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An intermezzo called Ares 0.D
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Wed Apr 19, 2017 12:01 am    Post subject: Reply with quote  Mark this post and the followings unread

CloningFacility=yes buildings can set waypoints now, but without WeaponsFactory=yes units will completely ignore the waypoint.
On the other hand, infantry that comes out of Cloning=yes buildings will respect the waypoints regardless if GDIBarracks=, NODBarracks= or YuriBarracks= are set or not.

I could sell Firestorm.Wall=yes structures while the Firestorm SW was active.

Con Yards from pre-deployed MCVs indeed don't play their buildup animations anymore - AI-owned Con Yards are stuck at the 1st frame of the buildup instead. However, player-owned Con Yards work correctly and don't suffer from any issues like this.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Apr 19, 2017 4:53 am    Post subject: Reply with quote  Mark this post and the followings unread

HAHA! Fixing a problem, makes a problem!
Are sure the new Ares was downloaded properly? It could be something on your end (like an unsupported YR-version, or sth.).

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m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Apr 19, 2017 11:15 am    Post subject: Reply with quote  Mark this post and the followings unread

What are you talking about?

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Apr 19, 2017 11:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Just being the forum's resident idiot! Smile
That, and it might really be a problem on his end.

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m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Wed Apr 19, 2017 12:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
HAHA! Fixing a problem, makes a problem!
Are sure the new Ares was downloaded properly? It could be something on your end (like an unsupported YR-version, or sth.).
If you don't know, don't be somewhat know everything, so don't speak.

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Apr 19, 2017 1:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

deathreaperz, I just asked him what about is he talking, and he replied me that he is some kind of idiot! HAhahahahaha!

TAK02, Ok, are you going to test something since you are in this thread? This thread is to test features in new Ares.

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Wed Apr 19, 2017 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis: He is still waiting for ARES RA2 Version. XD

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Apr 19, 2017 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yep!

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m7 wrote:
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nlspeed
Grenadier


Joined: 26 Dec 2016

PostPosted: Wed Apr 19, 2017 5:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't think that will ever happen. I do not know anything at all about how Ares is made, but I do know a tiny tiny bit about this in general. Yuri's Revenge has additional logic that Red Alert 2 doesn't have - its .exe is structured differently - which practically means that you can't just port all that has been worked on for Ares as it is to Red Alert 2 (as its .exe structure is different). You would need to create Ares from the ground up again, and only your knowledge of how Yuri's Revenge works would be of use - but that is theoretical knowledge, not practical work.

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Apr 19, 2017 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know that! *snif*
I'll just make my own Ares then! After I get a programming-PhD Smile

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m7 wrote:
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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Apr 19, 2017 11:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02, AlexB said that he is not going to do that, so you could stop requesting or suggesting that dream about ,,Ares for RA2"

And, stop fooling around, this is thread about discussion of Ares 0.D, and binaries which AlexB releases regarding it.

Also, I tested so far that vehicle type can have both mechanical and organic warheads in both weapons, and will have two different cursors and will heal both types,  organic and mechanical. This works nice so far.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Thu Apr 20, 2017 5:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

I activated StartInMultiplayer.Types on countries, and it did indeed work and give me all the correct units, however it appears to come with the restriction of limiting your the unit count.

I could set to no units, and that's normal. 10 units...also good. But if I set to, say, 40 units, it won't allow me to have that many. Even after setting it to as high as 100, it doesn't appear to go above the amount of units you'd generally receive with UnitCount=20

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Thu Apr 20, 2017 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can report that following features appear to work as intended.

*StartInMultiplayer.Types/UnitCost
*TurretROT
*InfantryRepairCursor/UnitRepairCursor
*Mixed Vehicle/Infantry Heal/Repair
*RepairStopOnInsufficientFunds

mevitar wrote:
Con Yards from pre-deployed MCVs indeed don't play their buildup animations anymore - AI-owned Con Yards are stuck at the 1st frame of the buildup instead. However, player-owned Con Yards work correctly and don't suffer from any issues like this.


