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Phobos project :: Ares-compatible YR engine expansion
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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Thu Oct 29, 2020 7:36 pm    Post subject:  Phobos project :: Ares-compatible YR engine expansion
Subject description: A small sidekick of Ares brought to you by Gluk-v48 & Co.
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Logo artwork by CCHyper

Recently Gluk with help of me and one more guy started a new small (for now) YR engine expansion project to accompany Ares. It's nowhere as big, polished or functional as Ares but we still have something to offer to our fellow mod developers.

Worth noting that it's fully compatible with Ares, it's open-source and it has working save/load support based on Ares 0.A code.

Contributions are very much welcome.
https://github.com/Belonit/Phobos

Latest build: https://github.com/Phobos-developers/Phobos/releases

Support Gluk: https://www.patreon.com/belonit
Support me: https://www.patreon.com/kerbiter

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Last edited by Kerbiter on Thu Nov 12, 2020 12:16 pm; edited 3 times in total

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Thu Oct 29, 2020 7:55 pm    Post subject: Build 0 (initial devbuild) Reply with quote  Mark this post and the followings unread

Initial development build binary. The only requirement to be able to use it is Syringe. Submit bugs preferably either to repository (issues tab) or to me in Discord (Kerbiter#3128 on Discord, or just visit Mod Haven in my signature).

https://github.com/Belonit/Phobos/releases/tag/build-0

- Full-color RGB PCX graphics support
- 3 new warheads
 - [Warhead]?TransactMoney= (integer - credits)
   This many credits are added to warhead owner's credits when the warhead detonates. Use a negative number to subtract credits. Defaults to `0`
 - [Warhead]?SpySat= (boolean)
   Reveals the map to the warhead owner when the warhead detonates. Defaults to `no`
 - [Warhead]?BigGap= (boolean)
   Reshrouds the map for all opponents when the warhead detonates. Defaults to `no`
- Save/load support
- Ability to specify custom gamemd.exe icon via -icon command line argument followed by absolute or relative path to an *.ico file (f. ex. gamemd.exe -icon Resources/clienticon.ico)
- Disable black dot spawn position markers on map preview
- SHP debris now has their hardcoded shadows controlled by Shadow= flag (defaults to no)

Download removed, scroll down for a newer build.

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Last edited by Kerbiter on Tue Nov 17, 2020 6:54 am; edited 1 time in total

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Musketmarine
Medic


Joined: 14 Feb 2020
Location: Texas

PostPosted: Thu Oct 29, 2020 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Stupid question, but full color RGB for PCX means I can save it as any bit size and it'll work in the game?

Edit: Yes, it does

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Augusto
Cyborg Soldier


Joined: 18 Apr 2005
Location: Argentina

PostPosted: Fri Oct 30, 2020 1:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Whoa! Excellent Project!! This is compatible with last Ares versions?

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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Fri Oct 30, 2020 1:20 am    Post subject:   Reply with quote  Mark this post and the followings unread

Augusto wrote:
Whoa! Excellent Project!! This is compatible with last Ares versions?

You can check it out. Wink

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Augusto
Cyborg Soldier


Joined: 18 Apr 2005
Location: Argentina

PostPosted: Fri Oct 30, 2020 1:26 am    Post subject: Re: Build 0 (initial devbuild) Reply with quote  Mark this post and the followings unread

Kerbiter wrote:

 - [Warhead]?TransactMoney= (integer - credits)
   This many credits are added to warhead owner's credits when the warhead detonates. Use a negative number to subtract credits. Defaults to `0`


I suggest the possibility of a warhead losing money to the enemy on impact. It can be used when attacking a refinery or for harvesters to lose some of the collected metal when they are hit.

