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New side problems for me [Ares]
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Kcirevam
Rocket Infantry


Joined: 15 Jun 2011
Location: "Where do you want setup?".

PostPosted: Sun Jul 31, 2011 6:03 pm    Post subject:  New side problems for me [Ares] Reply with quote  Mark this post and the followings unread

Hey guys, I've completed coding a new side (with one country) for YR using ares.

Right now, I can play as that side but am having a few problems am going to paste the code here before stating the bugs.

Code:

[Countries]
0=Americans ; Starts at zero because dialog returns 0 for first listing regardless of name
1=Alliance
2=French
3=Germans
4=British

5=Africans
6=Arabs
7=Confederation
8=Russians

9=YuriCountry

10=GDI
11=Nod
12=Neutral
13=Special
14=EastGen



[Sides]
GDI=British,French,Germans,Americans,Alliance     ;keep this order as GDI first and Nod second
Nod=Russians,Africans,Confederation,Arabs      ;and you have to keep the names unless we want to do a concerted all ini and hard coded string sweep (I kinda do, Dustin, so go ahead and tell Henry we need it.)
ThirdSide=YuriCountry
FourthSide=EastGen
Civilian=Neutral
Mutant=Special


[FourthSide]
DefaultDisguise=GNNR
Crew=GNNR
SurvivorDivisor=300
AI.BaseDefenses=NAMCOIL,CAESAM
AI.BaseDefenseCounts=25,25
LoadScreenText.Color=255,255,255
ParaDrop.Types=GNNR,CENGINEER
ParaDrop.Num=8,1
Sidebar.MixFileIndex=2
Sidebar.YuriFileNames=no


[EastGen]
UIName=Name:EastGen
Name=East Generals
Suffix=Soviet ;===========> I'd like to know what this does.
Prefix=B ;===========> I'd like to know what this does.
Color=DarkRed
Multiplay=yes
Side=FourthSide
SmartAI=yes
File.Flag=yrri.pcx ; Not working...
File.LoadScreen=ls%Srussia.shp ;===========> This is NOT working for me, The text is seen but the image is not.
File.LoadScreenPAL=mpascrn.pal ;===========> If this was supposed to be the reason, then I would've atleast seen some colors, but it's totally black.
Taunts\tauam%02i.wav
LoadScreenText.Name=NOSTR:East General
LoadScreenText.Brief=Name:EastGenBrief
MenuText.Status=NOSTR:Play as the good guy.
RandomSelectionWeight=0 ;===========> This is for testing currently
AI.PowerPlants=CAEPOWR




The problems are:

1- the loading screen is totally black, no matter what palette I use.
2- NCO bug (New construction options).
3- Althought of using yrri.pcx as the flag, nothing shows up.
4- I haven't touched AIMD.ini yet, whenever an AI player's country is EastGen the game crashes, what should I do?.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Jul 31, 2011 6:34 pm    Post subject: Re: New side problems for me [Ares] Reply with quote  Mark this post and the followings unread

Kcirevam wrote:

1- the loading screen is totally black, no matter what palette I use.


Don't know in-depth how the Ares system works but if everything else fails, try ditching the '%s' part (and substituting it with like fourthloader.shp for an example and appropriate .shp file somewhere) which is supposedly there to provide support for loading screens of different resolutions. I don't think that's necessary at all though, considering YR seems to always use 800x600 loading screen graphics.

Kcirevam wrote:

2- NCO bug (New construction options).


Most likely your country is able to build a building that does not have it listed as one of the owners in Owner= list. Make sure that it is listed in the Owner= list of every building that it can build (Prerequisites are satisfied). I would personally declare every single playable country in the game as an owner on all buildable structures (which by default excludes Con. Yards).

In case you haven't already, read this.

Kcirevam wrote:

3- Althought of using yrri.pcx as the flag, nothing shows up.


Make sure your PCX file is in correct format. Files saved by some programs might not be read properly by the game, and additionally they need to be in 8-bit color depth (256 colors). Files saved by XCC Mixer through Copy as PCX function work as long as they're 8-bit images.