Can also confirm that this happens. It is purely visual issue however, AI-controlled construction yards simply display first frame of the buildup instead of proper art.

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Sat Apr 22, 2017 12:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Tested those and they seem to be working fine, including their defaults not causing any backwards compatibility issues:
  • only objects that are currently visible to the player show the money amounts as text
  • KillDriver now respects AffectsAllies and AffectsEnemies
  • let the AI build more than one building of each type
  • turn off the Iron Curtain nullify flash per warhead
  • Customizable Fall Rates
  • BuildupTime=
  • CanBeDriven= for houses
  • StartInMultiplayer.Types=
  • StartInMultiplayer.WithConst=
  • Ivan Death Bombs
  • optionally not detonate Ivan Bombs when selling
  • TurretROT=
  • Mechanics and Ambulances
  • InfantryHealCursor= and UnitRepairCursor=
  • RepairStopOnInsufficientFunds=

As for the bugfixes:
  • Hijackers and Drivers entering ICed objects is fixed
  • game doesn't crash on start when unit count is set to above 0 and there is no infantry with AllowedToStartInMultiplayer=yes
  • Display Texts are visible for the owner of the cloaked building, and for the enemy when detection is nearby (and no longer once it gets destroyed)
  • AE indeed doesn't count as a parachute anymore and objects with it fall correctly (was pretty funny to see it in 0.C - didn't know about this until you mentioned it)
  • buildup animation no longer loops infinitely for UnitDelivery SWs with Deliver.Buildups=no (doesn't show at all)
  • Units in Tank Bunkers cannot be targeted by mind control weapons that could target them in the 0.C build

However, i'm not sure if AIRandomSelectionWeight= works properly. It accepts 0 as a value, unlike RandomSelectionWeight, which crashes when 0 is given as a value (division by 0).
Also for 10 games launched, with 3 countries available (2 of which had AIRandomSelectionWeight=0 and one set to 1), the AI i had a pretty even distribution of all of them (3, 3 and 4, and the 4 was for one of the countries that had it set to 0). So, even though this isn't a statistically significant amount of attempts, i don't think this is what should be happening. #Tongue

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Sun Apr 23, 2017 12:19 am    Post subject: Reply with quote  Mark this post and the followings unread

I see how my issue worked. It seems that once you set StartInMultiplayer.Types, StartInMultiplayerUnitCost is also activated at some unknown default, which must've been a low number that made the starting UnitCount much lower than the UnitCount slider states.

Declaring StartInMultiplayerUnitCost and not just Multiplayer.Types fixes that issue.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Tue Apr 25, 2017 3:21 am    Post subject: Reply with quote  Mark this post and the followings unread

There's a new binary, which is a rather embarrassing new release lacking features.

I looked into AIRandomSelectionWeight, and it does what it is supposed to do -- I couldn't find anything wrong with it. I haven't yet checked railguns and digging, so the problems there still persist. I'll go though all the recent posts there tomorrow and I'll answer them separately.

Fixes and Minor Additions
  • Fix AI Startup ConYards being stuck at the first frame of buildup animation
  • Fixed crash with paradrop plane selection introduced in the last binary
  • UnitDelivery sets units to Area Guard instead of Guard, which lets Harvesters harvest

Separate SellTime for buildings
[BuildingType]SellTime= (double - minutes, defaults to BuildTime)
Analogous to BuildTime when a building is sold.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Tue Apr 25, 2017 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread


Paradrops on missions seems fixed, no longer IEs in campaigns when Ai paradrop came.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed Apr 26, 2017 2:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Buildings delivered via UnitDelivery with Deliver.Buildups=no seem to get stuck in first frame of buildup, even if buildup is not defined in art (in any case, they never get to display their proper artwork and any animations attached to it) - but only for AI.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Wed Apr 26, 2017 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, ... that's very frustrating. That will be the fourth time "fixing" this SW this month. Working on one issue creates another. At one point I'll decide to call it a day, even if things don't work optimally.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed Apr 26, 2017 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

If 'fixing' this one without introducing new issues does not work out, might be just better to leave it as is and possibly deprecate Deliver.Buildups and have it default to yes in every case. The distinction between using Deliver.Buildups=yes and omitting buildup in art (which btw does work without issues - even for AI) and simply setting Deliver.Buildups to no is practically nonexistent. Maybe latter would save hassle of creating a cloned art entry in some rare use-case but that's about it.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Apr 26, 2017 10:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

I also agree with Starkku. Make default to yes and be done with this issue for once. You spend too much time on that. Its simply not that worth of your time.That is frustrating indeed.

