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Could any of you guys tell why I instalost this setup?
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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Dec 07, 2014 11:10 am    Post subject:  Could any of you guys tell why I instalost this setup? Reply with quote  Mark this post and the followings unread

No comment.



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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Dec 07, 2014 11:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh, I forgot some data, sorry.



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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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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Dec 07, 2014 11:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Uncheck short game.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Dec 07, 2014 12:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's not the cause for sure. Same setup works on Canyon Chase II.

_________________
"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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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Dec 07, 2014 1:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

It has something to do with the BaseUnit not spawning as a reinforcement when waypoint 0 is near the bottom of the map. I'll upload an update to fix this soon.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Dec 07, 2014 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's fixed in the latest update. It happened on several maps where the first starting location was at the bottom of the map and you'd actually start from that location if Short Game was enabled.

From what I understand this is actually a bug with the reinforcement trigger which apparently often doesn't work properly if the reinforcements need to arrive from the south (even more so if it's the south-east).

For whoever is interested, the reason your MCV blows up is because it's not the BaseUnit (TS only allows one single BaseUnit after all and since the TD and RA factions need different MCVs, the MCV can't be the BaseUnit) and the actual BaseUnit is missing.
When ShortGame is enabled, a player will instantly lose when he either doesn't own either a structure or the unit specified after BaseUnit=. In DTA 1.13 this BaseUnit is actually a reinforcement that instantly arrives when the game starts; this unit is immune and invisible and it'll delete itself after a short while (around the time when you'd usually build a refinery), which means that you actually can't lose the game until then.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Dec 07, 2014 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

That was the commonality of Tiberium Garden Redux with Red Valley map.

Could that be related to why H Key doesn't take you to base location after the first base building steps?

Also noticed that skirmish lobby player location in preview map was not coming from the modified map.
Where does it come from?

Offtopic - Can this be done - Random start location places players at distant waypoints not next to each other.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Dec 07, 2014 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Could that be related to why H Key doesn't take you to base location after the first base building steps?

yes
i usually use n for next unit to get back to base or use the screen position shortcuts f9 to f12.

E1 Elite wrote:
Also noticed that skirmish lobby player location in preview map was not coming from the modified map.
Where does it come from?

the client is reading the starting waypoints from the map and calculates the position for the preview image. Then it draws the start location icon there.

E1 Elite wrote:
Offtopic - Can this be done - Random start location places players at distant waypoints not next to each other.

would be indeed a good improvement. i'm quite sure Rampastring can code that in.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sun Dec 07, 2014 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
the client is reading the starting waypoints from the map and calculates the position for the preview image. Then it draws the start location icon there.

Actually, it reads the starting waypoints, actual map size, local map size and preview image size from INI\MPMaps.ini. The rest of your post is correct.

The reason why it parses the values from MPMaps.ini instead of the map is that with this system the client will never need to parse the actual map files themselves (until you start a game), reducing startup time.

E1 Elite wrote:
Offtopic - Can this be done - Random start location places players at distant waypoints not next to each other.

Yes, it's possible although I'm not sure if I care enough for that feature.

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