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NPatch Extended finally released!
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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Sun Jan 02, 2011 6:41 am    Post subject:  NPatch Extended finally released! Reply with quote  Mark this post and the followings unread

First of all, thanks to both pd and CnCVK(all the same, since VK may have made a lot of mistakes, but his great efforts should never be forgotten).



Hey man I'm glad to tell you that after a 2-month-long march the NPatch Extended finally comes! ReadMe is included in the archive.

Totally 99 bugs in original YR/NP have been fixed and 25(Just now I found I dropped one, this used to be 24) new features have been added.

However, since I can hardly understand VK's codes the NPExt project has been terminated. In other words, from now on, I only answer for the bugs caused by the "extended codes", which means bugs in original YR/NP will NOT get fixed any more. I may start a new project, to build a completely new patch, that will be compatible with but more stable than NPatch. Thanks for your interesting in NPExt!!


==================================================

NPatch Extended Manual

Version NPatch Extended #169(NPExt #169)
Last Updated On 12/30/2010

Written by LH_Mouse
Translation LH_Mouse, kenosis
Collation kenosis
Translation Finished On 1/2/2011
=============================================================================================
Catalog
1. Foreword
2. New Features & Instructions
3. Bug Fixes
4. Obsolete Tags
5. Modification Needed on Origional INI
6. Integrating Samples
7. Bugs that Have Not Been Fixed Yet
8. Special Thanks To
=============================================================================================

1. Foreword
---------------------------------------------------------------------------------------------
This is a test version of NPatch Extended(NP Ext) and may be unstable. If you encounter a
bug, mail the except.txt with some descriptions to lh_mouse@126.com(if any). Bugs are not defined
only IEs. If a feature does not work correctly, that's a bug too. But before that, please check
your ini(on original NP, at least) to make sure it's caused by the engine not your ini.
It should be noted that nearly all new tags in NPExt are replacement of uselss old tags.
This keeps the structure of the program and avoids problems in situations such as Saving/Loading.
Therefore, at least NP Ext won't be less stable than original NP.


2. New Features & Instructions
---------------------------------------------------------------------------------------------
Note that the structure of some codes here may be incomprehensible, which means that, you
may think the code should be "like this", but actually it is "like that". To avoid wasting
time, please read this carefully first.
About the default values: If you don't set new tags, they'll use default values that,
don't affect what original game behaves like. E.g. vehicle to vehicle deployment is extended
from the original IsSimpleDeployer logic. If you don't add any new tags on SCHP, then it will
behave like that in original game and not be changed at all.

1. Vehicle to vehicle deployment
The original IsSimpleDeployer can only change the image of a unit. Now in NPExt, you can make
a vehicle deploy into another totally new one.

[VehicleType] ; Only VehicleType is supported.
IsSimpleDeployer=yes ; Required, since this new logic is extended from the original IsSimpleDeployer.
TrueConversion=[yes/no] ; Really converts into the new unit rather than just changes the image.
; Note that this is unreversable. However you can make the deployed unit
; deploy back.
UnloadingClass=[VehicleType] ; The unit to deploy into. Do not omit this or you'll get an IE.
DeployingAnim=[Animation] ; The animation to play during the unit's transformation.
DeploySound=[Sound] ; The sound to play AT THE END of the transformation. If you want to
; play a sound at the beginning of the transformation, please add it as
; the StartSound of the DeployingAnim above.
DeployingFacing=[int] ; This vehicle must turn to this direction before it can deploy.
; This value defaults to -1, which means that ground vehicles can deploy
; at any direction, helicopters have to turn to [AudioVisual]\DeployDir first.
; You can set this to -2 so all vehicles are allowed to deploy at any direction.

2. Promotion of Infantry Inside a Battle Fortress
In original YR and NP, when a soldier in a battle fortress killed an enemy, only the fortress would get the experience.
NPExt provides a new tag to control experience distribution in such situations:

[VehicleType]
OpenTopped=yes ; Passengers can shoot out.
TrainPassengers=[yes/no] ; If set to yes, the soldier gains the experience instead of the BF, unless he is
; already elite or not trainable at all, in which case the BF gains the experience instead.

3. New EMP Logic
  I rewrited most of VK's EMP codes and now, EMP behaves just like it does in C&C:Generals - Zero Hour.
No changes need to be done on old codes while new codes are available.

[AudioVisual]
ActivateSound=[Sound] ; General sound to play when a unit(not a building) is disabled by EMP.
DeactivateSound=[Sound] ; And when EMP effect fades away.

[TechnoType]
EMPHardened=[yes/no] ; Whether this unit is immune to EMP. Defaults to no.
; EMP only affects such units:
; (1) Infantry with at least one of Organic=no, Cyborg=yes, JumpJet=yes and BalloonHover=yes,
; and without EMPHardened=yes;
; (2) Vehicles and aircraft without Organic=yes or EMPHardened=yes;
; (3) Buildings without Powered=yes or EMPHardened=yes, note that the engine doesn't check
; whether the building is "really" powered(that has a negative Power value) or not.

ActivateSound=[Sound] ; These are used to override general settings.
DeactivateSound=[Sound] ;

[WeaponType]
Damage=500 ; EMP duration.
Warhead=EMPuls

[EMPuls]
EMEffect=yes
CellSpread=[float] ; Just like normal damage.
PercentAtMax=[float] ; PercentAtMax and Verses are also used to calculate actual EMP duration.
Verses=[Verses] ;
AnimList=[AnimationType] ; The anim to play when the warhead detonates.