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alhezronashkenaz
Vehicle Driver


Joined: 08 Apr 2017

PostPosted: Thu Apr 27, 2017 9:06 am    Post subject: Reply with quote  Mark this post and the followings unread

when the released date of ARES 0.D ? ......

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nlspeed
Grenadier


Joined: 26 Dec 2016

PostPosted: Thu Apr 27, 2017 9:32 am    Post subject: Reply with quote  Mark this post and the followings unread

When it's ready, presumably.

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Apr 27, 2017 12:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

alhezronashkenaz wrote:
when the released date of ARES 0.D ? ......

For you right now! I can release it to you myself. Very Happy
Do you see that it is still in testing stage?
We are testing features. When its tested enough, and AlexB decides, new version will come. Obviously he likes Ares to be stable as much as possible.
Basically what nlspeed said: When it is ready.
So, for now you will have to use either 0.C or even better, test latest binaries. This will help increase speed of 0.D developing. More tests, possibility for faster release.

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alhezronashkenaz
Vehicle Driver


Joined: 08 Apr 2017

PostPosted: Fri Apr 28, 2017 4:23 am    Post subject: Reply with quote  Mark this post and the followings unread

can i request to the author of ARES..

that can we alternate the art of structure like russia const yard  is differ from cuba construction yard.. but.. they all in the same sides.


for example:

GDI=British,French,Germans,Americans,Alliance  
Nod=Russians,Africans,Confederation,Arabs    
ThirdSide=YuriCountry
FourthSide=NexusCountry
Civilian=Neutral
Mutant=Special

we knew that the GDI, NOD ,Thirdside and fouth side are all differ in term of art of structure.

it is possible to ARES that we can customize of its building art structure  in the same side like Russians,Africans,Confederation,Arabs? so that we don't need to add another side like FifthSide.

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Last edited by alhezronashkenaz on Fri Apr 28, 2017 4:42 am; edited 1 time in total

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alhezronashkenaz
Vehicle Driver


Joined: 08 Apr 2017

PostPosted: Fri Apr 28, 2017 4:48 am    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
alhezronashkenaz wrote:
when the released date of ARES 0.D ? ......

For you right now! I can release it to you myself. Very Happy
Do you see that it is still in testing stage?
We are testing features. When its tested enough, and AlexB decides, new version will come. Obviously he likes Ares to be stable as much as possible.
Basically what nlspeed said: When it is ready.
So, for now you will have to use either 0.C or even better, test latest binaries. This will help increase speed of 0.D developing. More tests, possibility for faster release.
 ok i'm waiting... sorry for hasted.. i'm only excited for ARES 0.D

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Ickus
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Joined: 25 Nov 2002
Location: @__@

PostPosted: Sun May 07, 2017 11:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

A bit late to the party. Is it still part of the Rouge Sea?  Thanks in advance!

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d143b2
Civilian


Joined: 03 Jun 2013

PostPosted: Mon May 08, 2017 7:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Ickus wrote:
A bit late to the party. Is it still part of the Rouge Sea?  Thanks in advance!


it's Rough Sea

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Tue May 09, 2017 12:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Another new unstable binary for testing, another time where I have to say I didn't find time to look at all your posts here, or at the AmbientDamage and Dig problems, or to set up the issues on Launchpad. On the positive side, I found time to finally include a feature I worked on in 2011, where I was held back because of VC++ 2010. Having lambdas in function templates always caused a full re-compile of Ares, which for me was over 8 minutes back then. That would have slowed development down a bit. Parts of it were included over the years, though.

