Posted: Wed Sep 05, 2012 6:36 pm Post subject:
Features Confirmed as Working
Subject description: Using Fatman, in CnC Final War
The list of things I use and encounter no issues whatsoever with in offline play, are as following:
- NoCD play (I'm lazy)
- Disabled Parallel AI Queues
- New Armor Types (both the NewArmor=Flak and NewArmor=4%)
- MultiEngineer (although I've since disabled it)
- Custom Spy Logics (Infiltration, Reveal Production, Reset Superweapon, Stolen Tech Index)
- NOSTR function (I haven't opened a CSF in probably 6 months bwahaha)
- New country tags to enable customization (the loading screens, strings, random selection weight)
- Reordered country list with no noticed bugs.
- Parachute anims per side
- Custom insignia
- [WeaponTypes] list to avoid useless linking units
- UI edits (dropdown colors, UI element color changes)
- Enhanced urban combat logics (passthrough, fatal rate, subjecttotrenches)
- PCX cameos on units and superweapons (probably an abused feature by my project)
- Vehicle Hijacker enhancements.
- Custom Ivan Bombs
- Custom Iron Curtain effects on warheads
- Enhanced Survivor logic
- Custom wave beams
- Extra superweapon tags (SW.CreateRadarEvent, Paradrop.XXX)
That's just after a quick scan of my rulesmd.ini. I'm probably using a bit more than I realize. Hope that helps some. QUICK_EDIT
Also, a personal less-Ares question... does Final War sill have that abuseable way of garrison-ungarrison Oil Derricks for instacash? _________________ "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 can confirm that infiltration does indeed display xxicon.shp instead of the CameoPCX as it should.
And I do remember that issue, it's a simple fix of setting the amount gained on entry to 0. Just been something I don't think about to fix. I don't abuse it, and I never play the project with anyone else. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Sep 05, 2012 7:21 pm Post subject:
Uh-huh, I see, thanks for the confirmation. _________________ "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
Joined: 12 Sep 2012 Location: St. Petersburg, Russia
Posted: Thu Sep 13, 2012 3:59 pm Post subject:
Paradrop mixed with general SW options features seems to work perfectly with AI and standalone usage. #include preprocessor directive works excellent too - very handy feature. The only problem I had is missing death animations for infantry - they just disappear. Only dogs still have death anims. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Sep 13, 2012 4:22 pm Post subject:
Elaborate... what? I have all my deathanims working. _________________ "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
Joined: 12 Sep 2012 Location: St. Petersburg, Russia
Posted: Thu Sep 13, 2012 4:31 pm Post subject:
I don't have deathanims. The only thing I did is created arestest.ini and used #include in rulesmd.ini. In arestest.ini I created one new unit based on [E2] conscript and new paradrop SW. That is all. I don't have deathanims right now - just checked one more time.
Cleared arestest.ini - anims worked. I'm going to investigate what happened. QUICK_EDIT
Sorry, but #include feature is very unstable. RW have used that feature since begining. I've asked Apollo to split some rules sections out of original file. And since than I have start gaining a floating IE of missing weapons for units. So, for example:
rules.ini
[e1]
Primary=Minigun
[Weapon]
;blank
weapon.ini
[Minigun]
Damage=35
...
THEN
Upredictable IE.
So i have to moved all stuff back to its place. I can't say that damage will unit deal (30 or 35) if I have something like this:
rules.ini
[e1]
Primary=Minigun
[Weapon]
[Minigun]
Damage=30
...
weapon.ini
[Minigun]
Damage=35
...
Oh, BTW, I think it was reported ealier, but someone (maybe Ren) refuse to touch pd's code. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Joined: 12 Sep 2012 Location: St. Petersburg, Russia
Posted: Thu Sep 13, 2012 4:52 pm Post subject:
Looks like it was my fault. My video drivers were in autoupdate mode and were prepared to engage the update (nvidia 660Ti) so I think it was just software-driver conflict. Now everything works fine. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Sep 13, 2012 4:54 pm Post subject:
Yer, I remember that report, but Hogo's UMP doesn't have such issues... and have to say, the use of the iteration character is also bugged.
But pd's code has no comments or hints to get it understood that simply. _________________ "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 am sure it's not. Very first bug report at RW forum was Missing GDI Light Infantry weapon. And I have never encountered this while release candidate testings. The only difference back then was indeed missing of weapon in rules. but weapon ini was coded as it should be. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Joined: 12 Sep 2012 Location: St. Petersburg, Russia
Posted: Thu Sep 13, 2012 5:50 pm Post subject:
to Gangster
I downloaded RW-alpha ini files and looked through your code. Really, I have no clues. Maybe, heritage ":" function + [#include] makes lags? And structures like
[Weapon1E]:[Weapon1]
; then complete rewriting of code that makes heritage useless
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Sep 13, 2012 6:38 pm Post subject:
Heritage CAN cause issues. This is why it's undocumented. _________________ "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
Especially if you try to inherit from something that doesn't exist yet (like: the object you're trying to inherit from is below the one that inherits from it).
Gangster wrote:
Sorry, but #include feature is very unstable. RW have used that feature since begining.
I personally never had any problems with #include, and i'm using it since it was introduced. I split all weapons, buildings, infantry, units, aircrafts and sws into separate files, and even declared the weapon and sw files at the end of the list, still no problems (maybe in this lies a clue why it didn't work for you?).