NB: EMP now works with animation and particle's warheads.

Units disabled by EMP will be drawn dark and can neither move or attack. Hover vehicles will land on the ground(and if on
water, it'll sink immediately). Any air unit(a flying AircraftType, or a VehicleType with JumpJet=yes or BalloonHover=yes and
in the air) hit by EMP will immediately crash, if they do not have EMPHardened=yes.

4. AI Production Control
In original game, when an AI player is allowed to build multiple factories, he will start to "clone" units ignoring BuildLimit.
This is a serious kind of cheating. In NPExt, this behavior is still enabled by default, however 2 new tags are provided to
control AI production. All these tags defaults to no:

[General]
DisableAIParallelProduction=[yes/no] ; Whether should we prevent AI factories from "cloning" units.
EnableAIBuildLimitation=[yes/no] ; Are AI players allowed to build units beyond their BuildLimit?

Warning: If you set EnableAIBuildLimitation to yes, make sure that ANY AI Player is ALWAYS allowed to build AT LEAST ONE BuildType
among each of these series of buildings: PowerPlants, Refineries and base defenses; and it is strongly recommended not to
use negative BuildLimit on AI-buildable buildings. Such settings will probably cause AI to stop producing any building in
a later game.

5. Mind Controller Can Gain Experience
When a mind-controlled unit kills an enemy unit, the controller unit is allowed to exploit some experience.

[General]
MindControllerGainExperienceRatio=[Percent] ; this percent of experience is given to the controller, the rest is given to the
unit himself.

Note: This tag defaults to 0. If you set it to 100% or more, the controlled unit will gain nothing. Besides, If the controlled
unit is not trainable, both the controlled unit and the controller unit won't gain anything.

E.g. You use a Yuri Clone to control a Rhino Tank to kill a Prism Tank when MindControllerGainExperienceRatio is set to 30%,
then your Yuri Clone gets 30% of the total experience of $1200(which is $360), and the tank gets $1200-$360=$840.

6. Cyclic Gattling System
A unit with a normal gattling system will change weapons over time, and once reaches the last stage, it no longer change its
weapon unless it stops firing. NPExt provides a new type of gattling system, that when a unit with this system reaches the last
stage, it drops down to its (Elite)Stage1 and start changing weapons all over again.

[TechnoType]
IsGattling=yes ; Must have this to activate this logic.
IsCyclicGattling=yes ; Return to (Elite)Stage1 if the last stage is met.

7. Addtional Prism Support Delays
If you make prism towers trainable in your mod, though the PrismShot(E) of a veteran or elite tower fires more frequently, the
support beam's ROF is still a constant defined by [General]\PrismSupportDelay. In NPExt, this can be modified using two new tags.
Note that each of these tags has a default value of 45.

[General]
PrismSupportDelayVeteran=[int] ; Firing a support beam takes a veteran Prism Tower offline for this long.
PrismSupportDelayElite=[int] ; Firing a support beam takes an elite Prism Tower offline for this long.

7. Battleship-style Units
A "battleship-style unit" is a unit that has multiple barrels, and fire from them one by one uniformly instead of firing a
number of shells from all of them together.

[TechnoType]
Primary=[WeaponType]
UseROFAsBurstDelays=[yes/no] ; Setting this to yes has the same effect as setting each of BurstDelay[0-3] to the weapon's ROF.
; However in original NP BurstDelay[0-3] can only be used on VehicleTypes, while UseROFAsBurstDelays
; can be used on all TechnoTypes.
UseAlternateFLH=[yes/no] ; If set to yes, the unit's AlternateFLH[0-4] are added on the normal FLHs for shell no.0-4. This
; also prevents the FLH's left-and-right transformation. E.g. if the unit has a Burst=8 on its
; primary weapon, then the FLH for the first shell is PrimaryFireFLH+AlternateFLH0, the FLH for
; the second shell is PrimaryFireFLH+AlternateFLH1, and so on. The engine only parses AlternateFLH[0-4],
; so the FLH for the sixth shell is PrimaryFireFLH+AlternateFLH0.

[WeaponType]
Burst=[int] ; These two logics require a burst greater than 1 to work.

9. Custom Animation Warhead
In original YR, animation damage always uses the warhead [CombatDamage]\FlameDamage2 defined in RulesMD.ini, unless the animation's
ID is INVISO, in which case [CombatDamage]\C4Warhead is used instead. In NPExt you can use a custom warhead. To realize this, simply
add a Warhead= tag under that section in ArtMD.ini, and if omitted, all animation damage uses [CombatDamage]\FlameDamage2 by default.
EMP and screen-shaking logic are supported.
Note that you won't get kills using animation damage.