But before actually changing something there, I would like to ask for opinions. The topic is cursors. Let me give you some facts: Cursors in Ares are defined on SW Types and globally in case of Power Toggle, Infantry Heal, Unit Repair, and Engineer Damage. Each cursor is read as seven separate tags, and the data (28 bytes) is stored separately from other cursors. Thus, if this approach is used on things like custom Weapon cursors, each such cursor definition would add 28 bytes of data, even if the default cursor is used, or all custom cursors look the same. This means, the cursor definition is copied many times, wasting space even if just left defaulted.

There is only one mouse.sha, and I would like to centralize the cursor definitions, which kinda belong to the mouse.sha. Cursor definitions shouldn't be spread all over all types in rules, game modes and maybe even mission. I already added the single-line cursor definition like "528,16,4,0,-1,Center,Middle", which makes definitions simpler. Now I would like to release the missing parts.

This would come at a cost, if the cleanest approach would be used: Breaking all previous cursor definitions, so you would need to migrate to the new system, which is a separate [MouseCursors] section with named cursors like "AirStrike=479,8,4,0,-1,Center,Middle". Then, when setting a cursor, you would say "SW.Cursor=AirStrike". It would reference the cursor, not store the data itself. Thus not copy the data, so the copy would be out of sync if the cursor definition is changed later. It would store 4 bytes, not 28; it would not read the seven tags Ares now has. I think it is also clearer to give cursors descriptive names instead of having up to seven tags with unrecognizable meaning.

I heard from several modders that they have problems understanding how cursors work in Ares, which is maybe also because the documentation isn't that comprehensible with the base name and then the seven tags, or with the alternative definition in just one line. I think the new system would be clearer in terms of defining and using cursors, it would be consuming less memory, and it would read fewer tags.

A two step approach is possible, and actually I think it's preferrable. That is, adding a [MouseCursors] type list support while keeping the old tags working, then, maybe, after the decision has been made, removing the seven separate tags. So, having an optional [MouseCursors] list can be mandatory, while making migration to that list mandatory can be optional. Wink

Question: Shall Ares break the definition of cursors as they have worked since Ares 0.1? This involves removing the EngineerDamageCursor, TogglePowerCursor, NoTogglePowerCursor, InfantryHealCursor, and UnitRepairCursor tags from [General]. The option to change them would stay however -- no feature will be lost.

But now to the new features in this release:

Fixes and Minor Additions
  • Another attempt to keep Deliver.Buildups working
  • Allow UnitDelivery SW to place units on cells with overlay
  • VehicleThief added support for Harvester Truce
  • An Agent-Saboteur would spy on buildings instead of sabotaging them, ignoring Spyable

Centralized MouseCursor definitions
Surprisingly, this is the [MouseCursors] type list as mentioned above. This can be used for both adding new cursor types and customizing existing cursors globally.

[MouseCursors]
Name=<cursor definition>; the thing like frame,count,interval,miniframe,minicount,hotspot

The original cursor definitions are always defined implicitly. The names of the will be documented later with their definitions. It's names like ForceShield, NoForceShield, SpyPlane, ... AirStrike, Enter, Deploy, NoEnter, NoDeploy, Attack, AttackOutOfRange, IvanBomb, NoIvanBomb, Disarm, Sell, NoSell, Repair, EngineerRepair. There are the cursors for moving the viewport MoveN, MoveNE, MoveE, ... as well as NoMoveN, NoMoveNE .... and cursors for scrolling Scroll, ScrollESW, ScrollSW, ScrollNSW, ScrollNW, ...

You can now customize those cursors and make their animations longer, shorter, slower, or faster.
Whereever Ares expects a cursor definition (SW.Cursor or SW.NoCursor for example), you can now use the name of any such a named cursor definition. (Currently, this will create a copy of the named cursor. If you use a named cursor, the seven separate tags won't be read.)

Note: Do not edit the cursor named "Default".