Kcirevam wrote:

4- I haven't touched AIMD.ini yet, whenever an AI player's country is EastGen the game crashes, what should I do?.


Pretty sure you need AI triggers for your new side for AI to work at all.

Suffix and Prefix are relics from C&C/TD and no longer seem to serve any real purpose. I would still leave the flags with whatever values in the INI file just in case.

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Kcirevam
Rocket Infantry


Joined: 15 Jun 2011
Location: "Where do you want setup?".

PostPosted: Sun Jul 31, 2011 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

yrri.pcx is yuri's flag, it's from the vanilla, it's not even a copied/renamed file, so I don't get why this happens.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Jul 31, 2011 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kcirevam wrote:
yrri.pcx is yuri's flag, it's from the vanilla, it's not even a copied/renamed file, so I don't get why this happens.


Probably because it's actually yrii.pcx as opposed to yrri.pcx.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Jul 31, 2011 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

For the loading screen problem, can you try
File.LoadScreen=ls%srussia.shp
%s should be in lower case.

Does the new country have buildable barracks, a war factory et cetera? And does it own at least one item in the BaseUnit= list?

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sun Jul 31, 2011 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

nothing to do with the topic, but your location....is the word burying not burieng?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Jul 31, 2011 11:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

@NVH, you really felt the need to post that?

@Kcirevam, Just take your time, making a new side with it's own countries correctly requires alot of time and work. Just make sure your new country has it's own mcv that deploys into it's own Conyard and vise versa and also listed in BaseUnit=. They will also be required to have thier own Barracks, Warfactory, ShipYard and Power. Make sure they are listed in [Prerequisites] and in the [AI] section. Also for each building you will need AIBuilsThis=yes for those you want them to build and make sure the AIBasePlanningSide= mirrors the entry # for your new side.
; 0 for GDI, 1 for Nod, 2 for Yuri, and 3 for your new country. You will also have to code the aimd to produce your mcv "or game will crash" and any units you want the AI to build. If you still are having problems getting your new side going, feel free to contact me via PM.

For the loading screens, just use the name of the .shp file without the %s and pal file. But it should work either way.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sun Jul 31, 2011 11:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

ive been up for 2 1/2 days and not for a good reason. im tired, bored, and im hurting so...no it wasn't, lol.....im just hoping to be able to sleep soon.

But in my defense, I did say it had nothing to do with the topic, lol

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¥R_M0dd€r
Cyborg Soldier


Joined: 03 Jan 2011

PostPosted: Mon Aug 01, 2011 1:50 am    Post subject: Reply with quote  Mark this post and the followings unread

^^nobody care how long you have been up, just stay away.

Kcirevam, you dont have to add an extra fake country called fourth side. you could do like this:

Quote:
[Sides]
...
EastGen=EastGen

[EastGen]
UIName=Name:EastGen
Name=East Generals
Suffix=Soviet ;===========> I'd like to know what this does. ;Check ModEnc or Deezire INI guide
Prefix=B ;===========> I'd like to know what this does.;Check ModEnc or Deezire INI guide
Color=DarkRed
Multiplay=yes
Side=EastGen
SmartAI=yes
File.Flag=yrri.pcx ; Not working...
File.LoadScreen=ls%Srussia.shp ;===========> This is NOT working for me, The text is seen but the image is not.
File.LoadScreenPAL=mpascrn.pal ;===========> If this was supposed to be the reason, then I would've atleast seen some colors, but it's totally black.
Taunts\tauam%02i.wav
LoadScreenText.Name=NOSTR:East General
LoadScreenText.Brief=Name:EastGenBrief
MenuText.Status=NOSTR:Play as the good guy.
RandomSelectionWeight=0 ;===========> This is for testing currently
AI.PowerPlants=CAEPOWRDefaultDisguise=GNNR
Crew=GNNR
SurvivorDivisor=300
AI.BaseDefenses=NAMCOIL,CAESAM
AI.BaseDefenseCounts=25,25
LoadScreenText.Color=255,255,255
ParaDrop.Types=GNNR,CENGINEER
ParaDrop.Num=8,1
Sidebar.MixFileIndex=2
Sidebar.YuriFileNames=no


1. Its %s, not %S(no capital). If that not working, you could just put the filename without the %s crap.

Some more stuff to think of, in [AI], there are some buildings from your new side you have to add there, or you will have IE when AI play as them. Your MCV in BaseUnit= tag aswell.
Also, you need some new task forces in aimd.ini and at least one base defense task force.
I think you know the rest(having at least one infantry with AllowedToStartInMultiplayer=yes or IE etc...).