10. Enhanced Screen Shaking Effect
In origional YR [AudioVisual]\ShakeScreen is valid but has little effect(let's say "little", not "none", since this can provide
an IE if you set it to 0 by accident...). NPExt has enabled this effect when you destroy a building. If a building is destroyed in
your battlefield view, and that building's max strength is greater than ShakeScreen, the screen will get shaken. The amplitude is
calculated like this: A = 3log(2)MaxStrength - 2log(2)ShakeScreen. Again, this is a "local" shake that only the building is destroyed
in your view can your screen get shaken. A zero or negative ShakeScreen will prevent the screen from shaking. Double note, a zero
ShakeScreen will lead to an IE in original NP!
Shaking logic on weapons is also enhanced:

[WeaponType]
Warhead=[WarheadType]

[WarheadType]
WeaponShakeXlo=[int] ; These four are used to produce a local shake when the weapon is fired by a unit.
WeaponShakeXhi=[int] ;
WeaponShakeYlo=[int] ;
WeaponShakeYhi=[int] ;
ShakeXlo=[int] ; And these four are used to produce a global shake when the warhead detonates.
ShakeXhi=[int] ; It's worth mentioning that this logic has been extended to Lightning Storm warhead
ShakeYlo=[int] ; and Psychic Dominator damage warhead.
ShakeYhi=[int] ;
IsLocalShake=[yes/no] ; If set to yes, this warhead triggers a local shake instead of a global shake upon impact.

11. Custom Scatter Radius
I think I don't need to explain too much...

[ProjectileType]
Inaccurate=yes ; Required.
FlakScatter=yes ; Required.
ScatterRadius=[float] ; Default is 0 which means uses [CombatDamage]\BallisticScatter. Other value overrides the general setting.

12. Structure Count in AI Base Planning
Modders used to add fake factories to make AI build more factories. However an unwitting player will get annoyed when he captures
a factory with a great deal of effort and eventually finds it cannot produce anything! In NPExt you no longer need to add factory clones.
A tag is provided to decide how many buildings should an AI player build in his base.

[BuildingTypes]
AIBasePlanningCount=[int] ; No differences from adding factory clones. Again that this should never be greater than the building's
; BuildLimit. Defaults to 1. This is a do...while loop so a value of 0 has the same meaning as a value of 1.

Actually no difference from Fake ones.But they are Real factorys.Should always be no larger than build limit.

13. AI Super Weapon Targeting
In origional game IsTemple、IsPlug and IsHoverPad can be used by the AI to decide how he uses his SW. However these three tags have
such low priorities that they're always overridden by other characteristics. For example a building with Power=200 and IsPlug=yes will
be considered a power plant instead of a plug. I rewrote some codes here and replace these old tags with new ones:

[General]
AIIonCannonSpecialOneValue=[Int:H,M,E] ; Hard, Medium, Easy. See comments about AIIonCannonValues in RulesMD.ini.
AIIonCannonSpecialTwoValue=[Int:H,M,E] ;
AIIonCannonSpecialThreeValue=[Int:H,M,E] ;

[BuildingType]
AISWTargetingSpecialValue=[int] ; Default is 0, which means pick automatically. If set to 1,2 or 3 it will override all the other characteristics
; on that building, force the AI using AIIonCannonSpecialOneValue, AIIonCannonSpecialTwoValue or
; AIIonCannonSpecialThreeValue. A value of 4 or greater is not supported and has the same meaning as 0.

14. Custom Cloak Sound
You can specify cloaking sound and uncloak sound for each unit now!

[AudioVisual]
DecloakSound=[Sound] ; Generic sound for units when they emerge. Defaults to CloakSound here.

[TechnoType]
Cloakable=yes
CloakSound=[Sound] ; These are used to override general settings.
DecloakSound=[Sound] ;

15. "Safe" Kill
Imagine a terrorist, carrying kilograms of explosives, has just kidnapped some hostages. You're the sniper asked to shoot the terrorist.
In such a situation, blowing the explosives on the terrorist could obviously kill him, with the hostages of course. I don't think any one
would do this.The only way is to hit that terrorist's brain with a single shot, and that will kill him without threatening the hostages'
lives. In NPExt a tag is provided that can realize this effect.

[WarheadType]
SuppressesInfantryDeathWeapon=[yes/no] ; This warhead kills infantry without triggering his DeathWeapon.

16. 3D Warhead Damaging
In original YR warheads detonates excatly on the ground are unable to damage air units, however with only a little more elevation it
will be able to, e.g. a demo truck blows up on a high bridge would kill most aircrafts near by. For consistency in NPExt all warheads
are allowed to damage air units no matter where it detonates, as those in C&C:Generals do. I also tripled the altitude intercept when
the engine calculates the distance from the explosion center to the affected unit(Considered air units are higher than before. This
is used only by codes and has no visual effect at all). Then if you don't want demo trucks to be too imbalance, add this tag on
[DemobombWH]:

[WarheadType]
IsFlatExplosion=[yes/no] ; "I never affect aircraft, even if I explode in the air."

17. Ripple Effect
In original NP a ripple ring is visible where an ion cannon or psychic dominator is fired. In NPExt you can add such an effect on
any warhead by adding a new tag on the specified warhead, note this is a visual effect only and is not supported on animation warheads
or particle warheads:

[WarheadType]
UseRippleEffect=[yes/no] ; Enable this effect.

18. Alternate Image on Water
This feature allows a vehicle to use an alternate image on water, which is used on APC in Tiberium Sun. Currently this feature
collides with IsSimpleDeployer. This may be fixed later. Note that the engine also checks whether this vehicle is really "on" water
(not above water), so if you added it on a hover vehicle it only works when the vehicle is being repaired in a shipyard(in which
case the vehicle will land on water).

