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Ares 3.0 Development
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Jul 10, 2019 8:42 am    Post subject: Reply with quote  Mark this post and the followings unread

XxpeddyxX wrote:
Didn't know there was a tag for columns, tried but nothing o_o

I've tried all sorts of numbers with NumberImpassableRows= and doesn't work, used different arts and building sizes too, even a completely passable building and it won't work.

hm
There is no such tag  Laughing Guess we should request one.
NumberImpassableRows is in wrong direction and should never work for your case.

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zenoniations
Disk Thrower


Joined: 16 Sep 2008
Location: 77th Battalion headquarter

PostPosted: Wed Jul 10, 2019 9:09 am    Post subject: Reply with quote  Mark this post and the followings unread

If defeated AI owned SW.AlwaysGranted=yes and SW.AutoFire=yes Superweapon, it still able to active that supwerweapon on some battle. (In my case, AI [AmerParadropSpecial] target its own ConsYard even if it doesn't exist and AI was defeated.)

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Last edited by zenoniations on Fri Jul 12, 2019 8:19 am; edited 1 time in total

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Wed Jul 10, 2019 10:27 am    Post subject: Reply with quote  Mark this post and the followings unread

zenoniations wrote:
If defeated AI owned SW.AlwaysGranted=yes and SW.AutoFire=yes Superweapon, it still able to active that supwerweapon on some battle. (In my case, AI [AmerParadropSpecial] target its own ConsYard even if it doesn't exist and AI was defeated.)
Also if you're an observer and get a country with an always granted SW, it doesn't appear in the sidebar but you can still click on where the icon shouldbe and use the super.. lol

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Thu Jul 11, 2019 12:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

BuildLimit=1 ignores units converted via unit conversion, might be a good idea to utilise GroupAs..

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Jul 15, 2019 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

People are going nuts these days about ray-tracing with those shiny new cards.

In other news, a guy on YT managed ray-tracing in DOS.
Any chance of ray-tracing happening here?



As a replacement for the awful lighting-system from the current light-posts, I mean.

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Jul 26, 2019 12:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:

You can upgrade the RAM easily tho. Those old laptops shouldn't have had their RAM soldered to the board yet, and generally more user-accessible than today's.
Your machine is using DDR2 RAM?


That's not how it works. Some machines have RAM limitations because of the motherboard. I have a notebook that has max 2GB DDr2. If you attack more, it crashes.

****

Anyways as for Ares, some nice features. But there are others unsolved that previous versions broke.

For example this:

Quote:
IsSonic Waves and Hardcoded Ranges
IsSonic=yes waves were hardcoded to disappear if they were farther away from their source than six diagonal cells, equaling a cell range of about 8.5. If the weapon’s range was longer than that, the sonic waves would dissolve before reaching their target.

In Ares this has been changed to use the weapon’s actual range.


This destroys the original functionality that a wave would be fired *only* at, say, 5 range but then could damege other units behind as a sort of scatter effect. Now shooting range is same as effective range, which wasn't the intended RA2 behaviour. In fact this affects Dolphin functionality of the original game.

A tag like Sonic.WavePropagation=8.5 independent of the weapon's Range= would make this moddable.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Jul 26, 2019 1:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

NimoStar wrote:
Quote:
You can upgrade the RAM easily tho. Those old laptops shouldn't have had their RAM soldered to the board yet, and generally more user-accessible than today's.
Your machine is using DDR2 RAM?

That's not how it works. Some machines have RAM limitations because of the motherboard. I have a notebook that has max 2GB DDr2. If you attack more, it crashes.

I'm pretty sure I wrote that, a long time ago.
On topic, yes, you are right, but I can't fathom why you'd ever need more than 2GB RAM attached to the board to run RA2, Ares-enhanced or not.
Unless you're doing something horribly wrong or doing too much multitasking than the machine was originally supposed to handle.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Sun Aug 04, 2019 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I discovered a bug with KeepAlive. It has worked as expected for the most part. And I'm really thankful for this tag too! I couldn't play without Short Game on anymore because every other battle would have some aircraft still existing somewhere way out of map boundaries, but now I added the tag to every PadAircraft (since they're useless without a place to land anyway).

