Posted: Thu Sep 06, 2012 12:47 am Post subject:
Ares 0.2 RC2 is there
Hi all!
First I like to say hello to you here in the Ares section of PPM! Even though I've been quite silent in the last few days, I'm still reading all you write and it will not go unnoticed.
The reason I'm posting today is the arrival of 0.2 RC2, which will hopefully be the last Release Candidate before the final version 0.2 will be released. You can grab it at LaunchPad:
Downloaded!
So basically, things which few of us reported whole day here today aren't changed in this version? It should be done in next version or final one right? _________________
I will consider every report that isn't requesting a new feature or the expansion of an exiting feature. And it has to be game breaking (crash or worse). In other words, only problems that really should keep everyone from getting 0.2 as quickly as possible.
That might sound very demotivational, but 0.2 has been in the testing phase for one and a half years now (maybe even two), thus certain bug reports might be too late for this party, because they cannot be fixed in the next few days. Implementing any new feature would just shift the release date back again.
Everything that doesn't make it into 0.2 still has a chance to get into the next version, so reports won't get wasted. _________________ QUICK_EDIT
Great job by the way(sorry for sounding rude in above post).
I dont know what the exact name it, Speeder mentioned it today, I downloaded the log file and it looked really different. The bug report was deleted so I cant link it. QUICK_EDIT
A quick list of issues that came up. Without investigating them further, none seems to be of so critical importance to hold back 0.2, though some might be unpleasing. In order of perceived importance:
House Color on Rad Beam: Didn't investigate it yet.
Magnetron problem: Don't know yet. If it is a visual problem: not critical.
House Color laser bolding: IIRC buildings use other defaults. Will take a look at it.
PCX cameos and Reveal Production: Known and documented, but not critical.
Reveal Radar and Gap Generators: noted, but not game breaking.
Veterancy Spy Effect jamming factories: Gotta look into this.
SHP Trailer lag: https://bugs.launchpad.net/ares/+bug/923974, i'll look into it
Starkku's AI issue: This looks bad. Will look into it.
(Dropdown color expansion and flying Aircraft Carriers are feature requests.)
I'll try my best to investigate the bottom two this weekend.
---
YRM: No offense taken. Do you mean the special build for the "SW still targeting cloaked objects" issue? That was just one line added, throwing out the current enemy house number and the preferred target type and cell. Nothing special. The bug is fixed in the lastest v02 (fat man) binary. _________________ QUICK_EDIT
Oh yes, AlexB, Graion Dilach, are you guys going to fix that bug so Organic units (infantry) can repair Mechanical units, and Mechanical units can heal Organic units? So we can have Ambulance vehicles and Field Mechanics.
Game is hardcoded so infantry cannot use weapon with Warhead=Mechanical, and Vehicles cannot use weapon with Warhead=Organic.
Just to remind you that. _________________
pd: Thanks! I think I found something that might be related. Have to find out whether its the reason. But this is something for the next unstable build
MasterHaosis: I don't think it's a bug. it might be a feature... As always (related to this warhead hardcoding): just wait. _________________ QUICK_EDIT
If we are talking about Warhed=Organic here there is another thing that might be worth fixing. Healing weapon uses very same frame of cursor that Carry-All uses (Action=Tote, i belive). This is not critical but leaves some feeling of incompletness with all recent additions to carry-all.
This feature was requested in bug tracker but was buried under tones of others. Just a reminder. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
excuse me sir Alex B but can we have a seperate documentation on Ares please to download. i want to compear with a few features i have.
when your done with the document i mean. _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Sep 17, 2012 8:30 am Post subject:
Doc is here. http://ares-developers.github.com/Ares-docs/ _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
I got over 30 SW's in my mod which use this ares version with that feature with no problems. I'd say coding error, post your code. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
It uses a global sonar (which activates the moment you click the cameo) that does not affect any house, thus it does nothing. It still provides the money, plays a sound, animation and stuff like that. _________________ QUICK_EDIT
Is there a way to shut up the EVA voices for an Airstrike (clone) SW? I hate hearing "Spyplane Ready" everytime, and want to use my own sound, but it always says it anyways.
Code:
[CarpetBombSW]
UIName=NOSTR:Carpet Bomb
Name=Carpet Bomb
IsPowered=true
RechargeVoice=00-I156
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=0.01
Type=SpyPlane
Action=AttackSupport
SidebarImage=CARPICON
ShowTimer=no
DisableableFromShell=no
Range=8.5
LineMultiplier=2
SW.AITargeting=None;Offensive
AIDefendAgainst=yes
SpyPlane.Type=CARPET
SpyPlane.Count=3
SW.FireIntoShroud=yes
;SW.RequiresTarget=land
SW.Range=8.5; Well, Range is needed. However, since Spy Plane's spawnpoint is random, Range cannot be controlled directly, but Range=1 will be always overflown
SpyPlane.Mission=Attack
SW.ActivationSound=;
Cursor.Frame=480
Cursor.Count=8
Cursor.Interval=5
Cursor.MiniFrame=63
Cursor.MiniCount=5
Cursor.MiniInterval=5
NoCursor.Frame=384
NoCursor.Count=1
NoCursor.Interval=5
NoCursor.MiniFrame=52
NoCursor.MiniCount=1
NoCursor.MiniInterval=5
SW.AffectsHouse=enemies
SW.AffectsTarget=land,water,units,infantry,buildings
SW.ShowCameo=yes
SW.CreateRadarEvent=yes
SW.FireIntoShroud=yes
EVA.Ready=dummy;doesn't seem to stop EVA voice
EVA.Activated=dummy
Use Dummy instead of dummy. I think it is case-sensitive. _________________ "I'll be staying strapped cuse my mac-eleven make my nuts bigger" QUICK_EDIT
Why doesn't the Nuke.TakeOff=XXXX tag work? GRRR! It keeps using the NUKETO animation instead of what I specify. I've tried using the GenericWarhead method, but that doesn't allow me to play an anim over the launching building.
Nuke.SiloLaunch was it.... heck, you only have nukes flying upwards, if it's set... you shouldn't even have NUKETO when it's set to no.
Makes sense But it was firing the NUKETO anim anyways
AlexB wrote:
I like how you "somehow tricked" Ares by not telling it to do what you don't want.
Huh?
Cranium wrote:
CanMakeStuffUp=true
LOL! what you mean??
...
StupidHuntForAnswers=true
The way the first way is setup, it WOULD give a Takeoff anim, but I couldn't change it. Second way lets me change it. Weird?
Also, how can I change the EVA for when the AI builds this SW building, so that it doesn't say *Nuclear Silo Detected* -- but my own EVA audio/voice instead? [without removing NukeSilo=yes from the building -- this would mess up the takeoff anim]
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