I also make a lot of use of heritage in those files, and i never had problems with missing weapons or units (except when they were really missing ).
The only thing i'm 100% sure that #include (and heritage) screws up is FinalAlert 2, but for that i just merge the rules (with some cmd magic, no need to do it manually ).
What i think might have caused the error for you is declaring projectiles both in the weapons.ini and projectiles.ini files (one of those overwrites the other one for sure, but i'm not sure which one). Since they are no longer declared in two separate places now, that might be why you don't get the error anymore. QUICK_EDIT
One minor thing which most people will tend to forget... but PCX Cameos use Pure Magenta for transparency and not Pure Blue for it. So if your experiencing the borders still showing up use Pure Magenta. _________________ ~ Excelsior ~ QUICK_EDIT
me and Graion were having problems with it and after using Magenta our PCX Cameos Borders were finally transparent. But when we were using Blue it became visible... so idk really. But that somehow fixes it for some people I guess. _________________ ~ Excelsior ~ QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Sep 24, 2012 7:16 am Post subject:
Alex, I haven't tested that possibility yet but maybe both are needed. The color at 0 MUST be pink to be transparent... I have a cameo which has yellow borders right now, most have blue... neither worked, only that one which I don't even remember why I gave pink borders.
And everyone associated to country flags immediately which also have this rule and we use the game's PCX drawing routine. It sounds totally plausible. Either Jem's is right, either both are needed.
Will take some tests later. _________________ "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
Country flags don't require the pink color to be in index 0 though. Can be any index. IIIRC, it works as long as the color is in format R,G,B where R & B are within 252-255 and G is 0. _________________ QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Sep 24, 2012 8:12 am Post subject:
Now that's interesting.... the 252-255 thing sounds plausible (since we have already talked about the rounding)... I'll really have to try this out.
Would be great if indeed I have no need for palette reorg... that'd fasten up things pretty much. _________________ "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
Tested cyclic gattling. Not much to report. Seems fine. I have tried very different weapons and ended with Twinblade weapon (minigun,minigun, rocket barrage). Still trying to code a focusing laser, but can't find right values for Stage and ROF, so it firing weapons in random order. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Tested cyclic gattling. Not much to report. Seems fine. I have tried very different weapons and ended with Twinblade weapon (minigun,minigun, rocket barrage). Still trying to code a focusing laser, but can't find right values for Stage and ROF, so it firing weapons in random order.
Have you tried stageX= with the same ROT of the weapon that should be fired in that stage? I remember that I made something similar to a "laser, laser rocket barrage" without bugs but the challenge was in reality a "railgun,railgun,rockets"
Moreover, if you are noticing that the minigun is being duplicated on each loop then add as first weapon a dummy weapon. _________________ C&C:Reloaded > GDI, Nod, Allies, Soviets & Yuri... & TS terrain!
[ Discord ] [ ModDB ] [ YouTube Channel ] [ Telegram Channel ] [ Official Forums@Revora ] QUICK_EDIT
Tested cyclic gattling. Not much to report. Seems fine. I have tried very different weapons and ended with Twinblade weapon (minigun,minigun, rocket barrage). Still trying to code a focusing laser, but can't find right values for Stage and ROF, so it firing weapons in random order.
Shouldn't this work with the classical gattling code? First weapon FlakScatter, second weapon Inaccurate, last weapon normal? Or am I misunderstanding your intention? _________________ #renproj:renegadeprojects.com via Matrix - direct link QUICK_EDIT
Yeah but I was experementing with Wave.IsBigLaser and Laser.Thickness to create constant beam of death which sparks, and eventualy causes fire and generates smoke... I've seen something similar form GZ guys (or was it NPext?) _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Oct 23, 2012 8:55 am Post subject:
Waves does not work with LaserThickness and Ares didn't sacrificed quality for laserwidth.
I dunno, I doubt it would look good in the end. Maybe having laserthickness of 1, 4 and 7 would look OK. _________________ "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
Ah well, I am just trying to find a use for this feature. For example I think I can fix my flamethrower weapon if gattling weapons are able to fire with a very short delay.
I am willing to make a first weapon with flame particles just for visual effect but second one (silent and invisible) for delivering damage. So unit could gain a promotions. And again weapon could be made spawn more animations or particles on impact.
This is just an idea but could work. I did a quick test yesterday making last gattling stage spawn TestSmokeSys like if it got overheated. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Oct 23, 2012 9:35 am Post subject:
hm, good ideas. I personally use CyclicGattling for 'firing two weapons at the same time' read: with small delays in ROF, you can get that working... but yours doesn't sound bad neither. _________________ "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
If FireballLauncher clone is occuping Weapon1 slot, weapon won't stage and eventually stop firing at all. At 2nd and 3rd stage work as it should. This also happen with vanila YR\non-cyclic.
_________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Particles and Gattling logic never work quite properly due to the fact particle has its own delay to stop being present (and during such time, another particle can not be made) and wait until make more while Gattling system tries fire it independantly and when it obviously can't the staging fails.
Only way it would work if particle lasts lesser time than the rate of fire but even so it is problematic. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Oct 25, 2012 3:18 pm Post subject:
It was but since my HDD fried on Monday and dunno when the new one arrives... it might not gonna make it. ATM I don't even have a Windows to install MSVC to. _________________ "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
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