[VehicleType]
AlternateOnWaterArt=[yes/no] ; Whether should this VehicleType use an alternate image on water.
UnloadingClass=[VehicleType] ; Like IsSimpleDeployer, specify another VehicleType to hold the image.

19. Non-crashable Aircraft
In NPExt, setting Explodes=yes on an AircraftType will make it blow up in the air instead of crashing onto the ground when killed.

20. Enhanced Airburst Logic
In original YR, Airburst and AirburstWeapon are used by the same logic that both controls the path and the weapon to spawn of
a projectile. NPExt splits this into two individual logic, that Airburst controlls the path, and AirburstWeapon is always spawned
upon the projectile's impact no matter what Airburst is. The Cluster tag is used to decide how many AirburstWeapon one projectile
should spawn when it hits. Note that no matter how much you set Cluster to, the scattering ares is still a 3x3 square. To realize
the original airburst effect, set Cluster to 9.
Setting Cluster to 1 here has an amazing usage: Since adding Vertical=yes and DetonationAltitude=0 on the AirburstWeapon's
projectile would cause the spawned projectile to blow up as soon as it is spawned, the entire process would look like a single
projectile triggered two different warheads. Further more, this logic can nest with each other! So it is possible to fire a number
of warheads in a single shot! If you are using this logic, be careful, do not make any loops(e.g. A is B's AirburstWeapon, B is C's
AirburstWeapon, and C is A's AirburstWeapon) or a game freeze will occur.

21. Individual Parachute for Paradropped Tanks
This now works exactly as the comments on BombParachute in RulesMD.ini. Paradropped infantry will use [General]\Parachute and
paradropped tanks will use [General]\BombParachute.

22. Trainable Aircraft Carriers
If you set Trainable=yes on both a VehicleType that can spawn aircrafts and the AircraftType it spawns, when a spawned aircraft
kills an enemy unit, both the spawned aircraft and the spawner unit will gain the same amout of experience(calculated in costs).

23. Bunker Busters
In Generals:Zero Hour, Flash Bangs/Dragon Tanks/Toxin Trucks are able to clear UC buildings, but are unable to clear Battle
Bunkers; US fighters equipped with Bunker Busters can clear both UC Buildings and Battle Bunkers, but cannot clear Internet Centers;
while a Nuke Cannon upgraded with Neutron Shells can clear all buildings above. NPExt provides such a new logic:

[BuildingType]
CanBeOccupied=yes
BunkerProtectionLevel=[int] ; The "intensity" of this warhead to penetrate garrisonable buildings. Can be positive or negative:
; (1) If the warhead's BunkerPenetrationLevel is postive and greater than the building's
; BunkerProtectionLevel, then the last soldier entered that building will be killed if the building
; is hit by this warhead;
; (1) If the warhead's BunkerPenetrationLevel is negative and the absolute value is greater than the
; building's BunkerProtectionLevel, then all the soldiers entered that building will be killed if
; the building is hit by this warhead.

[WarheadType]
BunkerPenetrationLevel=[int] ; The "resistance" of this building being penetrated. If this value is negative then the building will
; be able to be penetrated be any warhead.

Note: This logic does not work on Bio Reactors. Also if you use it on a Warhead that has a great CellSpread then because damage
is calcluated more than once then you will be able to kill multiple soldiers with a single shot.

24. Warhead that Doesn't Affect Enemies
This logic is copied from the original AffectsAllies logic. If set to yes this also prevents the unit from targeting enemy units.

[WarheadType]
DoesntAffectEnemies=[yes/no]

25. Turret-specified Rate-of-Turn(ROT)
This may mostly be used on Battleships, as they have large bodies that may turn at a quite low rate, while you don't wish their
turrets to turn at the same rate.

[VehicleType]
TurretROT=[int] ; The ROT of the turret, default to -1 which means equal to the unit's ROT.

Note: Not sure whether works on buildings' turrets. Use original ROT please.


