Posted: Sun Dec 22, 2013 1:26 am Post subject:
Ares 0.5 released
Ares 0.5 has just been released, with several features from Tiberian Sun restored and enhanced. The big feature groups are Tiberium, with Tiberium Heal, Damage and many other related logics restored, and Cloak, with lots of customizable options. Aside from that, a bunch of other long requested minor features have been implemented, like more AttachEffect options, side-specific engineers, and a way to treat all side-specific engineers or dogs as one type for Type Selection.
Ares 0.5 contains an updated version of Syringe, which has been compiled with the VC++ 2013 compiler. This means the runtime files you need to install have changed (for the first time in about four years, because we skipped one compiler update). You can find the link to the runtimes in the readme file. If you encounter problems, please post.
Happy modding as always, and also Season's Greetings and a Happy New Year where it applies!
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Dec 22, 2013 5:05 am Post subject:
Coolio! Good job, Alex. _________________ "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
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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 looked over the documentation and can't find anything on the flash bang effect. wasnt there something that could kill troops in a building without destroying the building??
what about spies/hijackers having a change to sneak by dogs _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
i looked over the documentation and can't find anything on the flash bang effect. wasnt there something that could kill troops in a building without destroying the building??
what about spies/hijackers having a change to sneak by dogs
Assaulter Logic by WW (That only allows "close-range" clearing)
And Trench Warfare
Allowing Assaulter to work via Projectiles/Ranged Attacks is in the Blueprints.
Dogs being unable to detect spies isn't possible. _________________ ~ Excelsior ~ QUICK_EDIT
about the spies that isn't true. I had a unit that I was testing with some time ago it was just something I was messing around with as a possible hero unit and I put some kind of code in the rules that dogs could not spot, can't remember what, but im gonna see if the old computer I have in the attic has anything on it. It was a sniper that could disguise. It worked.... _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
no there is something else you can do. i hope the hard drive still works. If i can find the code I used I'll post it _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
In the documentation under Chain Reactions you say [Tiberium]► I presume you mean [Riparius], [Cruentus], [Vinifera], [Aboreus] & not [Tiberium] under Land Characteristics? _________________
Not happy on this release. Sure Tsun gets some benefit out of this one, but like RA2 TR, Tsun still cannot save/load games.
I wish AlexB needs more coders to get this Ares project running faster.
Woah woahwoahwoahwoah. Woah.
Yes he could use help, always, but first of all, this is for RA2 YR so I don't see how this benefits TS at all, and the savegame bug is not something that's planned until last for multiple reasons. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Dec 24, 2013 1:04 am Post subject:
Yea, more coders wouldn't hurt. But even then, you are totally cluelessly stupid, zocom7.
Considering that there were bugs already which Alex fixed based upon RA1 code, I can imagine that indirectly Ares can support other coding projects. _________________ "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
Nikademis Von Hisson: What do spys and urban combat have to do with 0.5 being released? It should be a new topic.
Mig Eater: Yes, [Tiberium] is any type named in the [Tiberiums] list.
TBH i have no clue where the F**K i was going with that....was drinking some homemade eggnog that had too much brandy and working on some buildings and terrain tiles my...... mind wondered and then it was noon and time for bed....... _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Yeah, I'm aware of the problem with the savegames. There is no way to do work in small pieces; it will either work or not. I'm preparing for it each version, but I don't know when it will finally happen. And then it will most likely keep people from testing the next version, because that would break savegames.
NvH: Hehe, no problem _________________ QUICK_EDIT
Mig Eater: Yes, [Tiberium] is any type named in the [Tiberiums] list.
I ask because there isn't much clarification in the documentation, I can see a lot of newbies incorrectly adding the new tags to the [Tiberium] section. _________________
Posted: Tue Dec 24, 2013 4:26 pm Post subject:
next:VH Monster
I hope Veinhole monster and related logic (ex: veins harvesting and chem missile) will be available at the next version...
Cool work as usual...and congratulation for me and every TS/FS lover..muah..ha.haa...
I think I will begin to modding TS/FS using YR engine with ARES..
Save/load may be actualized on V.1.xx or above.....
Right now (I think) bug fixing and testing for new feature has priority over save/load issue..
C&C Reloaded and C&C Rewire will be happy with this release..
C&C Mashup moddder promised to use ARES too but till now no new release..
No news from Holy_Master's Reign of Steel till now, unfortunately..
The newest? comer to this 'confusing business' is Heksus with his C&C W47 Tiberian Exodus, but it seem that he is the same man known here at ppm as Dennis? (I recently realixed this based on his moddb profile, but may be I'm wrong).. a very talented modeller..
Congrats on yet another release! Seems to go smooth now, eh?
