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Ares 0.2 RC2 is there
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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Thu Sep 06, 2012 12:47 am    Post subject:  Ares 0.2 RC2 is there Reply with quote  Mark this post and the followings unread

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:

Download from LaunchPad
Announcement

Now you have something to play with for the next few days, which gives me some time to finalize the documentation and other paperwork. Very Happy

If anything comes up or you encounter some problems, just post here in this thread (or at LaunchPad, of course).

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Sep 06, 2012 1:00 am    Post subject: Reply with quote  Mark this post and the followings unread

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?

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Thu Sep 06, 2012 1:19 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not that fast.

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.

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¥R_M0dd€r
Cyborg Soldier


Joined: 03 Jan 2011

PostPosted: Fri Sep 07, 2012 1:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are those stability improvements related to online game?
Why is there no documentation about advanced logging?

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Fri Sep 07, 2012 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

The stability is for both online and offline.
What advanced logging do you mean?

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¥R_M0dd€r
Cyborg Soldier


Joined: 03 Jan 2011

PostPosted: Fri Sep 07, 2012 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Fri Sep 07, 2012 3:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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pd
Laser Commando


Joined: 19 Jun 2005
Location: Gone

PostPosted: Sat Sep 08, 2012 12:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'd personally love to hear what the cause of that AI problem is.

I had the very same thing when developing RockPatch way back, but never found the cause. Good luck on that! Smile

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Sep 13, 2012 6:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sat Sep 15, 2012 12:06 am    Post subject: Reply with quote  Mark this post and the followings unread

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 Very Happy

MasterHaosis: I don't think it's a bug. it might be a feature... As always (related to this warhead hardcoding): just wait.

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sat Sep 15, 2012 10:04 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Mon Sep 17, 2012 7:35 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Sep 17, 2012 8:30 am    Post subject: Reply with quote  Mark this post and the followings unread


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"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...

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devil614
Medic


Joined: 06 Sep 2012

PostPosted: Thu Sep 20, 2012 1:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Quick question, maybe you can answer, maybe not:

I have 0.2 (stable), but no matter what, I can't get my superweapons to cost/give the player money when activated (or as a cost of activating)

Yes, I've been to the documentation site 1000 times -- neither Cost=XXXX or Money.Amount=XXXX works!

Has anyone had luck with this?

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Thu Sep 20, 2012 8:12 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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devil614
Medic


Joined: 06 Sep 2012

PostPosted: Thu Sep 20, 2012 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

AlexB told me that Cost= doesn't exist, so just ignore that line. I've tried both positive and negative, but my money stays the same.


Code:
;cash not working atm
[PurifierCashSpecial]
UIName=NOSTR:Ore Purifier Bonus
Name=Ore Purifier Bonus
IsPowered=true
RechargeVoice=00-I156
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=2
Type=GenericWarhead
Action=Custom
;WeaponType=EMPulseSpecialX
SidebarImage=GOREP
ShowTimer=no
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
Range=0
LineMultiplier=0
SW.Damage=0
SW.Warhead=DummyWarhead
;SW.Range=7.5
SW.AITargeting=Self;NoTarget
;SW.Sound=SpyderZap
Cursor.Frame=129
Cursor.Count=10
Cursor.Interval=5
;Cursor.MiniFrame=514
;Cursor.MiniCount=1
;Cursor.MiniInterval=5
;NoCursor.Frame=384
;NoCursor.Count=1
;NoCursor.Interval=5
;NoCursor.MiniFrame=52
;NoCursor.MiniCount=1
;NoCursor.MiniInterval=5
SW.AffectsHouse=owner
SW.AffectsTarget=land,water;,units,infantry,buildings
SW.ShowCameo=yes
SW.CreateRadarEvent=no
SW.FireIntoShroud=yes
;SW.RequiresTarget=buildings
;SW.Animation=WCLBOLT5;PULSEFX3;IONRING1;ion cannon, anyone?
;SW.AnimationHeight=0
;SW.AutoFire=yes
Money.Amount=-2500
Cost=-2500

;cash not working atm
[IndustrialCashSpecial]
UIName=NOSTR:Industrial Plant Discount
Name=Industrial Plant Bonus
IsPowered=true
RechargeVoice=00-I156
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=2
Type=GenericWarhead
Action=Custom
;WeaponType=EMPulseSpecialX
SidebarImage=INDPICON
ShowTimer=no
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
Range=0
LineMultiplier=0
SW.Damage=0
SW.Warhead=DummyWarhead
;SW.Range=7.5
SW.AITargeting=Self
;SW.Sound=SpyderZap
Cursor.Frame=129
Cursor.Count=10
Cursor.Interval=5
;Cursor.MiniFrame=514
;Cursor.MiniCount=1
;Cursor.MiniInterval=5
;NoCursor.Frame=384
;NoCursor.Count=1
;NoCursor.Interval=5
;NoCursor.MiniFrame=52
;NoCursor.MiniCount=1
;NoCursor.MiniInterval=5
SW.AffectsHouse=owner
SW.AffectsTarget=land,water;,units,infantry,buildings
SW.ShowCameo=yes
SW.CreateRadarEvent=no
SW.FireIntoShroud=yes
;SW.RequiresTarget=buildings
;SW.Animation=WCLBOLT5;PULSEFX3;IONRING1;ion cannon, anyone?
;SW.AnimationHeight=0
;SW.AutoFire=yes
Money.Amount=5000
Cost=5000

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Thu Sep 20, 2012 10:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Most likely DummyWarhead does not exist. Then you'd find a line in the debug.log.