New intrinsic named cursors
Ares adds a few new default cursors that kind of work as if they have been in the original game. Thus, they are as customizable as all the others. The aim of those intrinsic cursors is to give you an option to distinguish between two actions, which will then support two different cursors. For example, infantry uses the Enter action on transports, which uses the Enter cursor. Engineers use the Capture action, which also uses the Enter cursor. Saboteurs also use the Capture action, and also use the Enter cursor. Thus, changing the Enter mouse cursor changes those three (and more) actions. Now Ares adds a special intrinsic cursor named Sabotage, which is used for Saboteurs only.

The following cursors were added:
- "Sabotage" for Saboteur=yes infantry, as explained above
- "Tote" for Carryall=yes aircraft (original game uses Disallowed cursor. Now Ares defaults to a blue move cursor.)
- "EngineerDamage", "TogglePower", "NoTogglePower", "InfantryHeal", and "UnitRepair". The existing global tags now default to those.
- "TakeVehicle", for VehicleThief=yes and CanDrive=yes capture actions


Custom weapon cursors
With these cursors, it's possible to mimic the behavior of the SabotageCursor and MigAttackCursor special cases. If Cursor.Attack and Cursor.AttackOutOfRange are set to the same cursor, they behave like the two mentioned tags, which work independent of range, like the C4 special ability cursor. Also, this is useful for suicide units like the Terrorist or the Demo Truck, which are almost always out of range.

[Weapon]Cursor.Attack= (mouse cursor, defaults to Attack)
The cursor to use as the generic attack cursor for this weapon.

[Weapon]Cursor.AttackOutOfRange= (mouse cursor, defaults to AttackOutOfRange)
The cursor used if an object can attack a target, but it is out if weapon's range and the unit needs to move first to attack it.

Note that deployed units will get a NoMove cursor instead, as they would have to, but can't move. Also, there's no cursor to show in case a unit cannot attack, because the game does not have a concept of this. Instead the next type of cursor is checked, and sometimes the inability to attack gets converted to a different action like move, no-move, or select (or something entirely different like enter for engineers).


Customizable deploy cursors
[TechnoType]Cursor.Deploy= (mouse cursor, defaults to Deploy)
The cursor used for deploying buildings, ejecting passengers and occupants, emptying bunkers, deploying GIs or Desolators (list might not be conclusive).

[TechnoType]Cursor.NoDeploy= (mouse cursor, defaults to NoDeploy)
The cursor used to indicate a building can't be placed. passenger ejection action is not available, or an automatically undeploying infantry is currently deployed.


Customizable enter cursors
[TechnoType]Cursor.Enter= (mouse cursor, defaults to Enter)
The enter cursor other types get when hovering the mouse over an object of this type. This is used for entering tank bunkers, bio reactors, or entering transports.

[TechnoType]Cursor.NoEnter= (mouse cursor, defaults to NoEnter)
The no-enter cursor other types get when hovering the mouse over an object of this type. This is used on full transports.

Also use the enter cursor when grinding vehicles, even though that is using the Repair action.


Customizable spy cursor
This is a tag on the building to be infiltrated, not on the spy. It allows to show different cursors for different building types and could be used to visualize the spy effects.

[BuildingType]Cursor.Spy= (mouse cursor, defaults to Enter)
The cursor to show for an Agent infiltrating a building of this type.


Preemptive note
Please only use the new [MouseCursors] section names with those new tags. Currently, they will be working just like the cursors already in Ares, but I plan to at least change the new customizable cursor to only support the new system (that is, cursor names only), to not create another backward compatibility issue, knowing that there are changes ahead. This way, the problem is restricted to only the three global tags that were present in Ares 0.C already, and the SW cursors.

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Tue May 09, 2017 1:45 am    Post subject: Reply with quote  Mark this post and the followings unread

I have been waiting for this moment! Tested them and worked perfectly (at least in a quick test)!

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Tue May 09, 2017 2:12 am    Post subject: Reply with quote  Mark this post and the followings unread

I am on rampage test again.
Cause I do not know how to code animated cursor, I tested with one frame.

