Posted: Sun Jun 11, 2017 6:25 pm Post subject:
Ares 0.D is available
Here's the official Ares 0.D, which adds some big features like support to change mouse cursors, mechanics and ambulance vehicles, or to make the AI build more than one building of a type. Ivan death bombs are now included, after being cut from the original game, and multiplayer matches can now start with a deployed Construction Yard instead of an MCV.
There are many more minor features like Temporal weapons considering the victim's health, customizable fall rates, digging animations and so on. I think it goes without saying now that several bugs have been fixed also, and many old pieces of code have been modernized and previous features have been reworked.
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Mon Jun 12, 2017 2:51 am Post subject:
FINALLY!!! The patience was worth it
Is the 0.D docs complete and explains EVERY TAG that Ares uses?
Then, great job! The C&C Community will get farther with this one!
Still, what is the reason why Save Games can't be implemented? Too long codes? Or is it just completely impossible? _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
Something along the lines of how all the new stuff Ares makes possible is done by injecting the code prior to a game is created. When you load a save file the injected code isn't possible to inject. That or I think it was something along the lines that you would need to test every new feature if it would break the save/load on every new release. _________________ ~ Excelsior ~ QUICK_EDIT
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Tue Jun 13, 2017 7:15 am Post subject:
Atomic_Noodles wrote:
Something along the lines of how all the new stuff Ares makes possible is done by injecting the code prior to a game is created. When you load a save file the injected code isn't possible to inject. That or I think it was something along the lines that you would need to test every new feature if it would break the save/load on every new release.
Well, then I guess we'll all have to wait until the final FINAL last release of Ares... (9.Z) _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
Thank you very much AlexB. The progress you've made over the years is incredible, and is much appreciated!
I know it's a big official release you've been working hard on and all, so I genuinely HATE to be that guy to point this out, but I did notice one minor bug from 0.D that wasn't present in the test versions. I don't know if you changed/removed the coding at all (it doesn't appear so from the documentation), but AIBuildCounts is no longer working. I reverted back to 0.D RD2 and it worked (just to make sure I hadn't done anything wrong). Again, sorry about that. _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 QUICK_EDIT
Thank you for continuing to spend so much time and effort into this project, I know how hard it is just to implement everything without breaking everything else in something as low-level as ASM and it's very appreciated, as it has always been even if only silently.
PePsiCola wrote:
I know it's a big official release you've been working hard on and all, so I genuinely HATE to be that guy to point this out, but I did notice one minor bug from 0.D that wasn't present in the test versions. I don't know if you changed/removed the coding at all (it doesn't appear so from the documentation), but AIBuildCounts is no longer working. I reverted back to 0.D RD2 and it worked (just to make sure I hadn't done anything wrong). Again, sorry about that.
Can't really be helped since there's always been a wide canyon between # of testers vs # of new functions. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Can't really be helped since there's always been a wide canyon between # of testers vs # of new functions.
It's bit different this time since it's apparently a bug introduced in the stable release, thus there's no way testers could have found it before it was released. Unfortunate but such things happen.
I can confirm the report as well, though. _________________ QUICK_EDIT
Well, then I guess we'll all have to wait until the final FINAL last release of Ares... (9.Z)
I predict that it will support 3D models and delivers a renewed game engine for RA2. Might even support Super Weapons operating on units. What's more hyped, more than 2 weapons on a unit! Gattling logic also works with Infantry. Prism Support units!
I assume this doesn't include the AI paradrop/paradrop plane bug fix...
I had no time to look into this yet, sorry.
PePsiCola wrote:
I know it's a big official release you've been working hard on and all, so I genuinely HATE to be that guy to point this out, but I did notice one minor bug from 0.D that wasn't present in the test versions. I don't know if you changed/removed the coding at all (it doesn't appear so from the documentation), but AIBuildCounts is no longer working. I reverted back to 0.D RD2 and it worked (just to make sure I hadn't done anything wrong). Again, sorry about that.
Thanks, and don't worry. It's not your fault. Also, I wouldn't call it minor bug, if one of he biggest selling points just doesn't work. At all. Good that Ares isn't sold. I would even say this is big enough to warrant a patch immediately. Oh hey, and it's already available.
IamInnocent wrote:
I predict that it will support 3D models and delivers a renewed game engine for RA2. Might even support Super Weapons operating on units. What's more hyped, more than 2 weapons on a unit! Gattling logic also works with Infantry. Prism Support units!
Just wait a bit. I still have to do some code management, but it won't be that long. _________________ QUICK_EDIT
Thanks, and don't worry. It's not your fault. Also, I wouldn't call it minor bug, if one of he biggest selling points just doesn't work. At all. Good that Ares isn't sold. I would even say this is big enough to warrant a patch immediately. Oh hey, and it's already available.
OK, I actually did think it was a pretty big deal, since it's a huge feature in my mod, but I didn't want to have that attitude seeing how much good has come from all the time and effort you've put into Ares haha. Thank you very much for the fix _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 QUICK_EDIT
It's okay Alex, take your time. I'm not requesting any of these functions. But I do request fixing the black screen and alt+tab bug for Yuri's Revenge of Windows 10, if that is possible. You already did great work for the modders of YR and PPM. _________________
It's okay Alex, take your time. I'm not requesting any of these functions. But I do request fixing the black screen and alt+tab bug for Yuri's Revenge of Windows 10, if that is possible. You already did great work for the modders of YR and PPM.
I'm 90% sure that's a DirectDraw problem, something too old for Windows 8 - 10 and has to be emulated. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Thanks as always Alex! Keep up the good work. Ares is really the only thing keeping me modding in my spare time. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
DontScore and/or Insignificant buildings are neither traced nor counted by the game. They cannot reliably be used for prerequisites, AuxBuilding, and so on. This includes SW.NegBuildings. Sorry, it's by design. _________________ QUICK_EDIT
DontScore and/or Insignificant buildings are neither traced nor counted by the game. They cannot reliably be used for prerequisites, AuxBuilding, and so on. This includes SW.NegBuildings. Sorry, it's by design.
Then what's the different between the two...
Can I request a DontScoreButSignificant tag which makes a building constitute a zero on the score board?
ATM there's no way to hide aux invisible superweapon buildings completely from the players... QUICK_EDIT
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