However, in this match, I cannot complete it due to an enemy aircraft still existing. Using stealth-detecting units, it began popping up on the radar while traveling where their base was, despite it not being a cloaked unit. The weird thing is the unit isn't actually visible/there, yet does take up the cell space, and cannot be targeted. The unit disappeared for a bit, as in I could now target the area and no unit was being detected. I decided to surround the cell with laser turrets and have them firing at it expecting the unit to "reappear," which it did! Its name comes up, but again, it can't be fired and the cell is inaccessible. The unit has KeepAlive=no, and I can't say I've ever encountered this bug before, at least not where the unit is supposedly still on the map.

My guess -- don't aircraft sometimes "fall through the ground" if dropped by a Magnetron? That very well may have happened when I blasted their base with chaos gas earlier in the match, and their Magnetron went for their aircraft.



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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Aug 08, 2019 3:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Anyone experiences that sound/voices got cut when playing halfway occasionally usually after some point of the game

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Fri Aug 09, 2019 11:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Anyone experiences that sound/voices got cut when playing halfway occasionally usually after some point of the game
This sounds like your sound controls (in SoundMD.ini) are messed up, which makes sounds overlap and disable eachother. You have to be really careful with those, or stuff like this happens.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sat Aug 10, 2019 5:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

My test results on the new map events / actions. I omitted the ones that work as expected.

EVENTS

#74 Abducts Something of House
The parameter house is checked against the house of the abducted unit after it has been abducted - which can be different one from the actual abducted unit's house due to the abductor weapons being able to change owners. Might not really be a bug in logical sense but I think it goes against the idea here.

#77 Superweapon activated near waypoint
The format I gave previously for FAData.ini didn't match with the documented format for this event type. Assuming the documentation isn't wrong, following adjustments should be made:
Code:
[ParamTypes]
49=Waypoint,17,2

[EventsRA2]
77=Superweapon activated near waypoint ...,49,20,0,0,Triggers when the specified super weapon is used near the waypoint.,0,1,77,1


That said, I couldn't get it to work with any SW type even with the format fixed.

#78 TechType reverse-engineered & #79 Reverse-engineers TechType
These work, but the format I gave previously for the events for FAData.ini was wrong. Following additions/adjustments should be made:
Code:
[ParamTypes]
-2=Unused,0,2

[EventsRA2]
78=TechType reverse-engineered ...,-2,46,0,0,Triggers while the owning house has access to reverse-engineered tech type.,0,1,78,1
79=Reverse-engineers anything,0,0,0,0,Triggers when the attached building successfully reverse-engineers any tech type.,0,1,79,1
80=Reverse-engineers TechType ...,-2,46,0,0,Triggers when the attached building successfully reverse-engineers specific tech type.,0,1,80,1


#81 House owns TechType & #82 House doesn't own TechType
Can't seem to get these to work at all. The 'any house' variants seem to work just fine under otherwise identical circumstances.


ACTIONS

#147 Kill drivers of attached units
Has been mentioned before on a couple of occassions but I'll repeat it again here - this one doesn't seem to work at all.

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zhaihs
Civilian


Joined: 29 Jul 2019

PostPosted: Thu Aug 15, 2019 12:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

InitialPayload  Survivor PassengerChance random ?