[MouseCursors]
Brain=209,1,0
NoBrain=431,1,0
Sabotage=237,1,0
Money=131,1,0
MCVDeploy=329,10,0
MCVNoDeploy=345,1,0
BioReactor=422,9,0
NoBioReactor=89,1,0


Image1
[YAPOWR]
Cursor.Enter=BioReactor
Cursor.NoEnter=NoBioReactor
Initiates indeed got desired cursor, but No cursor on lasher tank is different, because I coded it wrongly most likely.

Image2
[MultipleMindControlTank]
Cursor.Attack=Brain
Cursor.AttackOutOfRange=NoBrain
And MasterMind indeed got desired cursors for both attack and out of range

Image3
[AMCV]
Cursor.Deploy=MCVDeploy
Cursor.NoDeploy=MCVNoDeploy
Deploy and NoDeploy on MCV works as desired

Image4
[YAPOWR]
Cursor.Enter=BioReactor
Cursor.NoEnter=NoBioReactor
Spises on Sovier refinery got desired cursor.

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nlspeed
Grenadier


Joined: 26 Dec 2016

PostPosted: Tue May 09, 2017 9:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Oooh, this is great! Thank you very much for this functionality! Smile

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Tue May 09, 2017 11:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Not noticing any issues with Deliver.Buildups anymore.

All of the new cursor flags appear to work except for Cursor.Deploy specifically in case of infantry with deploy weapons (Desolator, Yuri Clone etc ). It still displays the default deploy cursor.

Cursor.NoDeploy is correctly displayed on deployed state if using UndeployDelay, however.

Also I am not sure if it's even supposed to work yet, but the intrinsic named cursors equivalent to the existing flags that go under General cannot be overriden via MouseCursors - even if the flags under General are not present.

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AlexB
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PostPosted: Tue May 09, 2017 10:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

One more general remark to cursors: Shall I move the [MouseCursors] section into uimd.ini or a hypothetical cursormd.ini? This way they would be global, and that would make some more things easier later. But it would come at the cost of not being able to add more cursors later without editing that file. So no new cursors in missions, for example. Would be like soundmd.ini then.

@Starkku: Ah, that is definitely a bug. I had two options for Desolator and Yuri Clones. They don't actually deploy, they commence an area attack (AreaFire). So I pondered whether to use the deploy cursor of the unit, or the attack cursor of the deploy weapon. I added both approaches for testing, came to the conclusion that the unit's deploy cursor is best, as there is a difference between hitting a certain unit or just creating an undirected attack and the undeploy cursor would be unused anyhow. Then I removed both pieces of code again. Will be fixed in the next build.

Also for the non-customizable intrinsic mouse cursors. That's a consequence of the fact copies of the cursor definitions are made, which I didn't think of here. The InfantryHeal cursor is defaulted, then the InfantryHealCursor defaults to that cursor. Only after this the InfantryHeal definition is read from the rules, thus not updating the InfantryHealCursor. The solution should be immediately obvious and strikingly intuitive: set InfantryHealCursor=InfantryHeal. Very Happy This would be fixed automatically if it wouldn't copy the cursor, or if cursors were to be global in an extra file.

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deathreaperz
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Location: Indonesia

PostPosted: Wed May 10, 2017 1:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Better to keep it in rulesmd.ini, because it's efficient already. I was hoping for superweapons support this Action. So we can make like
[MouseCursors]
DeathBeam=0,1,5,0,1,Center,Middle

[DeathBeamSpecial]
Type=GenericWarhead
Action=DeathBeam

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AlexB
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Location: Germany

PostPosted: Wed May 10, 2017 2:19 am    Post subject: Reply with quote  Mark this post and the followings unread

"Whereever Ares expects a cursor definition (SW.Cursor or SW.NoCursor for example), you can now use the name of any such a named cursor definition."
So it already works with Super Weapons. Sorry for hiding this information in a wall of text.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed May 10, 2017 5:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Quick question: Does a custom mouse.sha have to be made if i want to add just one new cursor or is it possible to store that frame in another SHP? IMO it'd be easier to add/customize cursors (I could be wrong tho)...