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Fri Oct 30, 2020 6:53 am    Post subject: Reply with quote  Mark this post and the followings unread

TransactMoney is good, I wish there was something like TransactMoney.Affects=invoker/owner/enemies. (Or AffectAllies/Owner/Enemies is enough)

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Fri Oct 30, 2020 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Will the SpySat or BigGap tags ever be customizeable? I like the idea of a smoke screen ability, but I also would like it to only affect specific players too :p

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Mon Nov 02, 2020 8:54 am    Post subject: Reply with quote  Mark this post and the followings unread

To whoever moved the topic to Ares subforum - please move it back to RA2 one, this is NOT and addon for Ares, it's just compatible with it. It doesn't require Ares to function, at least at this point.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Nov 02, 2020 12:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thought it would be better to put it in the Ares forum were it will get more attention, rather then let it get lost among the randomness of the general RA2 editing forum.

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Mon Nov 02, 2020 9:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe then rename Ares subforum to "Engine Modding" or "Engine Extensions" or "Reverse Engineering"? #Tongue

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Tue Nov 10, 2020 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Development Build 1 is out!

WARNING: SAVE GAMES FROM DIFFERENT VERSIONS OF PHOBOS ARE NOT COMPATIBLE!

Changes:

- PCX loading screens of any resolution that are centered (and cropped if bigger than the actual resolution); depends on Ares tag File.LoadScreen=
- Disable black dot spawn position markers on map preview ([LoadingScreen]->DisableEmptySpawnPosition= (boolean) in uimd.ini)
- Building upgrades placeable on ally or enemy buildings, controlled by PowersUp.Owner=Self,Ally,Enemy (mix and match the values separated with commas, for example you can make powerplant upgrade be applicable to allies and yourself by specifying PowersUp.Owner=Self,Ally in the INI). Defaults to Self
- Deployed.RememberTarget= (boolean) - makes vehicle-to-building deployer not lose the target on deploy. Defaults to no
- Fixed the bug when the mind control link was broken on vehicle-to-building deployment and it permanently changed owner
- Ability to hide the unstable warning by specifying the build number after -b= as a command line arg. (for example, -b=1 would hide the warning for build 1). Please, test the features (especially online and edge cases) before disabling it, we can't test everything Smile
- Customizable laser disk radius via [WeaponType]->DiskLaser.Radius= (double) (in voxels). Defaults to 38.2, which is roughly the default radius used for vanilla saucer.

Remember, development builds are only briefly tested. Please, test new features if you want to help the development!

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Last edited by Kerbiter on Tue Feb 23, 2021 10:40 am; edited 2 times in total

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Tue Nov 10, 2020 10:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kerbiter wrote:

- Fixed the bug when the mind control link was broken on vehicle-to-building deployment and it permanently changed owner


I thought Alex "Fixed" that by not letting you undeploy the building?

If you're running Ares too, is that change reverted?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Nov 11, 2020 7:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Kerbiter wrote:
Fixed the bug when the mind control link was broken on vehicle-to-building deployment and it permanently changed owner

Isn't building-to-vehicle packup also broken/prevented?

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Wed Nov 11, 2020 1:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

sample text



.PNG
 Description:
 Filesize:  305.41 KB
 Viewed:  16599 Time(s)

.PNG



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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Nov 11, 2020 7:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

I realize this is an odd build and I should get into discord at some point, but for sake of completeness I jumped through a couple 3.0's with the same results:

With Ares 3.0rc3 20.228.1093:

DiskLaser.Radius working.

Mind control link bugfix working as intended.

DisableEmptySpawnPosition=true working as intended.

Deployed.RememberTarget= not working on:
Code:
[MTNK]
Primary=LaserShotgun
PipScale=Ammo
PipWrap=2
Reload=75
ReloadAmount=4
Ammo=8
EmptyReload=75
DeploysInto=GTGCAN
Deployed.RememberTarget=yes

[GTGCAN]
Deployed.RememberTarget=yes
UndeploysInto=MTNK

[LaserShotgun]
Damage=50
Projectile=LShotgunProj
Range=6
ROF=12
Speed=100
ProjectileRange=1
Bright=yes
Ammo=4
;IsHouseColor=true
;LaserOuterSpread= 0,0,0
;LaserDuration = 15
;IsLaser=true   ; this flag tells the game to use the special laser draw effect
Warhead=HE
Anim=GUNFIRE

[LShotgunProj]
Arm=1
Shadow=no
Ranged=yes
Image=DRAGON
ROT=15
AA=no
AG=yes
Splits=yes
RetargetAccuracy=0%
RetargetSelf=no
Cluster=9
AirburstWeapon=75mm

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Thu Nov 12, 2020 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

I was Correct, Phobos does *not* override ARES's "Cannot undeploy MC'd conyard" BS, if it's not a complete override, can we at least have a fkn toggle button or something?