[XXX]
……
Size=50
Passengers=50
InitialPayload.Types=APOC
InitialPayload.Nums=4
SizeLimit=50
Survivor.PassengerChance=100
Survivor.RookiePassengerChance=100
Survivor.VeteranPassengerChance=100
Survivor.ElitePassengerChance=100

When this unit is destroyed,not four survivors apoc,number of apoc is random ?
why?

ares version:alex30.19.174.815

Last edited by zhaihs on Thu Aug 15, 2019 12:40 pm; edited 1 time in total

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Mikesari Itten
Vehicle Driver


Joined: 04 Mar 2015
Location: Notso "The Finale" Airship

PostPosted: Thu Aug 15, 2019 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

zhaihs wrote:
InitialPayload  Survivor PassengerChance ?

[XXX]
……
Size=50
Passengers=50
InitialPayload.Types=APOC
InitialPayload.Nums=4
SizeLimit=50
Survivor.PassengerChance=100
Survivor.RookiePassengerChance=100
Survivor.VeteranPassengerChance=100
Survivor.ElitePassengerChance=100

When this unit is destroyed?not four survivors apoc,
number of apoc is random ?

Such a unit must not have Explodes=yes and Crewed=no.

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zhaihs
Civilian


Joined: 29 Jul 2019

PostPosted: Thu Aug 15, 2019 12:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mikesari Itten wrote:
zhaihs wrote:
InitialPayload  Survivor PassengerChance ?

[XXX]
……
Size=50
Passengers=50
InitialPayload.Types=APOC
InitialPayload.Nums=4
SizeLimit=50
Survivor.PassengerChance=100
Survivor.RookiePassengerChance=100
Survivor.VeteranPassengerChance=100
Survivor.ElitePassengerChance=100

When this unit is destroyed?not four survivors apoc,
number of apoc is random ?

Such a unit must not have Explodes=yes and Crewed=no.


yes,i've set it  like this.but number of apoc  is random still?
[XXX]
……
Crewed=yes
Explodes=no
;Maxdebris=3
;DebrisTypes=TIRE
;DebrisMaximums=6
;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Size=50
Passengers=50
InitialPayload.Types=APOC
InitialPayload.Nums=4
SizeLimit=50
Survivor.PassengerChance=100
Survivor.RookiePassengerChance=100
Survivor.VeteranPassengerChance=100
Survivor.ElitePassengerChance=100

besides ,If APOC is replaced with e1, number of e1 is correct

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Thu Aug 15, 2019 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

VehicleTypes aren't guaranteed to survive their transport's death no matter what survivor rate you use, especially if there are many of them inside. There is always a slight chance the vehicle won't spawn.

Might be because they take an entire cell so the game isn't able to spawn multiple of them as the cell is already occupied, or because the game has additional handling for vehicles in a transport. Either way, that's what happens.

Last edited by mevitar on Thu Aug 15, 2019 1:50 pm; edited 1 time in total

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Aug 15, 2019 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would imagine it's a pathfinding error where there's not enough space to place 4 units (only 3 open cells in pathfinding which for some reason only chooses 1 direction i.e. SE, S, SW or NW, N, NE). 3 infantry can occupy 1 cell. It works for exiting from transports because it's 1 at a time and it allows time for the space to be emptied before exiting the transport.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Thu Aug 15, 2019 2:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

It almost certainly has to do with the available space around the cell where the transport dies.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Thu Aug 15, 2019 6:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Passengers and crew use a simple method: generate a random coord near the transport, try to place. If it fails, the units to spawn are killed. No retry, no fallback. If the cells around are blocked, units are killed.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Aug 15, 2019 8:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

,,if cells around are blocked"... but how many of cells are we talking? One cell near explosion or two or...? At how many cells does it try to spawn, then terminate it and kill units instead?

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Fri Aug 16, 2019 7:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I get why it's been coded as it has, but if it could be expanded to maybe 1.5 cells around the unit, that might work better.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Aug 17, 2019 12:57 am    Post subject: Reply with quote  Mark this post and the followings unread

That means that currently it is one cell in all directions around unit right?

