Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri Apr 19, 2024 9:57 pm
All times are UTC + 0
Misc modding discoveries
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [21 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Mon Jun 09, 2014 10:07 am    Post subject:   Reply with quote  Mark this post and the followings unread

A bug report for you (too lazy to post the bug in the launchpad):
If Adjacent=0 and BaseNormal=no, this building can only be placed right next to any building with BaseNormal=yes.

_________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

_________________

Back to top
View user's profile Send private message
tomsons26lv
Cyborg Artillery


Joined: 30 Dec 2009
Location: Latvia

PostPosted: Mon Jun 09, 2014 10:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Parasite03 wrote:
A bug report for you (too lazy to post the bug in the launchpad):
If Adjacent=0 and BaseNormal=no, this building can only be placed right next to any building with BaseNormal=yes.

Parasite03 I have a bug report for you
If Parasite03's brain sees more then two sentences in a ModEnc description it fails to read and skips the third sentence
http://modenc.renegadeprojects.com/BaseNormal
"The distance you may place new BuildingTypes away from a BuildingType with BaseNormal=yes set is determined by the new BuildingType's Adjacent flag.'

_________________
Tiberian Dawn, Red Alert, Tiberian Sun ,Red Alert 2,Renegade, Command & Conquer 3,Tiberium and Tiberium Wars and Westwood related image & video archive
https://picasaweb.google.com/113361105083292812413?noredirect=1

Skype live:tomsons26
Don't forget to state who are you otherwise i'll ignore the invite

Back to top
View user's profile Send private message Visit poster's website
RehteA
Soldier


Joined: 16 Oct 2013

PostPosted: Tue Jun 10, 2014 2:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Just found a bug:

Patriot Missile and Flak Cannon don't attack jumpjet units.

Adding AG=yes to their projectiles can solve this.

Back to top
View user's profile Send private message
PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Tue Jun 10, 2014 6:35 am    Post subject: Reply with quote  Mark this post and the followings unread

That is half true. They attack quite well jumpjets like the Rocketeer and the Cosmonaut, BUT they can't attack paratroopers. Giving AG=yes as you said allows them to attack paratroopers. Tested. Smile

_________________
"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

Back to top
View user's profile Send private message Visit poster's website YouTube User URL Skype Account
deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Tue Jun 10, 2014 6:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Its on UMP Extra Fixes :3

_________________
Quote:
Humans were born for two things: to pray and be productive.


Back to top
View user's profile Send private message
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Jun 10, 2014 7:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Splitted from the Ares 0.7 Material Collection, since these are no way related to Ares.

Carry on, people.

_________________
"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...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Tue Jun 10, 2014 8:36 am    Post subject: Reply with quote  Mark this post and the followings unread

tomsons26lv wrote:
Parasite03 wrote:
A bug report for you (too lazy to post the bug in the launchpad):
If Adjacent=0 and BaseNormal=no, this building can only be placed right next to any building with BaseNormal=yes.

Parasite03 I have a bug report for you
If Parasite03's brain sees more then two sentences in a ModEnc description it fails to read and skips the third sentence
http://modenc.renegadeprojects.com/BaseNormal
"The distance you may place new BuildingTypes away from a BuildingType with BaseNormal=yes set is determined by the new BuildingType's Adjacent flag.'

I didn't mean that. If a building has these flags IT can not be placed anywhere but right next to building with Adjacent higher that 0 and BaseNormal=yes. Get it right!

_________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

_________________

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jun 10, 2014 9:16 am    Post subject: Reply with quote  Mark this post and the followings unread

[A]
Adjacent=0 ;distance how far this Building A can be placed near other buildings with BaseNormal=yes
BaseNormal=no ;means, other buildings can not use this for base expansion

[B]
Adjacent=3 ;this is not the distance other buildings can be placed near this! It's just, B can be placed 3 cells away from other buildings with BaseNormal=yes
BaseNormal=yes ;other buildings can use this for base expansion

which results in
A next to B
B next to B
No building next to A

isn't it quite logical that A can not be placed next to A, since A has BaseNormal=no!? Wink
Adjacent=0 is simply placing structures with no distance and right next to each other (like in tiberian dawn)
Adjacent is just the number of free cells a building can be placed away from any other building with BaseNormal=yes

Parasite03 wrote:
If a building has these flags IT can not be placed anywhere but right next to building with Adjacent higher that 0 and BaseNormal=yes. Get it right!

wrong! it can also be placed next to buildings with BaseNormal=yes and Adjacent=0.
It can be placed next to any Building that has BaseNormal=yes. Adjacent doesn't play a role here. It just sets the distance it can be placed away from the standing building.