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FS-21
Cyborg Soldier


Joined: 09 Dec 2002
Location: Spain

PostPosted: Thu Nov 12, 2020 12:53 am    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
I realize this is an odd build and I should get into discord at some point, but for sake of completeness I jumped through a couple 3.0's with the same results:

With Ares 3.0rc3 20.228.1093:

DiskLaser.Radius working.

Mind control link bugfix working as intended.

DisableEmptySpawnPosition=true working as intended.

Deployed.RememberTarget= not working on:
Code:
[MTNK]
Primary=LaserShotgun
PipScale=Ammo
PipWrap=2
Reload=75
ReloadAmount=4
Ammo=8
EmptyReload=75
DeploysInto=GTGCAN
Deployed.RememberTarget=yes

[GTGCAN]
Deployed.RememberTarget=yes
UndeploysInto=MTNK

[LaserShotgun]
Damage=50
Projectile=LShotgunProj
Range=6
ROF=12
Speed=100
ProjectileRange=1
Bright=yes
Ammo=4
;IsHouseColor=true
;LaserOuterSpread= 0,0,0
;LaserDuration = 15
;IsLaser=true   ; this flag tells the game to use the special laser draw effect
Warhead=HE
Anim=GUNFIRE

[LShotgunProj]
Arm=1
Shadow=no
Ranged=yes
Image=DRAGON
ROT=15
AA=no
AG=yes
Splits=yes
RetargetAccuracy=0%
RetargetSelf=no
Cluster=9
AirburstWeapon=75mm


You did it wrong with the remember tag.
Your unit behavior is like a Tick Tank and this case the tag is only for the AI.
Maybe you tried the Nod artillery that for firing you needed to deploy first, in this case you need:
DeployToFire=yes in the vehicle code.

If my memory is wrong & unless the code changed the new tag is only in the building.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Nov 12, 2020 9:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, should've tried DeployToFire= as it was indeed necessary. Now it works, so I can confirm it all works in 3.0.

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Thu Nov 12, 2020 3:21 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Mon Jan 18, 2021 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Phobos and all it's previously published versions and sources are now licensed under LGPL v3! Most importantly that means that any derivatives must stay open-source in order to compy with the license.

- Extended sidebar tooltips
 - uimd.ini flags to control the new tooltips:
   - [ToolTips]->ExtendedToolTips=no (boolean) controls whether the extended tooltip or the vanilla tooltip would be drawn at sidebar. Extended tooltips don't use TXT_MONEY_FORMAT_1 and TXT_MONEY_FORMAT_2. Instead you can specify cost, power and time labels with the next tags
   - [ToolTips]->CostLabel= (CSF key) specifies the character or label to display to denote cost in an extended tooltip instead of default $ sign
   - [ToolTips]->PowerLabel= (CSF key) ditto for power generation/consumption instead of default ? U+26A1 sign
   - [ToolTips]->TimeLabel= (CSF key) tritto for SW recharge time instead of default ? U+231A sign
 - [TechnoType/SWType]->UIDescription= (CSF key) - description text which is shown in sidebar on hover over a unit or SW, won't show up if not specified
- Fixed a bug when switching build queue tabs via QWER didn't make tooltips disappear
- Win/lose themes ([Side]->IngameScore.WinTheme= (theme id) and [Side]->IngameScore.LoseTheme= (theme id))
- Switch hardcoded sidebar button coords to GDI sidebar ([Side]->Sidebar.GDIPositions= (boolean))
- Ability to hide healthbar with [TechnoType]->HealthBar.Hide= (boolean)
- Savegames are now filtered by Phobos version too, doesn't break Ares' version filtering (using build number or stable version number)

Download it here or if you don't have access to GH from attachments. Also there are now nightly builds produced by GH Actions on every push, check repo for details.