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Sat Aug 17, 2019 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

I would assume so, it certainly seems that way, although I may be incorrect in my observation.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Aug 19, 2019 12:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Request a tag [Warhead]->SuperWeapon=
This Warhead immediately launches the superweapon at where it denotes (same owner).
Then you can invoke a unit-delivery SW using DeathWeapon->Warhead to ensure 100% survivors Very Happy

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Aug 19, 2019 6:59 am    Post subject: Reply with quote  Mark this post and the followings unread


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m7 wrote:
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Aug 19, 2019 9:21 am    Post subject: Reply with quote  Mark this post and the followings unread

This thread is for comments & bug reports of Ares v3.0, try to keep requests to the "Ideas & suggestions" topic.

Your request is also for a modified version of Final Alert 2 which is outside the purview of Ares, so you'll need to look elsewhere for help. AFAIK no one in the community is working on hacking FA2 though, so probably the only way your request will be implemented is if you learn to do it yourself.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Aug 19, 2019 10:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
This thread is for comments & bug reports of Ares v3.0, try to keep requests to the "Ideas & suggestions" topic.

Your request is also for a modified version of Final Alert 2 which is outside the purview of Ares, so you'll need to look elsewhere for help. AFAIK no one in the community is working on hacking FA2 though, so probably the only way your request will be implemented is if you learn to do it yourself.

Wha..? No, I already have FA2 handled. I was only using it as an example/screenies so people know what I'm talking about.

I meant a "stretch" feature to force the game to fill out the whole screen/monitor, regardless of resolution.
I use DisplayChanger for FA2 for that job, but that's not an option for RA2, with or without Ares, hence the request.
I'm not sure if DisplayChanger can actually do the job and I missed something, but I tried and failed.
Maybe you'll have luck than I did.

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Tue Aug 20, 2019 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
Mig Eater wrote:
This thread is for comments & bug reports of Ares v3.0, try to keep requests to the "Ideas & suggestions" topic.

Your request is also for a modified version of Final Alert 2 which is outside the purview of Ares, so you'll need to look elsewhere for help. AFAIK no one in the community is working on hacking FA2 though, so probably the only way your request will be implemented is if you learn to do it yourself.

Wha..? No, I already have FA2 handled. I was only using it as an example/screenies so people know what I'm talking about.

I meant a "stretch" feature to force the game to fill out the whole screen/monitor, regardless of resolution.
I use DisplayChanger for FA2 for that job, but that's not an option for RA2, with or without Ares, hence the request.
I'm not sure if DisplayChanger can actually do the job and I missed something, but I tried and failed.
Maybe you'll have luck than I did.
See this post I just did https://ppmforums.com/viewtopic.php?p=580706#580706.

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zhaihs
Civilian


Joined: 29 Jul 2019

PostPosted: Sun Sep 01, 2019 2:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

My English is not good. Excuse me.

1. I want to design a troop carrier with a variety of weapons, so I set up the initial passenger A of the troop carrier.
I adding MovementRestrictedTo = Weeds to the initial passenger A to avoid the initial passenger being unloaded.

However, when one passenger B enters the troop carrier and unloads B, and another new passenger tries to enter the troop carrier, the troop carrier seems to be in a dead circle and the new passenger cannot enter.

The troop carriers must be moved to new position, new passengers could  enter carriers

Can we solve this problem? For example, add in unit attributes

Passengers. DisallowedOut = A?



2. In order to achieve some functions, I need a unit X that only attacks its own side, a target Y that is attacked by X. AttackFriendlies = yes in unit attributes, AffectsOwner = yes in warhead attributes, AffectsEnemies = yes and specific armor can achieve my goal.

But when my X,my Y  encounter the enemy Y , my X will constantly aim at the enemy Y, so it can not achieve the original function...

Can AffectsEnemies = no be added to the unit attribute?

[X]
Cost = 1000
AttackFriendlies = yes
AttackCursorOnFriendlies = yes
AffectsEnemies = no???

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Fri Nov 08, 2019 6:36 am    Post subject: Reply with quote  Mark this post and the followings unread

zhaihs wrote:
My English is not good. Excuse me.