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Mon Aug 01, 2011 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

^^^ suck a fat one

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Mon Aug 01, 2011 2:54 am    Post subject: Reply with quote  Mark this post and the followings unread

you just love to contribute useful posts, don't you?

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Mon Aug 01, 2011 3:04 am    Post subject: Reply with quote  Mark this post and the followings unread


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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Mon Aug 01, 2011 6:21 am    Post subject: Reply with quote  Mark this post and the followings unread

One question, does the new side and new country gets read by FA2?

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Kcirevam
Rocket Infantry


Joined: 15 Jun 2011
Location: "Where do you want setup?".

PostPosted: Mon Aug 01, 2011 7:01 am    Post subject: Reply with quote  Mark this post and the followings unread

All of that was useless Laughing .

Why don't you guys check it out for me?, am too much confused.

@NVH: I'll change that one for you.


EDIT:
@hotrods: downloaded your mod, you still have the bug I care for most, the AI cant play as the new sides.



rulesmd.ini
 Description:

Download
 Filename:  rulesmd.ini
 Filesize:  743.9 KB
 Downloaded:  88 Time(s)


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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Mon Aug 01, 2011 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I see what you are looking for. You are looking for a way to have the actual AI play as your team. Well that takes AIMD.ini programming itself. That is a adventure few like to go on.

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Kcirevam
Rocket Infantry


Joined: 15 Jun 2011
Location: "Where do you want setup?".

PostPosted: Mon Aug 01, 2011 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are you calling me stupid #Tongue ?, am the best Yr modder if they were listed in a descending order #Tongue.

Ontopic: the AImd.ini will be worked on now, I will copy paste everything and change names to see if it solves anything.

By the way, all of my new unit's/structures have "Owner=EastGen", nither the prerequisite system nor the units have "naval=" in them as of yet, I have all normal land factories, the NCO bug still happens.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Aug 01, 2011 6:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Post your rulesmd.ini and I'll be able to tell you right away what your doing wrong.

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Kcirevam
Rocket Infantry


Joined: 15 Jun 2011
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PostPosted: Tue Aug 02, 2011 11:26 am    Post subject: Reply with quote  Mark this post and the followings unread

@hotrods: that's not me flaming you sorry... and the word is "Ascending" not "descending" which means reverse.

@cranium: look up 4 posts above yours, you didn't see that did you?.

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Tue Aug 02, 2011 1:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

from your ini

Quote:
[Countries]
0=Americans ; Starts at zero because dialog returns 0 for first listing regardless of name
1=Alliance
2=French
3=Germans
4=British

5=Africans
6=Arabs
7=Confederation
8=Russians

9=YuriCountry

10=GDI
11=Nod
12=Neutral
13=Special
14=EastGen

This is wrong, do not reorder the last four countries, they should always be last(Special is the last one, then Neutral, Nod and then GDI).
So move EastGen under 9=YuriCountry.

Then, you have ProtectWithWall=yes on some of you EastGen buildings(cons), but this side have no walls, this will give you lots of problems.
Your side have no tech center nor radar?

The rest looks good.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Tue Aug 02, 2011 1:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

ArvinCool wrote:
from your ini

Quote:
[Countries]
0=Americans ; Starts at zero because dialog returns 0 for first listing regardless of name
1=Alliance
2=French
3=Germans
4=British

5=Africans
6=Arabs
7=Confederation
8=Russians

9=YuriCountry

10=GDI
11=Nod
12=Neutral
13=Special
14=EastGen

This is wrong, do not reorder the last four countries, they should always be last(Special is the last one, then Neutral, Nod and then GDI).
So move EastGen under 9=YuriCountry.