3. Bug Fixes
---------------------------------------------------------------------------------------------
1. <Moderate> The button malposition in Random Map Generator has been corrected.
2. <Critical> Due to VK's carelessness, a custom LightningStorm super weapon in a map file would always cause an Internal Error
at the end of map loading process. This has been fixed and the LStormSounds=[SoundList] tag is working now.
3. <Moderate> The CreateUnitSound=[SoundList] on Yuri Cloning Vats's function has been restored.
4. <Critical> In original NP, if a soldier was killed by Genetic Mutator and then during the mutation animation a tank ran onto
the cell where the Brute was going to be spawned by accident, the animation would stay at the last frame and try to place the Brute
each frame. In this process, the engine would allocate memory for the brute each frame but would not free the memory if the Brute
could not be spawned. As the game went on, the memory leak would be worse and worse and finally the game would grind to a halt.
NPExt frees the memory correctly and fixes this bug forever.
5. <Critical> In original NP, if you defined a [General] section in a multiplayer game mode INI file or a map file without redefining
the PrismSupportModifier value, each time you defined such a [General], the value of PrismSupportModifier would be multiplied by 100,
which caused Prism Towers to making extremely high damage. In NPExt this no longer happens.
6. <Critical> In a multiplayer game in original YR, if MCV Repacks was on, then a human player could get free infantry via picking Sell
button and then clicking his construction yard, and quickly re-selecting it then ordering it to repack before it was actually sold.
Besides, if you set both Unsellable=no and Crewed=yes on an undeployable building(such as YAREFN), when you ordered it to "sell", it
would be repacked instead of being sold. NPExt fixed those bugs that, a selling construction yard could no longer be repacked, you
no longer get a crew when order a building to repack by clicking sell, and a repacking building(considered the crew inside has escaped)
won't kick the same crew again when destroyed.
7. <Important> In original YR, a unit with a weapon whose warhead had a Temporal=yes tag could gain experience by killing friendly units,
and could gain double experience by killing eney units. This is no longer he case.
8. <Critical> In YR 1.001, a vessel repairing in a shipyard seemed immune to any external damage that could not be destroyed by conventional
weapons. This is no longer the case.
9. <Critical> An AI player used to be more likely to target their Nuclear Missile or Lightning Storm on a player's cloaked units.
In NPExt AI will ignore such units.
10. <Important> In original YR a human player were allowed to use a Guard command on enemy harvesters to stop it from working. In NPExt
this is no longer allowed.
11. <Critical> After a human player picks the Chronosphere source, if the Chronosphere becomes on hold(e.g. when the player goes into low
power or the building is infiltrated), the player is still allowed to pick the chrono target and activate the Chronosphere. This
is not allowed any more. If a human player goes into low power in such a situation, the ChronoWarp super weapon will be canceled.
12. <Important> In original YR buildings both with SensorArray=yes and Powered=yes could not detect cloaked objects. NPExt fixed this bug so
these buildings will be able to detect cloaked objects as long as enough power is supplied.
13. <Moderate> In original YR a jumpjet vehicle would not trigger its DeathWeapon when crashed onto the ground, unless the vehicle had
BalloonHover=yes. In NPExt all air units will trigger their DeathWeapon upon impact onto the ground.
14. <Moderate> In original NP, Magnetic Beams, Radiation Beams, Sonic Beams and NP new Beams always took their FLH(and AmbientDamage and
Warhead, if any) from their unit's Primary weapon(or Weapon1). In NPExt these Beams will take their FLH from the correct weapon.
15. <Moderate> A spawned aircraft can no longer be selected despite the Selectable=yes on it.
16. <Moderate> In original YR if a human player built a number of war factories and queued a lot of vehicles that the primary WF could
not cope with the rapid exit cycle, the engine would search for alternate exits. However the engine only search for the same
BuildingType with the same ID. In NPExt this logic has been expended to all buildings with the same Factory and Naval tags.
17. <Moderate> A human player cannot establish the rally points of their shipyards onto land any more.
18. <Moderate> A building up/selling off Prism Tower is no longer allowed to support another one.
19. <Moderate> In original YR if a unit was pulled by a Magnetron, though the unit was not moving on its own force, it would still play
its MoveSound. In NPExt such units will not play their MoveSound. Besides, a jumpjet vehicle pulled by a Magnetron will not move at
an abnormal speed and will not crash when destroyed.
20. <Moderate> In original YR player might hear noises which should not be played(e.g. the Robot Tank's DeactivateSound) while the map
was loading. This should not happen any more.
21. <Moderate> In original YR, if a player ordered a unit to enter a Hover Transport which was grabbed by a Squid, the Hover Transport
would start moving and go ashore, then broke away from the Squid. In NPExt a player cannot order his units to enter such transports.
22. <Moderate> Due to VK's carelessness, the laser effect in original NP was not drawn correctly. IsBigLaser logic only worked on blue or
green lasers and such lasers would always be drawn using IsBigLaser logic instead of original IsLaser logic. In NPExt lasers will be
drawn using proper logic.
23. <Moderate> In original YR the roof of a war factory which just produced a helicopter would look closed because the player just switched
his battlefield view away and back. This should not happen any more.
24. <Moderate> If you selected a vehicle in a war factory and order it to move, the vehicle may be blocked in the factory and can not
come out until the factory is sold or destroyed. In NPExt such units are no longer able to be selected.
25. <Moderate> A human player can no longer order a Seal or Tanya to blow up a building on radar map.
26. <Important> In original YR, if a Terror Drone jumped into a helicopter then the helicopter took off and was destroyed in the air, the
Terror Drone would appear right on the ground under the helicopter. In NPExt the Terror Drone will appear at the same altitude as
the helicopter and fall onto the ground, thus destroyed.
27. <Moderate> In original NP if you ordered a Repair IFV to repair vehicles, you would receive a ChronoLegionAttack sound. In NPExt you'll
recieve the VoiceIFVRepair voice.
28. <Moderate> If you select a unit which has not completely unwarpped, you will get an attack cursor on friendly units when you press
Ctrl+Alt. Now you'll get a Guard cursor instead.
29. <Important> In original YR even if a transport helicopter was destroyed on the land, passengers could not get out, unless the helicopter
had Crashable=no. In NPExt passengers are able to escape if the helicopter does not have Explodes=yes.
30. <Important> In YR 1.001 if you ordered a Tanya or Boris to attack/sabotage a building, then garrisoned it or captured it with an Engineer