1. I want to design a troop carrier with a variety of weapons, so I set up the initial passenger A of the troop carrier.
I adding MovementRestrictedTo = Weeds to the initial passenger A to avoid the initial passenger being unloaded.

However, when one passenger B enters the troop carrier and unloads B, and another new passenger tries to enter the troop carrier, the troop carrier seems to be in a dead circle and the new passenger cannot enter.

The troop carriers must be moved to new position, new passengers could  enter carriers

Can we solve this problem? For example, add in unit attributes

Passengers. DisallowedOut = A?



2. In order to achieve some functions, I need a unit X that only attacks its own side, a target Y that is attacked by X. AttackFriendlies = yes in unit attributes, AffectsOwner = yes in warhead attributes, AffectsEnemies = yes and specific armor can achieve my goal.

But when my X,my Y  encounter the enemy Y , my X will constantly aim at the enemy Y, so it can not achieve the original function...

Can AffectsEnemies = no be added to the unit attribute?

[X]
Cost = 1000
AttackFriendlies = yes
AttackCursorOnFriendlies = yes
AffectsEnemies = no???


NoManualUnload=yes
NoManualEnter=yes

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WoodleMyNoodle
Cyborg Soldier


Joined: 09 Apr 2018

PostPosted: Sun Nov 24, 2019 11:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey guys, is it me or does SelfHealing.CombatDelay not work?
I have this:

Code:
SelfHealing=yes
SelfHealing.CombatDelay=400
SelfHealing.Amount=100


(Crazy amount for testing)
It just heals mid-combat. (No, I dont have a tech machine shop/hospital)

EDIT:

Okay so...
I just copy pasted the code from a unit where the combat delay DID work. And it magically worked, even though there is no spelling issue whatsoever. Very strange.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Dec 02, 2019 7:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hello again, after a kinda long work break, I uploaded a new testing build (19.335.566), which contains a few fixes and few new features.

If all goes well (and it never does), I'll now focus on fixing more of the known bugs.

Minor additions
  • Fixed a regression that broke Prism Forwarding
  • House Owns Techno Type Map Event fixed
  • Fixed a distance calculation bug in the Super Weapon Near Waypoint Map Event
  • Fixed AbductsSomethingOfHouse Map Event to trigger using the original owner
  • The Kill Drivers Of Map Action uses Special house if the parameter is -1
  • Optimized Map Events testing for the presense of TechnoTypes like 60 and 61
  • Fixed squids being promoted by killing allies
  • Fixed a broken fix for non-custom spy effects, causing allies to give bonuses
  • Better support for UseChargeDrain and SW.InitialReady
  • Never grant always granted super weapons to observers
  • Fixed crash when bouncing animation damage or warhead are not set
  • Sonic wave weapons respect their Warhead's Wall setting
  • The Hunter Seeker SW now sets harvesters to go to harvest
  • Removed PrismForwarding.MyHeight for it had no effect
  • Fixed NoSpawnAlt=yes units under temporal effect always showing the no spawn body
  • Rewrote the handling of NoSpawnAlt, which should allow turrets

Breaking a few eggs
I would like to remove a few things from Ares, or change a few features, which would all break currently working INI codes:
- The AlternateFLH fallback for Prism Forwarding (it should have no effect)
- The hardcoding of Rubble Destroyed settings (already removed in this unstable)
 The following settings were hardcoded:
 Capturable=no
 TogglePower=no
 Unsellable=yes
 CanBeOccupied=no
- Some tags aren't read if a feature isn't enabled (like IvanBomb tags when IvanBomb=no). This is unlike all other tags, and undocumented. Removing this shouldn't have consequences. In the worst case, tags you have in the INIs will mean what they're supposed to mean, if they don't do now, so this is still a potentially breaking change.

All KeepAlives Destroyed Trigger Events
This works like All Buildings Destroyed trigger event 10, but will use the number of KeepAlives on the map.