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed May 10, 2017 6:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Can't use separate SHP's, Alex even mentions part of the reason for adopting the MouseCursors list is that there is only one mouse.sha. You can add new frames to it without any problems, though.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed May 10, 2017 7:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Shame. Seperate mouse-frames would've been easier to use. Oh well...

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed May 10, 2017 9:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Scratch what I said about Deliver.Buildups in my earlier post. Deliver.Buildups=no works, but Deliver.Buildups=yes now starts with base art showing over the buildup animation with the buildup animation flickering through it, or something to that effect. For AI they also get stuck in that state afterwards, only displaying base art and no animations etc. Basically it's same situation as before the latest change, just flipped between Deliver.Buildups=no and yes.

I did not notice this in earlier test due to testing it with a structure where this problem is not very noticeable.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sun May 14, 2017 4:34 am    Post subject: Reply with quote  Mark this post and the followings unread

There's a new binary that could be called RC0. I still have to create a complete list and check what has been reported broken, so I'm not too sure I looked at every problem yet, but for normal testing this should be enough. This also means that I'll be starting soon to manage the blueprints on Launchpad. This time for real. Most likely. And then it's time to start working on the documentation, but that shouldn't hinder me.

Fixes and Minor Additions
  • Yet another attempt to keep Deliver.Buildups working
  • Railguns will be visible with AmbientDamage=0, but won't do any damage
  • Prevent subterranean units from accidentally leaving the map
  • DigOut instead of DigIn sound and animation were playing when burrowing
  • Also use the deploy cursor for infantry Area Attack actions
  • Fixed an overflow when finding the nearest building: Refinery, Dock, Service Depot

All cursor tags only support MouseCursor names now
This affects the Ares 0.1 super weapon tags Cursor and NoCursor, as well as the more recent global InfantryHealCursor, UnitRepairCursor, EngineerDamageCursor, TogglePowerCursor, and TogglePowerNoCursor tags. All new weapon and unit cursors (as mentioned already in the last release notes) have been updated, too: Cursor.Attack and Cursor.AttackOutOfRange, as well as Cursor.Deploy, Cursor.NoDeploy, Cursor.Enter, Cursor.NoEnter, and Cursor.Spy.

This is a breaking change. The default super weapon cursors have been updated to refer to existing cursors: Cursor defaults to Attack, NoCursor defaults to Disallowed.


Cursor for Grinding=yes is no longer handled specially
Previously, only vehicles would get the Enter cursor customization. Now, Enter automatically overrides the cursor for infantry and units alike, and also now allows to replace the cursor on Service Depots.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun May 14, 2017 8:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Railguns now work as expected again.

Infantry deploy weapons properly show Cursor.Deploy now.

Grinder now shows Cursor.Enter for both infantry and vehicles alike.


Deliver.Buildups=yes now works for both human and AI players. Deliver.Buildups=no works for human players but for AI players it still plays buildup, albeit in erratical fashion (frames not synced with builduptime, attempts to loop through them).

Deliver.Builups=yes and omitting buildup in art is functionally identical to how Deliver.Buildups=no works and it works without flaws even for AI. Might be time to cut your losses and remove Deliver.Buildups and have it default to the behaviour of setting it to yes. Only scenario it wouldn't cover is the one where you'd want to spawn a building with a buildup and ability to be sold, without displaying the buildup upon spawning. To me, that sounds like a fringe case not worth the effort of covering. But some might disagree on that.

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nlspeed
Grenadier


Joined: 26 Dec 2016

PostPosted: Sun May 14, 2017 8:58 am    Post subject: Reply with quote  Mark this post and the followings unread

I like the Grinder change! Well thought. Smile

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun May 14, 2017 9:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
Only scenario it wouldn't cover is the one where you'd want to spawn a building with a buildup and ability to be sold, without displaying the buildup upon spawning. To me, that sounds like a fringe case not worth the effort of covering. But some might disagree on that.