or Yuri Prime, the Tanya or Boris wouldn't stop attacking and would destroy your own building. This no longer happens in NPExt.
31. <Moderate> Dolphins and Squids are no longer allowed to be repaired in a shipyard.
32. <Important> Aircraft are now able to repaired by a Tech Machine Shop if they don't have MissileSpawn=yes.
33. <Critical> Player used to be able to infiltrate a friendly building with a Spy and an Engineer. In NPExt a Spy trying to infintrate a
friendly building will be kicked out.
34. <Moderate> In original YR, the Soviet Battle Bunker was designed not to kick occupants out if it when its strength was in red condition. However
if you order the occupants to leave then they would not be able to enter again. In NPExt soldiers are allowed to garrison a Battle Bunker
whose strength is in red condition.
35. <Critical> If a injured vehicle stops on the bib of a injured building(such as a war factory, service depot, tank bunker, and so on),
then use a Repair IFV to repair it, the building will get repaired at the same time. In NPExt this no longer happens.
36. <Moderate> Fighters in an AFHQ are now able to be repaired by a Repair IFV.
37. <Moderate> Player cannot repair a vehicle with Organic=yes using a Repair IFV any more.
38. <Moderate> If a soldier exposed to radiation was killed by a warhead with InfDeath=1 or 2, before he is "completely" dead, he'll be killed
by the radation again. In NPExt this should not happen any more.
39. <Moderate> A building erasing by a Chrono Legionnaire will no longer display a poweroff anim on it, while an EMPed building will do.
40. <Moderate> Some units have a VoiceSecondaryWeaponAttack but don't have a VoiceSecondaryEliteWeaponAttack, which causes those units to lose
alternative voices as soon as they gain elite. In NPExt VoiceSecondaryEliteWeaponAttack is forced to default to VoiceSecondaryWeaponAttack
instead of none, so this is now fixed.
41. <Moderate> A human-controlled unit are no longer able to target an iron-curtained unit.
42. <Important> If soldiers in a Battle Fortress keep shooting an AI-controlled Prism Tower or Tesla Coil, the tower will fail to fire and keep
charging and charging. Also, if a number of units shoot at an AI-controlled unit at the same time, that unit will keep changing its target
and become blunt. In NPExt these should not happen any more.
43. <Moderate> In original YR the Aegis Cruiser's missiles were not symmetrical(those shot to the left side are more than those shot to the
right side). In NPExt thay'll be symmetrical.
44. <Moderate> A unit with a Suicide=yes weapon is designed to make damage by trigger its DeathWeapon when it attempts to fire the weapon,
ignoring the Explodes=no on it. However this only works on the unit's Primary weapon of Weapon1. A suicide weapon on Secondary slot will
kill that unit but won't trigger its DeathWeapon if the unit does not have an Explodes=yes tag. In NPExt this logic has been corrected
that suicide weapons work on non-Primary weapons.
45. <Moderate> If a player selects his Construction Yard/MCV, then press the Type Select button, his other MCVs/Construction Yards will not be
selected any more.
46. <Moderate> A player can no longer select a dying or crashing infantry.
47. <Important> If an iron-curtained unit keeps shooting an AI-controlled Prism Tower, then that tower won't shoot that unit though iron curtain
effect has faded. This no longer appears.
48. <Important> In original YR a ShrapnelWeapon used to be able to damage paradropping infantry. NPExt prevents this from happening.
49. <Moderate> If you select a war factory which is not completely deployed, then set it to the primary factory, when a unit has just finished
its construction, it'll come from that unfinished factory and be blocked in it. This no longer happens.
50. <Important> In original YR a player could order fighters to land on any building(even a service deport or shipyard) via pressing Alt key.
In NPExt this is no longer allowed.
51. <Important> In original YR Seals or Tanya in an OpenTopped vehicle would play their EnterWaterSound or LeaveWaterSound when that vehicle
went cross a shore. This no longer happens.
52. <Important> In original YR if you enclosed a garrisoned building and then double click that building to order occupants to leave, then that
building would be "emptied". In NPExt if occupants fail to leave then nothing will happen.
53. <Important> In original YR a building with SensorArray=yes would use its CloakRadiusInCells as the radius of the reference circle then a
human player tried to place it. In NPExt this has been fixed to SensiorsSight.
54. <Critical> The so-called "infinite running fire", which caused by a unit, with a weapon that have a Burst greater than 1, losing its target
because his owner ordered it to stop or the target was destroyed, has been fixed forever.
55. <Important> In original YR the units' promotion was not calculated correctly. The engine always took the "cost ratio" from the owner of the
killed unit, that an enemy Industrial Plant would speed up your vehicles' promotion by killing enemy non-vehicle units, and slow down your
units' promotion by killing enemy vehicles. NPExt fixed this bug that both the killer and the killed unit will take the cost ratio from
their owners respectively and correctly.
56. <Moderate> Now in multiplayer game, when a player is defeated, his UC buildings and tech buildings will be given back to Neutral house
instead of being destroyed.
57. <Moderate> A player will no longer be predicated defeated when he garrisons a building with his last soldier if Short Game if off.
58. <Moderate> In original YR if a ship was grabbed by a squid, then the squid's owner was defeated, though the squid had died, the ship could
not move. Now the ship will be released.
59. <Moderate> Now a veteran/elite unit with a weapon that has a particle system attached can gain ROF bonus if its ROF is greater than that
particle system's lifetime(or the MaxEC of the particle of the particle system).
60. <Critical> In original YR the Neutral house receiving a Construction Yard by accident always led to an Internal Error. In NPExt this should
not happen any more.
61. <Moderate> In original YR a Yuri Clone in a Battle Fortress was allowed to mind control a unit, but after he left the BF he could no longer
get back. In NPExt a Yuri Clone can get into vehicles when he is controlling a unit.
62. <Moderate> In original YR if a Yuri Clone in a BF controlled a unit, then the BF entered a Landing Craft, the mind control link would always
be drawn from where the BF entered the LCRF. In NPExt the link will be drawn from the LCRF.
63. <Moderate> In original YR if a Yuri Clone in a BF controlled a unit, the mind control link would only be visible when you select the controlled
unit. In NPExt it will also be visible when you select the BF.
64. <Moderate> In original YR if you used a Yuri Clone to mind-control a cloaked unit, the ring on his head would reveal where he was. In NPExt
a cloaked unit won't have any ring on his head.
65. <Moderate> In original YR if a building was exactly half-damaged, though it was drawn as "damaged", the BuildingDamageSound was not played.
NPExt fixed this bug.
66. <Moderate> The promotion of soldiers in a UC building was not calculated correctly. The experience would always be given to the soldier who was
going to fire instead of who had just fired. In NPExt the experience will be given to the correct soldier.