Reading a lot about savegame problems, I'd have guessed and hoped that by now, they've been figured out and sorted. Didn't we (= anybody who worked on any C&C binary extensions) just forget to extend the saving/loading routines when adding new fields to classes, or is there more involved? I recall that I didn't investigate much further than when it came to serializing object references, so I might have missed a lot of complex stuff. Good luck on this bad boy! QUICK_EDIT
For RA1 you need to read/load extra global variables if they're added and modify the code to save the game classes to use the new extended size. But Ares adds tons of new modding options and even for me serialization in ra303p is a bitch, can only imagine it being worse with Ares.
TS/RA2/YR use a different system for serialization than C&C1 and RA1 too. QUICK_EDIT
luxycomplex: The Veinhole Minster is still unknown territory for me. I don't plan working on it for 0.6.
Mig Eater: This would have been a good remark before the release. Now I hope that people take [Tiberium] as an item from the [Tiberiums] list, as they take [BuildingType] as an item from [BuildingTypes].
pd: Thanks! The extended classes indeed haven't been updated for savegames, and currently the bytes are just saved as one big chunk. This means pointers are not followed yet. There are also many other classes like custom palettes and global data that need to be serialized, and they weren't coded with this requirement in mind. Also, some values like pointers to int just cannot be saved and restored later, so certain features will need an update first. _________________ QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Dec 28, 2013 1:29 pm Post subject:
What are you modified on your YR 1.001? _________________ "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: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Dec 28, 2013 2:58 pm Post subject:
I fear an offset went broken and the Syringe update can't work with that. _________________ "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
But with a slightly different error:
Problem signature:
Problem Event Name: APPCRASH
Application Name: gamemd.exe
Application Version: 1.0.1.1
Application Timestamp: 3bdf544e
Fault Module Name: StackHash_ac05
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 00000000
Exception Code: c00000fd
Exception Offset: 74bee254
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 1033
Additional Information 1: ac05
Additional Information 2: ac0507478d1c5bd693cfc4fe3987e900
Additional Information 3: ac05
Additional Information 4: ac0507478d1c5bd693cfc4fe3987e900
Still have to see if it will work on our x86 OS (which it usually does). I'll try the reformat and swap method and hope that it will finally go through.
Thank you again for the time! _________________
Lin Kuei Ominae wrote:
Why is the picture so blurred? Do you converted it from pcx to jpg to bmp to jpg to tif to jpg to gif to jpg to png?
Hmm sadly I have a similar problem, but oh well I guess ill fiddle around just like vord if nothing else ill wait for 0.6 the more the merrier QUICK_EDIT
Before you reformat (like vord did), I would try reinstalling Visual C, Direct X, and defragmenting your files as a fragmented file could easily cause this. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Jan 17, 2014 7:22 am Post subject:
I would start with the redist first, 0.4 used VS2010, 0.5 uses VS2012.
http://www.microsoft.com/en-us/download/details.aspx?id=30679 _________________ "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
Good day to all. Managed to make 0.5 work in my x64 at last. Did a format first though, but I hope this is not needed.
In my case, I have recreated the startup crash problem when i changed something in the Nvidia control panel.
(Manage 3D settings > Global Settings tab)
When the preferred graphics processor is set to the Nvidia processor, the problem arises. Auto-select or the Integrated graphics option did the fix in my case.
Thanks again for the release. _________________
Lin Kuei Ominae wrote:
Why is the picture so blurred? Do you converted it from pcx to jpg to bmp to jpg to tif to jpg to gif to jpg to png?
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Mar 01, 2014 5:27 pm Post subject:
Glad you sorted it out then. _________________ "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: 21 Nov 2013 Location: Quarantine-IV, Ural Mountains Re-gen prison
Posted: Sun Mar 02, 2014 12:26 am Post subject:
Question for all of you. I've been searching everywhere, and I haven't been able to find out how to use Ares at all. All I know is how to run un-modded YR through Ares, but not how to mod using Ares? Any help? Thanks. _________________ All modding I do is now recreational, but Re-genesis is not forgotten. It's now a book based on a futuristic holocaust on humanity's next evolution. However, I'm pinning on my PPM hopes in voice acting. QUICK_EDIT
Why don't you read the documentation of the new ares features included in every release for example, it tells you all needed and doesn't clutter forum to have it pasted here for you.
Then modding is no different than normal game modding apart from using the new keys. QUICK_EDIT
Joined: 21 Nov 2013 Location: Quarantine-IV, Ural Mountains Re-gen prison
Posted: Mon Mar 03, 2014 8:38 pm Post subject:
Ok, now I completely understand how to use Ares. The video and documentation had made much more sense than before. Thanks for that! _________________ All modding I do is now recreational, but Re-genesis is not forgotten. It's now a book based on a futuristic holocaust on humanity's next evolution. However, I'm pinning on my PPM hopes in voice acting. QUICK_EDIT
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