking on different frames of an overlay in FA2 Confused

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E1 Elite
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PostPosted: Sun May 18, 2025 11:20 am    Post subject: Reply with quote  Mark this post and the followings unread

0xfa is overlay 250 and overlaydata is the frame number in hex, that is 0x5 is 5 and 0xa is 10 etc. 0 is first frame, 5 is 6th frame etc.

WAE does not allow you to change those, the config file just gives which frame can connect to which other.

Don't worry about those. WAE is working for you, so use it.

Yes, rules and art is enough for adding new walls.

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Ousagi
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PostPosted: Sun May 18, 2025 11:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
That's not how the game/FA2 works, you can complain about it all you want but it isn't going to change.

I really dont see how having to start the game and load a map every time you want to change part of a wall is less hassle then just clicking on different frames of an overlay Confused

Because I could set a ton of dummy buildings and let the game handle the connecting. When it comes to walls, it wouldn't just be a farm size, like what you did in your example.
It would be in different direction and much larger and small changes like the direction of the overlay would become irritating.
I know this because I work on tiles. Having many directions get pretty confusing fast especially when you have to keep finding.
But maybe that's just me, since it looks like you also create your own tiles by the looks of it.

E1 Elite wrote:
WAE does not allow you to change those, the config file just gives which frame can connect to which other.

Then what does this mean in the ini?:
Code:
Frame5.FrameIndex=5
Frame5.ConnectsTo=10001000
They're just there for some reason? FrameX.ConnectsTo= seems like the binary for 0x5 or 0x6. Otherwise, wouldn't it know to just connect to the next frame number?

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Ousagi
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PostPosted: Sun May 18, 2025 11:58 am    Post subject: Reply with quote  Mark this post and the followings unread

UPDATE: @G-E might be right... I replaced the 208=CAFNCW for White Fence and it allowed me to connect my tiles.
Also, this means that there is something wrong with my FA2 probably so @E1 Elite asking me to download the patched version was probably correct.
But of course it still doesn't fix my issue.

Other than that, @G-E what are the other correct slots? Just list them here so I could just put my walls in those.
I know 208 is one of them since I placed NAWLL2 there. So what are the other ones?



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Last edited by Ousagi on Sun May 18, 2025 12:17 pm; edited 2 times in total

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E1 Elite
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PostPosted: Sun May 18, 2025 12:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

See the comment in WAE config file.

; Order: NE, E, SE, S, SW, W, NW, N
; FrameN.FrameIndex=Overlay frame to use
; FrameN.ConnectsTo=BitArray(8 ), what sides this particular frame is connected to

FrameIndex=5 means 6th frame. ConnectsTo - using Order you make 8 directions of 1 and 0. 6th frame connects in 2 directions and 16th frame connects in 4 directions etc.

In patched FA2, it need not be in particular slots. My overlaytypes is numbered from 0, so I have added it to last:

249=LUNRK6
250=NAWLL2

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Ousagi
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PostPosted: Sun May 18, 2025 12:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

@E1 Elite well could you try putting NAWLL2 in 254=? Maybe that was actually a problem. That 254= can't be used for walls.
Maybe that's what's been causing the entire problem this whole time. Maybe it also doesn't work for you.

Last edited by Ousagi on Sun May 18, 2025 12:19 pm; edited 1 time in total

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Mig Eater
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PostPosted: Sun May 18, 2025 12:19 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Ousagi
Grenadier


Joined: 02 Nov 2022

PostPosted: Sun May 18, 2025 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Ousagi wrote:
So what are the other ones?


I posted a list of the overlays types showing what each one is and how they are used.
Oh thanks! I'll just add this link at the end of my [OverlayTypes] so I wouldn't forget. Very Happy

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun May 18, 2025 12:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Original rules index numbering is not how the game uses it. So 254= in original rules is not actually 254.