Phobos-b2.zip
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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Mon Jan 18, 2021 9:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

P.S. Included font is made by me and my mate from interwebz and among everything has the two new characters mentioned in the changelog.



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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Mon Jan 18, 2021 9:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Downloaded! Will check maybe later, currently I am still busy with some shps, but I have to try once this Phobos.
Hey, have you talk with AlexB yet regarding that matter?

Also, is this what I mean? ,, [TechnoType/SWType]->UIDescription= (CSF key) - description text which is shown in sidebar on hover over a unit or SW, won't show up if not specified" - Basically like in Generals when you hover over tank ,,fire laser against infantry and missiles. Strong vs. tanks..."

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Mon Jan 18, 2021 9:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
Downloaded! Will check maybe later, currently I am still busy with some shps, but I have to try once this Phobos.
Hey, have you talk with AlexB yet regarding that matter?

Also, is this what I mean? ,, [TechnoType/SWType]->UIDescription= (CSF key) - description text which is shown in sidebar on hover over a unit or SW, won't show up if not specified" - Basically like in Generals when you hover over tank ,,fire laser against infantry and missiles. Strong vs. tanks..."


I'll answer with some pics. Ignore the missing char, was just testing.


P.S. The buildtime didn't make it into this devbuild cause that depends on AlexB providing the interface for calculating buildtime with Ares in Phobos (here's the answer to the other question Wink )

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Tue Jan 19, 2021 12:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Whoa that is amazing! I like it. How does your code look like? I want to mimic that amd try it how would it turn out.

Kerbiter wrote:
P.S. The buildtime didn't make it into this devbuild cause that depends on AlexB providing the interface for calculating buildtime with Ares in Phobos (here's the answer to the other question Wink )

Oh, I did not mean on this specific matter, I meant have you talked with AlexB regarding that thread we discussed recently? You need to continue to work, but Ares seems closed , it is not open source, AlexB did not provided  all necessarily stuff. Then somebody said that you guys will contact him on skype.

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Tue Jan 19, 2021 1:32 am    Post subject: Reply with quote  Mark this post and the followings unread

What do you mean "the code"? Those are default when you set ExtendedToolTips to yes in the new [ToolTips] section of UIMD.ini. Just specify an UIDescription for a TechnoType/SWType and it will be displayed. Oh and be sure to use the font I provided #Tongue

Yeah I am communicating with Alex on the matter, as far as things go he's pretty positive about the stuff but nothing specific yet.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Tue Jan 19, 2021 3:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh, nevermind that. I though of csf text to simulate that.
Anyway, I just tested some stuff


[ToolTips]
ExtendedToolTips=yes
It works!I like it! Great improvements man! Totally refreshing.


[INIT]
HealthBar.Hide=yes
And as you can see, works here. Also I did pcx cameo with rainbow, supposed to have million colors (not resized picture). And it works awesomely!

But this thing does not work
[LoadingScreen]
DisableEmptySpawnPosition=yes

I put this in UImd.ini as supposed. And I still see black dots when game loading.

EDIT: OH. Can you make IsSimpleDeployer tag to work for infantry? Because that tag works only for vehicles, so  it prevents Infantry to Infantry transformation on double click because there is no deploy cursor for infantry http://ares-developers.github.io/Ares-docs/new/typeconversion.html

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Tue Jan 19, 2021 9:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Apologies, initially tag was written with a typo, and now it's fixed to DisableEmptySpawnPositions.

I'd like to but unsure if I'll get to that, the request list is basically endless so it's hard to choose what to work on #Tongue

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Tue Jan 19, 2021 10:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

BTW. To everyone who wants to help the project - you can write docs! You just need a GH account for that, then you can proceed to fill up the wiki from the feature list.