The format is
87,0,<house> All KeepAlives Destroyed: Triggers when the specified house has no more KeepAlive=yes objects.

88,0,<house> All KeepAlive Buildings Destroyed: Triggers when the specified house has no more buildings with KeepAlive=yes.

These are situational and persistent.

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Tue Dec 03, 2019 8:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Removing the hardcoded RubbleDestroyed settings might actually do the opposite of breaking for me. I might be able to simplify my code and might be able to implement one of my ideas in a more desirable way.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Dec 03, 2019 8:24 am    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
Breaking a few eggs
 The following settings were hardcoded:
 Capturable=no
 TogglePower=no
 Unsellable=yes
 CanBeOccupied=no

This is temporary, right?
I mean, what replaces the functionality of those tags if they're now permanently hardcoded?

Last edited by TAK02 on Tue Dec 03, 2019 2:21 pm; edited 1 time in total

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Dec 03, 2019 9:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for your continued work Alex.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Tue Dec 03, 2019 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
AlexB wrote:
Breaking a few eggs
 The following settings were hardcoded:
 Capturable=no
 TogglePower=no
 Unsellable=yes
 CanBeOccupied=no

This is temporary, right?


Good job taking it out of the context

AlexB wrote:
I would like to remove a few things from Ares, or change a few features, which would all break currently working INI codes:
...
- The hardcoding of Rubble Destroyed settings (already removed in this unstable)


No reason for that to be temporary when it actually gives more control to the modders.

Also thanks for your work Alex.

EDIT:

    • Event 74 (Abducted Unit of a House) seems to work as intended now.
    • Event 77 (SW Activated Near WP) seems to work properly now.
    • Events 81 & 82 (House Owns TechType) seem to work properly now.
    • Action 147 (Kill Drivers) hasn't changed at all and still doesn't actually kill drivers.
    • The previously hardcoded rubble building settings are now customizable as they should.
    • The new KeepAlive events seem to work correctly.

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WoodleMyNoodle
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Joined: 09 Apr 2018

PostPosted: Tue Dec 03, 2019 2:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice to see you back!
I tested 30.19.309.1142 a couple of days ago, which actually caused a lot of freezes when playing with someone else.

I'll see how it goes in regards to 335.566

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Dec 03, 2019 2:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
TAK02 wrote:
AlexB wrote:
Breaking a few eggs
 The following settings were hardcoded:
 Capturable=no
 TogglePower=no
 Unsellable=yes
 CanBeOccupied=no

This is temporary, right?

Good job taking it out of the context

The question remains: what replaces the functionality of those tags if they're now permanently hardcoded?

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Tue Dec 03, 2019 4:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

You misunderstand. They were hardcoded for Rubble logic, but are no longer hardcoded.

My question: "Better support for UseChargeDrain and SW.InitialReady" means what exactly? Are the logics just handled more efficiently now or is there more that can utilize it?

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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Tue Dec 03, 2019 5:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm working my way back and forth through the comments, gathering what has been verified and what bugs have been reported. Sorry for the late and unordered answers.

@XxpeddyxX: I split GroupAs= from a proposal to also group BuildLimit=, because the latter is very complicated to get right. I thought about working on that just a few months ago, and there's no satisfying and easy solution to this problem. I delayed this for now.

Regarding docking cells (July): Wouldn't it almost make more sense to define a new set of tags like the foundation for all passable cells, so you could have rows, columns, corners, ... on all sides of the building?

@4StarGeneral:The SW was initially set to the status "charging" if it were UseChargeDrain=yes, even if the SW was initially ready. Now it gets the status "ready". So you should now see the correct text on the cameo.