My mod has the new countries under the old ones, and works fine. It's nothing to do with that.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Aug 03, 2011 5:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Just thought I'd post on countries, order is important, but only special is special, and even then i don't think it will really cause any ill effects, however for best performance keep countries and sides list in same exact order or bad things can happen"fact aibaseplanning gets screwed up if you countries and sides list are not in sync with each other", i know this from experience from weird bugs i had. So i suggest you use this:

Code:
[Countries]
0=Americans
1=Alliance
2=French
3=Germans
4=British

5=Africans
6=Arabs
7=Confederation
8=Russians

9=YuriCountry

10=EastGen
11=Neutral
12=Special


For nco bug check first to make sure all new buildings are properly listed in buildingtypes array, then make sure to check all your prereq and owner tags etc.

For ai to start as your new country without crash, you only need to make 1 single trigger in aimd, just copy one of the existing mcv creation triggers, and have it set to your mcv and conyard in the taskforce and trigger setup.

Your new side will be read by fa2 so long as your rules and art ini files are in your ra2 folder and your using fa2 version 1.02."although i think it works on earlier versions as well."

This topic, i should have posted on long ago to help you, if these suggestions don't fix your mod, i will look at your rules later.

When i put my mod together"well its still a work in progress, although it all works, needs some more art tho,,, wait back on subject" which added 3 new sides to original game i had lots of problems too and for a while i never thought I'd get help with it. So now I'm glad if I can help someone else since someone helped me.



working loadscreen. for you to try.rar
 Description:
File.LoadScreen=IS800GDITem.shp
File.LoadScreenPAL=IS800GDI.pal

you can try and see if this loadscreen works for you, if it does, copy its setup with your own pal and shp files.

Download
 Filename:  working loadscreen. for you to try.rar
 Filesize:  39.35 KB
 Downloaded:  78 Time(s)


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Kcirevam
Rocket Infantry


Joined: 15 Jun 2011
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PostPosted: Wed Aug 03, 2011 8:52 am    Post subject: Reply with quote  Mark this post and the followings unread

The buildings in my rulsemd.ini start at 422, I think this might be the reason for the NCO bug, I started there because I thought this wouldn't crash the campaign.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
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PostPosted: Wed Aug 03, 2011 9:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Kcirevam wrote:
The buildings in my rulsemd.ini start at 422, I think this might be the reason for the NCO bug, I started there because I thought this wouldn't crash the campaign.


As long as you don't rescue values the array will not have a problem with your new buildings. For instance, you could write random letters and numbers and put it into the list and the game would still except it, the numbers are there for convenience to the modder. As long as you don't repeat things under the same value and only use numbers and letters you should be fine.

The issue is nco bug can easily be caused when u have a building which you should be able to build but can't such as a building which isn't properly listed in the array. Or a building which you meat the requirements for but are not the owner for. etc etc.

Also note this page for a guide to keep campaigns in your mod.

Although when you add new sides to game, the campaigns will need even further editing then described on this page to work.

Also your rulesmd your posted is now old, upload your current one if you want people to further help you. Also if your using ARES, please also Modify your ares.bat file and turn on logging as prescribed in manual, then copy the debug.txt file and post it here and we can also check any modding errors that the debugger found for you.

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Kcirevam
Rocket Infantry


Joined: 15 Jun 2011
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PostPosted: Wed Aug 03, 2011 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I didn't touch the .ini since I uploaded it so it's still the same one.

The only remaining problem is NCO, the AI now accepts playing as my side.

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Wed Aug 03, 2011 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, you could try changing the Owner on CAOUTPST; make some prerequisites on your buildings CAEPOWR instead of just POWER, same with CHARV and CAWEAP - make the prerequisite to CAREFN instead, not PROC. Put WarFactory=yes on your CAWEAP.
Quote:
Prerequisite=Barracks

For safety, change this into CAHAND for CENGINEER, CDOG and CAESAM. I don't even think BARRACKS can be in lower case. O.o

If these doesn't fix your bug, then I have no idea.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Aug 03, 2011 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do as 001010011100101110 explained. Being that your EastGen buildings only have one owner =EastGen, there's no reason to use the generic prerequisites. BARRACKS,FACTORY,TECH, etc,etc.

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