Pretty sure that case can be covered with spawning a dummybuilding imminently destroyed through an activeanim and using it's advanced rubble as the actual building.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun May 14, 2017 9:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:

Pretty sure that case can be covered with spawning a dummybuilding imminently destroyed through an activeanim and using it's advanced rubble as the actual building.


Not the bit about it being sellable. The people who designed the advanced rubble feature did it for that specific use case only (turning building into 'rubble') and not as general-purpose building-to-building transformation, even if one triggered by the parent building's destruction. As a result the rubble building have specific properties hardcoded to them that are not always desirable. Unsellable=yes is one of those.

Unless this limit has been lifted without the documentation being amended, that is.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon May 15, 2017 1:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Damn, you're right. And I even knew this a year ago... I shoulda stop commenting on YR modding questions these days inb4 I end up as a second LKO. >_>

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=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon May 15, 2017 6:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

anything wrong with answering questions Confused

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Tue May 16, 2017 11:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Regarding Deliver.Buildups=no... can anyone confirm this worked at any time at all? I've restored it to it's previous state, but it's still not working correctly for AI...

Starkku wrote:
Not the bit about it being sellable. The people who designed the advanced rubble feature did it for that specific use case only (turning building into 'rubble') and not as general-purpose building-to-building transformation, even if one triggered by the parent building's destruction. As a result the rubble building have specific properties hardcoded to them that are not always desirable. Unsellable=yes is one of those.

Unless this limit has been lifted without the documentation being amended, that is.

That code is still there. The hardcoded limitations are something I don't like, and today I would do that differently. 2009, this was added to not make rubble repairable, so engineers would always get the repair cursor on them (it was created with 99% health).

I would remove that now, but that might break rubble for people. On the other hand, I could consider it a fix, because the hardcoding feature is broken. Did you know that you can override those hardcoded settings if the building under Rubble.Destroyed was mentioned later in the [BuildingTypes] list than the original building? The original building would be read from the INI, Ares would "hardcode" the settings on the rubble building, and then the rubble building would be read from the INI, potentially overriding the hardcoded values. The other way around that's not possible.

Graion Dilach wrote:
I shoulda stop commenting on YR modding questions these days inb4 I end up as a second LKO. >_>

That was completely unnecessary, especially since LKO wasn't even taking part in this discussion and didn't do anything to warrant that. Confused

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Wed May 17, 2017 3:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
Regarding Deliver.Buildups=no... can anyone confirm this worked at any time at all? I've restored it to it's previous state, but it's still not working correctly for AI...
It doesn't work correctly in 0.C1 either, so i suppose it never worked. Deliver.Buildups=yes works fine for both the AI and human player, but Deliver.Buildups=no makes it play the buildup twice for the AI.

TBH, AI-delivered buildings isn't something i recommend using anyway, since the AI is able to build near any building it owns, whether they have BesaNormal= set to yes or no. If it drops a bunker (or something like that) somewhere outside of its base, there is a chance it will start spamming its structures there, and once it does, then no matter how many buildings get destroyed, it will keep doing that forever.

BTW, i just noticed that Deliver.Buildup=no makes neutral-owned buildings play their buildup animation twice regardless of whether they are spawned by an AI-owned SW, or player-owned. Maybe that will give a clue on what's going on there.

But as far as i'm concerned, you can as well leave this the way it is. Like i wrote, AI-owned structures delivered by an SW are likely to cause the AI to spam defenses (or something else) in that spot, so better to avoid it.

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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Thu May 18, 2017 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

How about fixing the cloak/stealth bug on aircraft units when they're going attack?

And also the another in game bug where the computer isn't defeated yet there are no more units on the map but this most likely happens when the computer has paradrop super weapon(From Tech Airport, American faction, etc), then the computer usually send paradrops at the very edge of the map. It seems like, according to the game, there still are some units "outside the map" so that's why the computer isn't defeated. I know this can be avoided by making the game in Short Game mode but I don't want to as I want to deplete "everything".

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