So there is no bug report or any modding discovery made here. Just logic results from the way how the keys work. Of course you have to understand how the keys work to understand the resulting logics.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Jun 10, 2014 9:30 am    Post subject: Reply with quote  Mark this post and the followings unread

RehteA wrote:
Just found a bug:

Patriot Missile and Flak Cannon don't attack jumpjet units.

Adding AG=yes to their projectiles can solve this.


Whoops, sorry, read paratroopers for some reason. Embarassed

_________________
"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...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Tue Jun 10, 2014 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

From ModEnc's page on Adjacent:

Quote:
Adjacent specifies the maximum number of cells away from one of your existing buildings (that does not have BaseNormal=no set) that you may place the new building. An adjacency value of zero means the new building must be placed in contact with an existing building - there must be no gap. An adjacency value of 1 means there can be at most a 1 cell gap between an existing building and the new building.


Nothing to see here, move along..

_________________
New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years.

Back to top
View user's profile Send private message YouTube User URL
Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Tue Jun 10, 2014 8:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Urgh.....
This is what I get:

[A]
BaseNormal=yes
Adjacent=anything

[B]
BaseNormal=no
Adjacent=0 ;important. if i leave it at the default 3, it doesn't happen

Anything can be placed next to A up to Adjacent cells away from it but B. B can only be placed next to A.

_________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

_________________

Back to top
View user's profile Send private message
RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Tue Jun 10, 2014 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________


Mental Omega 3.0 Mission creator - Creator of FinalOmega: APYR 3.0 Map Editor

/ppm/'s stupidity

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jun 11, 2014 6:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Face palm!

Everything was said how it works.
Hint: BaseNormal understand its functionality.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Wed Jun 11, 2014 11:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Pffff....... I know it's functionality and how it works but I have something that is not suppoed to be like that. Why the hell don't understand it?!

_________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

_________________

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jun 11, 2014 11:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Then you can't explain it. I haven't read anything from you that isn't a logical result of the way how BaseNormal and Adjacent work.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Jun 11, 2014 12:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

You don't understand it's function.

BaseNormal=yes means OTHER BUILDINGS can be placed next to the building that has this tag.

Adjacent tells the game how far away you can place THIS BUILDING from another building that has BaseNormal=yes

A BaseNormal=no building can still be placed next to another building up to the amount of it's OWN Adjacent tag.

Back to top
View user's profile Send private message Send e-mail
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jun 11, 2014 12:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

It was explained 3 times before, i doubt your 4th explanation helps Omega.
Some people just have a too strong learn resistance.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Wed Jun 11, 2014 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I KNOW how it works. I do not need explanations on how Adjacent and BaseNormal work. I just can't explain a bug.

_________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

_________________

Back to top
View user's profile Send private message
deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Wed Jun 11, 2014 4:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

maybe they didn't consider it as a bug and please keep calm yourself, Parasite. give us a vid or animated gif of your bug

_________________
Quote:
Humans were born for two things: to pray and be productive.


Back to top
View user's profile Send private message
4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Jun 11, 2014 9:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

For the sake of this thread going on FAR too long:

Is this what you're trying to say is a bug?

This is a VANILLA [GAPOWR] with Adjacent=0 and BaseNormal=no.

If you're saying this is a bug, it's not, it's how BaseNormal and Adjacent are SUPPOSED to work.

BaseNormal=no | means you cannot place next to this.
BaseNormal=yes | means you can place next to this.
Adjacent=0 | means you can only place THIS building LESS THAN 1 SQUARE away from something with BaseNormal=yes.

Not that everyone hasn't said this already, but I'm hoping pictures help.

_________________
"Don't beg for things; Do it yourself or you'll never get anything."

Back to top
View user's profile Send private message Send e-mail YouTube User URL
deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Wed Jun 11, 2014 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral, you did it right

_________________
Quote:
Humans were born for two things: to pray and be productive.


Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [21 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 3.7056s ][ Queries: 11 (3.5058s) ][ Debug on ]