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DTA issue\question
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SkyN
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PostPosted: Thu Feb 06, 2014 7:46 pm    Post subject:  DTA issue\question Reply with quote  Mark this post and the followings unread

Voice Rhythm is still unavailable in the music list, I believe the issue is that the filename in themes.ini is voic266 instead of 226 or something like that.

Why is there a barrel next to the CY in enhanced mode?

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Thu Feb 06, 2014 8:08 pm    Post subject: Re: DTA issue\question Reply with quote  Mark this post and the followings unread

SkyN wrote:
Why is there a barrel next to the CY in enhanced mode?

Engine limitations. Spawning an object next to the CY was necessary so we could make the 4 different sides work as smoothly as they do right now. We decided to use a barrel because it's quite harmless.

Fixing Voice Rhythm is something Bittah will have to do.

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Thu Feb 06, 2014 11:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh thats why theres a fucken barrel there, lol. Cool.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Feb 07, 2014 12:20 am    Post subject: Reply with quote  Mark this post and the followings unread

I tried several methods to get separate Construction Yards to work properly for different factions (for both human and AI players) and the "barrel method" ended up being the one that worked most reliably. In case you're wondering; the barrel is actually an unselectable unit which the AI instantly deploys into an invisible 0x0 structure (which is why the AI Construction Yards don't have a barrel next to them).
Once Hyper releases a new version of HyperPatch that fixes BuildConst, I'll be able to get rid of the barrels.

@SkyN:
Thanks for pointing out the issue with the Voice Rythm track; it was indeed called VOIC266M in Theme.ini instead of VOIC226M.
If you don't wanna wait for the next update to have this fixed, you can already manually edit Theme.ini and change VOIC266M to VOIC226M there (there are 2 instances of VOIC266M, so make sure you change both of them).

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Leonis
Vehicle Driver


Joined: 23 Feb 2014

PostPosted: Sun Feb 23, 2014 12:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Just to add to the list of issues:

AI GDI Guard Towers stop firing after the game has been going on for a while.

I don't think it's possible to become Soviets when you use the randomizer.

Not sure if this is important, but it is possible to add more players than the map intended in multiplayer. E.g. play 4v4 in a 1v1 map.

P.S. - Is it really necessary to have more than one kind of SD? Not being able to repair aircraft can get annoying as Sovs (less so Allies) when you are trying to make MiG strikes economical.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Feb 23, 2014 12:20 am    Post subject: Reply with quote  Mark this post and the followings unread

The situation with the Service Depots depends on the player. For many players the RA1 look of the service depot is more important than the ability of repairing aircraft. Others (like you) would rather have the possibility of repairing aircraft. So we basically cannot please everyone; if we change it, other players will complain instead. I personally repair aircraft rarely (I mostly use them for surprise attacks against other human players) and don't really have an opinion on the issue.

As for the randomizer, I'll have to take a look at it.

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Mon Feb 24, 2014 12:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Say what? Octagon? How the ztype is that magnificent looking?

I'd say functionality over dumb looks. Must be able to repair all units.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Feb 24, 2014 12:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Regarding the Service Depot issue I think clearly gameplay should come first. The ability to repair aircraft is important. It's not like TS can be accurate to RA so it seems strange you'd sacrifice another gameplay feature for the sake of visual accuracy.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Feb 24, 2014 1:04 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't understand the issue?  I didn't know there were hardcodings surrounding the service depot?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Feb 24, 2014 6:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
I don't understand the issue?  I didn't know there were hardcodings surrounding the service depot?

The key RepairBay in the [General] section allows only one building to be listed.
And only this key makes a service depot able to let aircrafttypes land and repair on it.

Since DTA has 2 service depots, TD and RA, only one can get the full functionality.


However there might be a chance to at least have the RA houses show the RA repair bay while the TD houses show the TD repair bay. (then even as allies/soviets you would see a RA repair bay in a GDI/Nod base)
This could be done by moving the SHPs into the side**.mix files.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Mon Feb 24, 2014 11:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

However there might be a chance to at least have the RA houses show the RA repair bay while the TD houses show the TD repair bay. (then even as allies/soviets you would see a RA repair bay in a GDI/Nod base)
This could be done by moving the SHPs into the side**.mix files.

I think that would be a good compromise in this case. You don't usually pay much attention to any other service depot than your own, and the AI doesn't even build a service depot, meaning in skirmish you're never going to notice that the image is the same for all sides.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Feb 24, 2014 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I agree it sounds like a good compromise. I'll see about applying this in the next update.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Feb 24, 2014 11:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

I noticed that the repair bays are also used as prerequisite in a few cases (e.g. mammoth). I'm not sure if that works well if there is then only 1 repair bay (using different SHPs for the different houses)
I'm also not sure if the RA and TD repair bay have anims with the same length, so there are no sync-losses when a TD player and a RA player look at the same repair bay, that has a different art for both.

Though with a bit luck, the necessary changes are quite small.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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