67. <Important> In RulesMD.ini there are some comments like this:
; A 0% means no force fire, no retaliate, no passive aquire
; A 1% means no retaliate, no passive aquire
; A 2% means no passive aquire
However, a float math bug caused 2% to be used when 1% broke down. NPExt fixed this bug so both 1% and 2% are working exactly as described.
68. <Important> Now using an engineer to capture a mind-controlled building will break the mind-control link.
69. <Moderate> A Tanya or Seal on water will no longer "prone" when being attacked.
70. <Moderate> When a unit is freed from mind-control, the human player will no longer recieve MindClearedSound if he is neither the owner of the
controller unit nor that of the controlled unit.
71. <Moderate> An Industrial Plant no longer provides a cost bonus to those vehicles with Organic=yes.
72. <Moderate> A unit with NavalTargeting=6 can no longer be ordered to attack clear water surface.
73. <Moderate> In original YR if you sold an attacking Gattling Cannon, though the cannon had stopped attacking, the firing sound was still played.
In NPExt the sound will be terminated.
74. <Moderate> If you set CanPassiveAquire=yes on a Magnetron, when it's levitating a unit, select it and press S, though the Magnetron has stopped
attacking, the unit will still fly towards the Magnetron. In NPExt the levitated unit will be dropped.
75. <Moderate> Sometimes a Magnetron would levitate a unit without drawing a MagBeam. In NPExt this should no longer happen.
76. <Important> If you disabled super weapons in the Skirmish menu, then went back and started a Campaign game, super weapons in that game would be
disabled. In NPExt this is no longer allowed.
77. <Moderate> Attack Sub and Dolphin(that have LandTargeting=1 on them) used to be able to attack trees on the land. This is no longer allowed.
78. <Moderate> In NPExt the Type Select button works with buildings. Additionally, if you select one of your war factories then press this button,
each of your war factories will be selected, whether it is an Allied, Soviet or Yuri factory. A Cloning Vats will be considered Barracks.
79. <Moderate> In original YR if a warhead had just caused a screen-shaking effect, then quit the current game and started a new one, the shaking
effect would be carried over to the new game. In NPExt this no longer appears.
80. <Moderate> In NPExt a player will get Kills by using a Psychic Dominator to kill buildings.
81. <Moderate> Now a human player will recieve an our-base-is-under-attack alert when one of his buildings is C4'd.
82. <Moderate> In original YR if a unit was set to start as veterans, the cameo of that unit was still normal. In NPExt such units will use
their AltCameo instead.
83. <Moderate> In original YR if you infintrated a war factory then all naval units would recieve their AltCameo(though theses units didn't start
as veterans). In NPExt naval units will only use their AltCameo when set to start as veterans.
84. <Moderate> In original YR, a unit, with a weapon that has Arcing=yes on its Projectile, could not attack units on high bridges, even the
Projectile also had SubjectToCliffs=no. In NPExt such a unit is allowed to attack units on bridges.
85. <Moderate> An AI-controlled Magnetron used to be able to pull a long MagBeam from an out-of-range unit. This is no longer allowed.
86. <Important> The ratios of "boons" provided by Secret labs were not calculated correltly in original YR. The later a boon appeared in the list,
the less likely it was to be chosen. If the last boon(should be GTGCAN in original YR) was not chosen by the first Secret Lab on the map then
it could not be chosen by any other labs. Besides, if the count of Secret Labs on the map was greater than the count of boon types that could
be provided, all Secret Labs would be empty. The Westwood used to hope Secret Labs wouldn't provide duplicate boons, obviously they failed to
write the algorithm correctly. NPExt re-wrote the algorithm correctly and fixed these bugs.
87. <Moderate> Now, an AI-controlled repair vehicle can repair friendly units.
88. <Moderate> If you modified an InfantryType in you map or MP mode ini file without re-defining the InfantryType's Pip and OccupyPip, when you
ordered such a unit to enter a vehicle/UC building, you would see another (corrupted) pip image. In NPExt this is no longer the case.
89. <Moderate> In original YR if you picked a super weapon then pick the Repair/Sell button or select some units by pressing a number key, the
super weapon would still be selected and show its reference circles around the mouse cursor. This should not happen any more.
90. <Moderate> In original YR if battlefield control went offline when at least one of the direction keys was pressed, the battlefield view
would keep scrolling until the same key was pressed and released again when battlefield control went back on line. In NPExt the view will
not keep scrolling if battlefield control is not online.
91. <Moderate> Sometimes a cruise missile launched by an elite Boomer Submarine might turn into a normal one(and use the normal damage & warhead).
In NPExt this should no longer happen.
92. <Moderate> Units are no longer allowed to attack other units that are immune to their weapons. In other words, you'll no longer get an attack
cursor on an enemy unit if it is immune to the unit(s) you selected. Note if a unit cannot attack its target with its Primary weapon, it'll
not use its Secondary weapon either. All supported logic are: ImmuneToRadiation logic, ImmuneToPoison logic, ImmuneToPsionicWeapons logic,
DoesntAffectEnemies logic, and NP new immunity logic. Note AffectsAllies logic is excluded for some reasons.
93. <Moderate> In original YR paradropped tanks would not be placed exactly at the center of a cell, and if you destroyed it in the air then any
unit would be unable to pass that cell. In NPExt these bugs have been fixed.
94. <Moderate> In original NP if you destroyed a Slave Miner with a Lightning Storm or Psychic Dominator(if you modified its warhead to let it can)
then the slaves would join the Neutral house rather than the house that liberated them. In NPExt the slaves will join the house that liberates
them.
95. <Moderate> In original YR the Oil Derrick's rocker arm was designed not to animate until the Oil Derrick was captured by an engineer. However
if you damage a neutral Oil Derrick to half strength then the arm would start animating. NPExt prevents this from happening.
96. <Moderate> In original NP a crashing Rocketeer might still be attacked and made damage to the unit under it. This should not happen any more.
97. <Moderate> In original YR the video back buffer was enabled by default(until you disable it by adding [Video]\VideoBackBuffer=no in RA2MD.ini).
This could obviously slow down the game on modern computers and also invited Internal Errors when the buffer overflowed. In NPExt the buffer
is disabled by default. However you can still enable it by adding [Video]\VideoBackBuffer=yes in RA2MD.ini.
98. <Moderate> In original YR when a Cruise Missile(launched from a Boomer Submarine) hit its target then those AA missiles seeking it would
follow it and hit the same target with it(thus might make damage). NPExt prevents this from happening.
99. <Moderate> In original NP if an AircraftType was destroyed when landing, the missiles aimed at it would turn and hit the the ground where it
was expected to land. NPExt fixed this bug.


