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The time now is Tue Apr 23, 2024 3:33 pm
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Ares 0.5 released
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Dec 22, 2013 1:26 am    Post subject:  Ares 0.5 released Reply with quote  Mark this post and the followings unread

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!

Announcement: https://launchpad.net/ares/+announcement/12287
Download: https://launchpad.net/ares/+download
Documentation: http://ares-developers.github.com/Ares-docs/

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Last edited by AlexB on Thu Apr 03, 2014 5:52 pm; edited 1 time in total

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sun Dec 22, 2013 2:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Congratulations on this holiday gift!
Good work, keep it up! Very Happy

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Dec 22, 2013 5:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Coolio! Good job, Alex.

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Dec 22, 2013 11:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Yay, early Christmas present Very Happy

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sun Dec 22, 2013 12:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesomeness. Good job, Alex.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Dec 22, 2013 1:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Yay, early Christmas present Very Happy


^ This.

You're really pushing out releases quickly now Smile

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Mon Dec 23, 2013 1:10 am    Post subject: Reply with quote  Mark this post and the followings unread

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

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Mon Dec 23, 2013 1:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
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.

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Nikademis Von Hisson
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PostPosted: Mon Dec 23, 2013 6:06 am    Post subject: Reply with quote  Mark this post and the followings unread

thanks A_N


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....

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Dec 23, 2013 9:24 am    Post subject: Reply with quote  Mark this post and the followings unread


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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Dec 23, 2013 9:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Only way you can make Dogs unable to attack a specific unit is via ...

1) Unnatural=yes on that Unit and the Dogs having Natural=yes

2) Dog cannot acquire target with armor which it can't attack onto.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
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PostPosted: Mon Dec 23, 2013 11:15 am    Post subject: Reply with quote  Mark this post and the followings unread

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

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Dec 23, 2013 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

In the documentation under Chain Reactions you say [Tiberium]► I presume you mean [Riparius], [Cruentus], [Vinifera], [Aboreus] & not [Tiberium] under Land Characteristics?

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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Mon Dec 23, 2013 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks guys!

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.

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zocom7
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Joined: 31 Dec 2010
Location: USA

PostPosted: Mon Dec 23, 2013 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Tue Dec 24, 2013 12:13 am    Post subject: Reply with quote  Mark this post and the followings unread

zocom7 wrote:
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.

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CCHyper
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Joined: 07 Apr 2005

PostPosted: Tue Dec 24, 2013 12:17 am    Post subject: Reply with quote  Mark this post and the followings unread

zocom7 wrote:
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.


Piss off back to kindergarten, you have no idea of the internal structure or complexity of some things.

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Dec 24, 2013 1:04 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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=======================
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=======================
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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Dec 24, 2013 3:30 am    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
Thanks guys!

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.......

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Tue Dec 24, 2013 4:31 am    Post subject: Reply with quote  Mark this post and the followings unread

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. Wink

NvH: Hehe, no problem Very Happy

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Dec 24, 2013 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
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.

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luxycomplex
Cyborg Soldier


Joined: 03 Nov 2012

PostPosted: Tue Dec 24, 2013 4:26 pm    Post subject: next:VH Monster Reply with quote  Mark this post and the followings unread

I hope Veinhole monster and related logic (ex: veins harvesting and chem missile) will be  available at the next version... Very Happy

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.. Laughing

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..

Dennis himself seem not a member at ppm, only mentioned by several member in some posts like:
mims123 http://www.ppmsite.com/forum/viewtopic.php?highlight=dennis&t=34625
and
secondwtq http://www.ppmsite.com/forum/viewtopic.php?highlight=dennis&t=32911

Merry CM. to everyone who celebrate it..

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pd
Laser Commando


Joined: 19 Jun 2005
Location: Gone

PostPosted: Tue Dec 24, 2013 6:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Congrats on yet another release! Smile 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!

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Tue Dec 24, 2013 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Fri Dec 27, 2013 11:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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vord
Medic


Joined: 25 Apr 2013
Location: Senippilihp

PostPosted: Sat Dec 28, 2013 12:58 pm    Post subject:  Game Crashing Reply with quote  Mark this post and the followings unread

Thank you for the release as always  Razz  

Experiencing a game crash at startup though. Already installed the required vcredist. OS is Win7 x64. Attached syringe log below.

Thank you for any help in advance and a Happy New Year to all!   Razz



syringe.txt
 Description:

Download
 Filename:  syringe.txt
 Filesize:  199.39 KB
 Downloaded:  21 Time(s)


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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?

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Dec 28, 2013 1:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

What are you modified on your YR 1.001?

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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
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vord
Medic


Joined: 25 Apr 2013
Location: Senippilihp

PostPosted: Sat Dec 28, 2013 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just edited the icon and main menu cursor. It still works on 0.4 though.

Crash starts in 0.5rc1 and 0.5.

Can't install vcredist_arm though. Says it is not a valid win32 application. Is it needed?

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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?

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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Sat Dec 28, 2013 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

You need vcredist_x86, vcredist_arm is for ARM processors.

Afaics the mouse cursor has not been created correctly. I don't know how this can happen.

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Dec 28, 2013 2:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I fear an offset went broken and the Syringe update can't work with that.

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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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vord
Medic


Joined: 25 Apr 2013
Location: Senippilihp

PostPosted: Sat Dec 28, 2013 3:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you very much sir Alex and sir Graion. Found that I had this problem awhile back in a 0.3 version and somehow fixed it: https://bugs.launchpad.net/ares/+bug/1182777

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!  Very Happy

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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?

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Fri Jan 17, 2014 2:09 am    Post subject: Reply with quote  Mark this post and the followings unread

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 Smile

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4StarGeneral
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PostPosted: Fri Jan 17, 2014 4:40 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Bu7loos
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Joined: 27 Jul 2011

PostPosted: Fri Jan 17, 2014 5:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks 4-star.Gen ill give it a go, already did fiddle (swapping dll. and stuff) only 4.0 works for me not 5.0 or it 1st Rc.

But what is De-fragmentation anyways ? is it that disk De-fragmenter in the system tools file in windows start-up menu in accessories ?

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Fri Jan 17, 2014 7:22 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"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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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Jan 17, 2014 7:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Bu7loos wrote:
Thanks 4-star.Gen ill give it a go, already did fiddle (swapping dll. and stuff) only 4.0 works for me not 5.0 or it 1st Rc.

But what is De-fragmentation anyways ? is it that disk De-fragmenter in the system tools file in windows start-up menu in accessories ?


yep that one but its better you download some ones online if your using XP/Vista

http://en.wikipedia.org/wiki/Defragmentation

Get Defraggler/Iobit Smart Defrag...

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vord
Medic


Joined: 25 Apr 2013
Location: Senippilihp

PostPosted: Sat Mar 01, 2014 4:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

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. Very Happy

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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?

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Sat Mar 01, 2014 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Glad you sorted it out then.

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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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artemisfowl
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Joined: 21 Nov 2013
Location: Quarantine-IV, Ural Mountains Re-gen prison

PostPosted: Sun Mar 02, 2014 12:26 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun Mar 02, 2014 1:17 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sun Mar 02, 2014 1:02 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

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artemisfowl
Cyborg Engineer


Joined: 21 Nov 2013
Location: Quarantine-IV, Ural Mountains Re-gen prison

PostPosted: Mon Mar 03, 2014 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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