Game numbers it like this:
Spoiler (click here to read it):

[OverlayTypes]
0=GASAND
1=CYCL
2=GAWALL
3=BARB
4=WOOD
5=DUMMY
6=DUMMY2
7=DUMMY3
8=DUMMY4
9=DUMMY5
10=DUMMY6
11=DUMMY7
12=DUMMY8
13=DUMMY9
14=DUMMY10
15=DUMMY11
16=DUMMY12
17=V16
18=V17
19=V18
20=DUMMY13
21=DUMMY14
22=FENC
23=DUMMY15
24=BRIDGE1
25=BRIDGE2
26=NAWALL
27=GEM01
28=GEM02
29=GEM03
30=GEM04
31=GEM05
32=GEM06
33=GEM07
34=GEM08
35=GEM09
36=GEM10
37=GEM11
38=GEM12
39=TRACKS01
40=TRACKS02
41=TRACKS03
42=TRACKS04
43=TRACKS05
44=TRACKS06
45=TRACKS07
46=TRACKS08
47=TRACKS09
48=TRACKS10
49=TRACKS11
50=TRACKS12
51=TRACKS13
52=TRACKS14
53=TRACKS15
54=TRACKS16
55=TRACKTUNNEL01
56=TRACKTUNNEL02
57=TRACKTUNNEL03
58=TRACKTUNNEL04
59=RAILBRDG1
60=RAILBRDG2
61=CRAT01
62=CRAT02
63=CRAT03
64=CRAT04
65=CRAT0A
66=CRAT0B
67=CRAT0C
68=DRUM01
69=DRUM02
70=PALET01
71=PALET02
72=PALET03
73=PALET04
74=LOBRDG01
75=LOBRDG02
76=LOBRDG03
77=LOBRDG04
78=LOBRDG05
79=LOBRDG06
80=LOBRDG07
81=LOBRDG08
82=LOBRDG09
83=LOBRDG10
84=LOBRDG11
85=LOBRDG12
86=LOBRDG13
87=LOBRDG14
88=LOBRDG15
89=LOBRDG16
90=LOBRDG17
91=LOBRDG18
92=LOBRDG19
93=LOBRDG20
94=LOBRDG21
95=LOBRDG22
96=LOBRDG23
97=LOBRDG24
98=LOBRDG25
99=LOBRDG26
100=LOBRDG27
101=LOBRDG28
102=TIB01
103=TIB02
104=TIB03
105=TIB04
106=TIB05
107=TIB06
108=TIB07
109=TIB08
110=TIB09
111=TIB10
112=TIB11
113=TIB12
114=TIB13
115=TIB14
116=TIB15
117=TIB16
118=TIB17
119=TIB18
120=TIB19
121=TIB20
122=LOBRDGE1
123=LOBRDGE2
124=LOBRDGE3
125=LOBRDGE4
126=DUMMYOLD
127=TIB2_01
128=TIB2_02
129=TIB2_03
130=TIB2_04
131=TIB2_05
132=TIB2_06
133=TIB2_07
134=TIB2_08
135=TIB2_09
136=TIB2_10
137=TIB2_11
138=TIB2_12
139=TIB2_13
140=TIB2_14
141=TIB2_15
142=TIB2_16
143=TIB2_17
144=TIB2_18
145=TIB2_19
146=TIB2_20
147=TIB3_01
148=TIB3_02
149=TIB3_03
150=TIB3_04
151=TIB3_05
152=TIB3_06
153=TIB3_07
154=TIB3_08
155=TIB3_09
156=TIB3_10
157=TIB3_11
158=TIB3_12
159=TIB3_13
160=TIB3_14
161=TIB3_15
162=TIB3_16
163=TIB3_17
164=TIB3_18
165=TIB3_19
166=TIB3_20
167=USELESS
168=SROCK01
169=SROCK02
170=SROCK03
171=SROCK04
172=SROCK05
173=TROCK01
174=TROCK02
175=TROCK03
176=TROCK04
177=TROCK05
178=VEINHOLEDUMMY
179=CRATE
180=FENCE01
181=FENCE02
182=FENCE03
183=FENCE04
184=FENCE05
185=FENCE06
186=FENCE07
187=FENCE08
188=FENCE09
189=FENCE10
190=FENCE11
191=FENCE12
192=FENCE13
193=FENCE14
194=FENCE15
195=FENCE16
196=FENCE17
197=FENCE18
198=FENCE19
199=FENCE20
200=FENCE21
201=FENCE22
202=GAWRONG
203=CAFNCB
204=CAFNCW
205=LOBRDB01
206=LOBRDB02
207=LOBRDB03
208=LOBRDB04
209=LOBRDB05
210=LOBRDB06
211=LOBRDB07
212=LOBRDB08
213=LOBRDB09
214=LOBRDB10
215=LOBRDB11
216=LOBRDB12
217=LOBRDB13
218=LOBRDB14
219=LOBRDB15
220=LOBRDB16
221=LOBRDB17
222=LOBRDB18
223=LOBRDB19
224=LOBRDB20
225=LOBRDB21
226=LOBRDB22
227=LOBRDB23
228=LOBRDB24
229=LOBRDB25
230=LOBRDB26
231=LOBRDB27
232=LOBRDB28
233=LOBRDGB1
234=LOBRDGB2
235=LOBRDGB3
236=LOBRDGB4
237=BRIDGEB1
238=BRIDGEB2
239=RUBBLE_OVERLAY
240=CAKRMW
241=CAFNCP
242=WCRATE
243=GAFWLL
244=LUNRK1
245=LUNRK2
246=LUNRK3
247=LUNRK4
248=LUNRK5
249=LUNRK6