The docs should contain illustrations, so you're free to make screenshots/gifs (should be in native resolution, not too big/long/busy and shouldn't contain stuff like uncropped window elements or whatever) from your mods using the features and link them in a screenshot subtitle as a way to thank you guys for the help. That would allow us to spend more time doing actual features Wink

This is the main wiki page: https://github.com/Phobos-developers/Phobos/wiki
Use already existing doc parts as an example on how to write remaining docs.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Jan 20, 2021 2:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Kerbiter wrote:
Apologies, initially tag was written with a typo, and now it's fixed to DisableEmptySpawnPositions.

No problem man! Just tested and it works!
And I tested those tags as well
[SAFlame]
TransactMoney=1000
SpySat=yes

If you compare two pictures, you will notice that whole map is revealed in minimap, and look credits! I am rich! Very Happy
This works for me.

Kerbiter wrote:
I'd like to but unsure if I'll get to that, the request list is basically endless so it's hard to choose what to work on #Tongue

Where is this list? I want to see requests if possible.
Oh but infantry to infantry transformation is cool! Walking rocketeer/cosmonaut to flying, engineer to mechanic, GI to bunkerable GI with stronger strength and immunities.... And my Halloween SHPS! Man to werewolf, vampire to bat and other funky combos! Very Happy Unfortunately, infantry cannot use IsSimpleDeployer=yes tag to work.

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Kerbiter
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Joined: 05 Jun 2018

PostPosted: Wed Jan 20, 2021 10:40 am    Post subject: Reply with quote  Mark this post and the followings unread


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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Jan 20, 2021 12:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Outdated? I downloaded last one, since black dots are removed. it says there that it is updated yesterday.

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Kerbiter
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Joined: 05 Jun 2018

PostPosted: Thu Jan 21, 2021 11:58 am    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
Outdated? I downloaded last one, since black dots are removed. it says there that it is updated yesterday.


On the first screenie it shows build 2, on the last - no build number (that is buil 0).

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Jan 21, 2021 12:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

OH, I may accidentally switch versions, I had two folders of game for some reason. I did not notice that. Do you release new build to test something else?

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Kerbiter
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Joined: 05 Jun 2018

PostPosted: Sun Jan 24, 2021 10:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
OH, I may accidentally switch versions, I had two folders of game for some reason. I did not notice that. Do you release new build to test something else?


We've been busy with fixing the bugs that cropped up since the latest build and also writing docs - check them out!

https://github.com/Phobos-developers/Phobos/wiki

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MasterHaosis
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Location: Serbia

PostPosted: Mon Jan 25, 2021 1:01 am    Post subject: Reply with quote  Mark this post and the followings unread

I checked it, I am satisfied. here is something for you, two more features tested. NOSTR: Ares tag also works for Phobos UIDescription= tag, you forgot to write in docs.
Like this:
[INIT]
UIDescription=NOSTR:Powerful minder!


Also, PCX loading screens seems to work, but cause I cannot take screenshot from loading games I pictured it with phone. You see VOX tv mark Smile which means that it really works.

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Mon Jan 25, 2021 7:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is a bugfix devbuild release.

- Fixed a bug when multiple tooltips displayed one over another on battlefield units/buildings.
- Fixed a bug when upgradeable buildings list was case-sensitive.
- Fixed a bug when UIDescription was overridden with an empty value if map rules had an entry for this TechnoType/SWType.

Font is unchanged from the previous build.

EDIT: Removed obsolete download.

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Last edited by Kerbiter on Tue Feb 23, 2021 10:39 am; edited 1 time in total

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Thu Jan 28, 2021 5:40 am    Post subject: Reply with quote  Mark this post and the followings unread

This looks epic.

What have you got in the pipeline?