@TAK02: Migrating the Rubble to the new Ares requires you to add the following four lines (which I should have mentioned earlier):
 Capturable=no
 TogglePower=no
 Unsellable=yes
 CanBeOccupied=no
This un-un-hardcodes the previously hardcoded settings, which the latest build un-hardcodes. Mind that this manual fix wouldn't add a new hardcoding, as the four lines can be changed again at will later.
The added freedom is supposed to be permanent, I fear. Deciding not to use a freedom is using the very freedom to do so; thus, you have no choice but to use it, so choose wisely.

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zhaihs
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Joined: 29 Jul 2019

PostPosted: Wed Dec 04, 2019 3:46 am    Post subject:   Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Request a tag [Warhead]->SuperWeapon=
This Warhead immediately launches the superweapon at where it denotes (same owner).
Then you can invoke a unit-delivery SW using DeathWeapon->Warhead to ensure 100% survivors Very Happy


I think it's a good idea.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Dec 04, 2019 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

zhaihs wrote:
cxtian39 wrote:
Request a tag [Warhead]->SuperWeapon=
This Warhead immediately launches the superweapon at where it denotes (same owner).
Then you can invoke a unit-delivery SW using DeathWeapon->Warhead to ensure 100% survivors Very Happy


I think it's a good idea.
Just need to provide some way to materialize units from thin air, either via weapon or animation. I didn't suggest animation because most animation is ownerless. If would be very cool if Ares can add owners to weapon firing animation and warhead explosion animation. Also need to fix that animation weapon loses its owner from its animation.

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WoodleMyNoodle
Cyborg Soldier


Joined: 09 Apr 2018

PostPosted: Thu Dec 05, 2019 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would it be possible for -1 duration attacheffects on buildings to switch owner once the building has been captured?
Maybe a tag for engineers to EMP a building for a couple of frames when entering?
That should refresh the attacheffect, right?

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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Thu Dec 05, 2019 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why not simply a AttachEffect.RecreateOnCapture=yes or something like that. I'm always for direct solutions than for shoehorning in some unrelated logics to achieve something completely different.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Dec 05, 2019 7:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Let me derail this topic #Tongue

Are we ever getting waypoint mode for airplanes and buildings or will that break too much? Yes, it's rather pointless for buildings, but how hard is it to enable it for the few nutjobs we have?
I know a certain youtuber who's been testing the game could use such a feature for accurate measurements for his test videos.

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WoodleMyNoodle
Cyborg Soldier


Joined: 09 Apr 2018

PostPosted: Fri Dec 06, 2019 12:25 am    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
Why not simply a AttachEffect.RecreateOnCapture=yes or something like that. I'm always for direct solutions than for shoehorning in some unrelated logics to achieve something completely different.


Well yes, obviously.
Figured something like that would have been added already if it had such as direct solution as you say it has, thus suggested an indirect workaround.

Can't say I am knowledgable enough in regards to coding Ares to know what you can fix easily and cannot.

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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Thu Jan 02, 2020 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do assume that what's there is there for a reason. But do not assume that what's not there is absent for a reason as well. It's more likely that no one ever requested it, or that there simply was no time to add it, or there was no one would would have added it yet. Smile

Remind me after Ares 3.0 is finished. I'll post some news about it soon. The RC is available with a new Syringe and preliminary documentation, but i'll announce it properly soon.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Thu Jan 02, 2020 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cheers Alex, the version number still claims it as "2.0P1" though, I assume that's an oversight on your part with updating the version numbers?

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westwood
Civilian


Joined: 23 Sep 2010

PostPosted: Fri Jan 03, 2020 3:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:
Cheers Alex, the version number still claims it as "2.0P1" though, I assume that's an oversight on your part with updating the version numbers?


The checksum of Ares.dll in 3.0rc1.rar is b5d8964e, same with the one in ares_2.0p1.zip, so I guess Alex mistakenly uploaded the wrong version. Let's hope Alex will upload the correct version soon Smile

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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Sat Jan 04, 2020 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread


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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Sat Feb 01, 2020 5:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Defeated players can use AlwaysGranted supers. Using latest release.

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