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Ousagi
Grenadier


Joined: 02 Nov 2022

PostPosted: Sun May 18, 2025 12:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Original rules index numbering is not how the game uses it. So 254= in original rules is not actually 254.

Then what would 254 actually be then?

I was wrong...

I want to melt and die...

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun May 18, 2025 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ousagi wrote:
Then what would 254 actually be then?


The overlay list that I posted in my previous post has both the rules ini numbers and the game's internal numbers, you can use it to see what numbers each entry uses.

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Ousagi
Grenadier


Joined: 02 Nov 2022

PostPosted: Sun May 18, 2025 1:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:

The overlay list that I posted in my previous post has both the rules ini numbers and the game's internal numbers, you can use it to see what numbers each entry uses.

...But I meant it as how would it be in the Rulesmd.ini?
...Would it matter if I knew the game's internal numbers?
...Does this mean E1 Elite has 254=NAWLL2 set in Rulesmd.ini but just telling me in the internal numbers order?

I was wondering what number in Rulemd.ini was it set and was asking for E1 Elite to set it in 254= and see if it still connects.

He might've reoganized his Rulemd.ini to start from 0= but I did not... I wanted to see if it still connects I he sets it in 254=
since he claimed FA2sp would allow it regardless.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun May 18, 2025 1:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

On my list the first column is the internal number and the second is the rules number.

254 will work with both the rules and internal numbering so it doesn't matter.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun May 18, 2025 1:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

It doesn't matter if your index is 254= or 444= or ABCD=. Game will renumber it, so for our convenience, you can use the list numbering from 0 as I shared above and put that in rules. That way when I add 250=NAWLL2, I know its internal number, that is what FA2 also shows as 0xfa which is 250. Even if I put 5000=NAWLL2 or ABCD=NAWLL2 it will connect. The main limitation is you can have a max of 255 overlays only. And game refers to internal number for hardcoded stuff like ore/tiberium or bridges, so you can't change their position. Walls can be anywhere, it is not hardcoded to a slot or number. But if you change their index, existing maps will still be referring those index and the game will crash. So when adding new overlays use Mig Eater's list and see which can be replaced.

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Ousagi
Grenadier


Joined: 02 Nov 2022

PostPosted: Sun May 18, 2025 2:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Man, I just wanted to see what would happen, if it'll still connect. But I change the code now to follow the internal game one.

Other than all of this, I don't even know where to go now...



Internal Game Arrangment.png
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Internal Game Arrangment.png



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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun May 18, 2025 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

When WAE gives you to draw connected walls then use WAE for it. If you open the map in FA2 after its done in WAE, those will remain.

There could be some obscure reason like you might have made a 1 frame wall first and left in a place where patched FA2 is able to use it but it is in-accessible to game/WAE. I can't guess.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun May 18, 2025 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm going to make a post later describing my research on the topic of overlay indexing, in my tests those gaps need to exist and get filled with the overflow.

I recommend you DO NOT change the indexes of the overlays list. You never address them manually anyway so it's not terribly important what they are, except that the game finds the right ones when the map expect it.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun May 18, 2025 11:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

The list index numbering I shared is from Ares dump types command, that is how game uses it. I have been using this list for years. All tools that access overlay content in maps use it this way - FA2/WAE/Map Renderer etc. The TS community uses TSClient where list is numbered like this.

You can have any number/text in the list index but when there is a limit of 255 that is 0-254 overlays and you want to find references of overlay index in map editors/game, numbering like this helps.

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