Best way to do it would be as described here: http://modenc.renegadeprojects.com/Superweapon_that_only_gives_money

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.

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devil614
Medic


Joined: 06 Sep 2012

PostPosted: Fri Sep 21, 2012 12:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

That worked nicely! Now for my next question #Tongue

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. Sad

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

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Fri Sep 21, 2012 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use Dummy instead of dummy. I think it is case-sensitive.

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Fri Sep 21, 2012 1:00 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Directly from the manual:
Quote:
To disable an EVA event, use the value none.

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devil614
Medic


Joined: 06 Sep 2012

PostPosted: Sat Sep 22, 2012 2:57 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

Code:
[PulseSpecialX]
Damage=0
ROF=1
Speed=100
Warhead=PulseSW
Projectile=InvisibleP
Range=-1
Report=none
OmniFire=yes
Bright=yes
NukeMaker=yes

[InvisibleP]
Inviso=yes
Image=none
AG=yes
AA=yes
SubjectToWalls=no
SubjectToElevation=no
SubjectToCliffs=no
Arm=75

[PulseSW]
CellSpread=7.5
PercentAtMax=1;0.33
Verses=0%,0%,75%,50%,40%,60%,10%,50%,5%,100%,100%
AffectsAllies=yes
AffectsEnemies=yes
InfDeath=5
InfDeathAnim=ELECTRO
ProneDamage=100%
EMP.Duration=900
EMP.Cap=900
AnimList=DELAY

[PulseSpecial]
UIName=NOSTR:Pulse
Name=Pulse
IsPowered=false;true
RechargeVoice=00-I156
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=2
Type=MultiMissile
Action=Custom
WeaponType=PulseSpecialX
SidebarImage=
ShowTimer=yes
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
Range=7
LineMultiplier=3
SW.Damage=200
SW.Warhead=PulseSW
Nuke.Payload=PulseSpecialX
Nuke.TakeOff=ANIM1
Nuke.SiloLaunch=no
SW.Range=7
SW.AITargeting=Offensive
Cursor.Frame=339
Cursor.Count=6
Cursor.Interval=5
Cursor.MiniFrame=514
Cursor.MiniCount=1
Cursor.MiniInterval=5
NoCursor.Frame=384
NoCursor.Count=1
NoCursor.Interval=5
NoCursor.MiniFrame=52
NoCursor.MiniCount=1
NoCursor.MiniInterval=5
SW.AffectsHouse=all
SW.AffectsTarget=units,buildings
SW.ShowCameo=yes
SW.CreateRadarEvent=yes
SW.FireIntoShroud=yes
SW.Animation=ANIM2
SW.AnimationHeight=0
AIDefendAgainst=no
SW.ActivationSound=none;NukeSiren
EVA.Ready=none
EVA.Activated=none



EDIT --

I somehow got it to work, not sure which flag did it, but here is the working version. I had to trick it somehow #Tongue

Code:
[EMPulseSpecial]
UIName=NOSTR:EMP Satellite
Name=EMP Satellite
IsPowered=false;true
RechargeVoice=00-I156
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=4.5
Type=MultiMissile
Action=Custom
WeaponType=EMPulseSpecialX
SidebarImage=EMPICON
ShowTimer=yes
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
Range=7
LineMultiplier=3
SW.Damage=0
SW.Warhead=EMPulseSW
Nuke.Payload=EMPulseSpecialX
Nuke.TakeOff=DELAY2
Nuke.SiloLaunch=yes
SW.Range=7
SW.AITargeting=PsychicDominator;Offensive
;SW.Sound=PreEMP
Cursor.Frame=339
Cursor.Count=6
Cursor.Interval=5
Cursor.MiniFrame=514
Cursor.MiniCount=1
Cursor.MiniInterval=5
NoCursor.Frame=384
NoCursor.Count=1
NoCursor.Interval=5
NoCursor.MiniFrame=52
NoCursor.MiniCount=1
NoCursor.MiniInterval=5
SW.AffectsHouse=all
SW.AffectsTarget=units,buildings
SW.ShowCameo=yes
SW.CreateRadarEvent=yes
SW.FireIntoShroud=yes
;SW.RequiresTarget=buildings,units
;SW.Animation=DELAY2;PULSEFX3;ion cannon, anyone?
;SW.AnimationHeight=0
;SW.AutoFire=yes
AIDefendAgainst=no
SW.ActivationSound=none;NukeSiren
EVA.Ready=none
EVA.Activated=none
Light.Ambient=50
Light.Red=50
Light.Green=0
Light.Blue=0

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Sep 22, 2012 8:42 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sat Sep 22, 2012 1:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like how you "somehow tricked" Ares by not telling it to do what you don't want. #Tongue

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Sep 22, 2012 4:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

CanMakeStuffUp=true Razz

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devil614
Medic


Joined: 06 Sep 2012

PostPosted: Sun Sep 23, 2012 3:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
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 Laughing But it was firing the NUKETO anim anyways #Tongue

AlexB wrote:
I like how you "somehow tricked" Ares by not telling it to do what you don't want. #Tongue


Huh? Confused

Cranium wrote:
CanMakeStuffUp=true Razz


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]

EDIT --

Nevermind... I found it.

EVA.Detected=none
Shocked

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