Exploding overlays?  Very Happy  Very Happy  Very Happy

That would be explosion animation on tiberium damage

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Ich-Henker
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Joined: 06 Aug 2015
Location: Germany

PostPosted: Tue Feb 16, 2021 8:08 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Thank you for this quality engine enrichement, glad to see some additional development! The updated fond and tooltips really freshens up the game!

With Ares 3.0 I can confirm working as intended:

1. Enhanced Tooltips [with updated fond]
2. Low priority for box selection
3. Extended building upgrades logic [self,allies,]

Did not work or suggestion:
1. I could not get [Mind control maximum range] to work - the tag neither worked on the controlling unit, the warhead or the controlled unit. Where does the tag go to? the docu only says techno type.

2. Remember target when deployed should not be bound to deploytofire so it can work on siege chopper like units with them keeping their two weapons.

3. Make an occupied building able to fire anti air and anti ground fire at the same time if there are infantry units inside of wich one can fire at land targets and another is able to fire at air targets with their speified occupy weapons.

4. Make BigGap=yes able to affect all players not just enemies.

Thanks again, brilliant work!  Cool

Last edited by Ich-Henker on Wed Feb 17, 2021 6:25 pm; edited 1 time in total

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Maikhoamkv
Medic


Joined: 31 Oct 2020

PostPosted: Wed Feb 17, 2021 1:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Seeing armor is awesome ...

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Mon Feb 22, 2021 11:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Mind control range is an upcoming feature, the docs don't support multiple versions yet, we're gonna solve that later.

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Mr.Hymn
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Joined: 01 May 2020

PostPosted: Tue Feb 23, 2021 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hi I am just put this in the uimd.ini

[ToolTips]
ExtendedToolTips=yes

and use this in my unit

[BLKAPOC]
UIName=NOSTR:Black Apocalypse Tank
UIDescription=NOSTR:Dark and Mean!

It doesn't show up. Did I missed anything or don't understamd something?

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maestro21
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Joined: 25 Feb 2008
Location: Philippines

PostPosted: Tue Feb 23, 2021 8:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

In RA2MD.ini:

[Phobos]
ToolTipDescriptions=yes ; bool


required, I think. try with this one, and turn back to us ,OK ?

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4StarGeneral
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Location: Limbo

PostPosted: Tue Feb 23, 2021 9:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

According to the documentation ToolTipDescriptions= should default to yes.

I believe UIDescription= does not take Ares' NOSTR: tag so you must make a CSF entry.

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Mr.Hymn
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PostPosted: Wed Feb 24, 2021 1:40 am    Post subject: Reply with quote  Mark this post and the followings unread

But MasterHaosis says NOSTR: Works too.

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MasterHaosis
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Location: Serbia

PostPosted: Wed Feb 24, 2021 11:50 am    Post subject: Reply with quote  Mark this post and the followings unread

[INIT]
UIDescription=NOSTR:But MasterHaosis says NOSTR: Works too

Very Happy Very Happy Very Happy
It is only limited to some number of characters. Now, lets bug Kerbiter to make those character number limit longer! I think it was 20 and something.

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m7
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Joined: 17 Apr 2009

PostPosted: Wed Feb 24, 2021 9:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Now, lets bug Kerbiter to make those character number limit longer! I think it was 20 and something.


Funny you should say that, don't think it's going to happen though.  #evil

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MasterHaosis
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Location: Serbia

PostPosted: Thu Feb 25, 2021 12:11 am    Post subject: Reply with quote  Mark this post and the followings unread

I know I know... that was just silly joke. Those guys must be overwhelmed by requests and work at their place already.

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Mr.Hymn
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PostPosted: Thu Feb 25, 2021 9:26 am    Post subject: Reply with quote  Mark this post and the followings unread

I did all that in RA2MD and uimd but still does not. Everything else is working properly. Only tooltips doesn't work.

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Fri Feb 26, 2021 10:08 am    Post subject: Reply with quote  Mark this post and the followings unread

The way NOSTR is implemented is a mistake and shouldn't have been done like so because it makes proper translations that are version-independent and don't trigger the cheat detection of a client impossible. Also it's limited to 26 characters I think.

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