4. Obsolete Tags
---------------------------------------------------------------------------------------------
  These are tags that have little effect in original NP/YR, so I make a good use of them to realize new features.
[General]
IceCrackingWeight=[float]
IceBreakingWeight=[float]
AIIonCannonPlugValue=[H,M,E] ; Use the new system instead.
AIIonCannonHelipadValue=[H,M,E] ;
AIIonCannonTempleValue=[H,M,E] ;

[AudioVisual]
LeaveGrinderSound=[Sound]

[TechnoType]
VoicePrimaryWeaponAttack=[Sound] ; Please use VoiceAttack. I believe this is useless.
VoicePrimaryEliteWeaponAttack=[Sound] ; Same as above.
ImmuneToVeins=[yes/no]
TiberiumHeal=[yes/no]
DoubleOwned=[yes/no] ; Valid, but useless.
NoAutoFire=[yes/no] ; Use CanPassiveAquire instead.

[BuildingType]
LightningRod=[yes/no]
EnterBioReactorSound=[Sound] ; No codes attached, thus has no effect.
LeaveBioReactorSound=[Sound] ; Same as above.

[WeaponType]
DistributedWeaponFire=[yes/no] ; Same as above.

[ProjectileType]
Arm=[int]

[WarheadType]
Sparky=[yes/no]
Veinhole=[yes/no]


5. Modification Needed on Origional INI
---------------------------------------------------------------------------------------------
;********************************************************************************************
; ArtMD.ini:
;********************************************************************************************
[TELE]
SecondaryFireFLH=85,0,130 ; The MagneticShake weapon will now use the correct FLH which is not defined in original INI.
; You may also need to re-define the Weapon10FLH and Weapon11FLH on [FV].

;********************************************************************************************
; RulesMD.ini:
;********************************************************************************************
[General]
BombParachute=PARACH ; This is the parachute for paradropped tanks.

[NALASR]
Powered=false ; Setting this to yes will cause Sentry Guns vulnerable to EMP weapons.

[SHAD]
DeathWeapon=BlimpBombEffect ; Helicopters need a DeathWeapon or the Primary weapon will be used(in which case a helicopter
; will crash onto the ground and turn into a cluster of bullets).
DeathWeaponDamageModifier=.1

[SCHP]
DeathWeapon=BlimpBombEffect ; Same as above.
DeathWeaponDamageModifier=.1

* If you have ever used any Airburst weapons please add a Cluster=9 on the Projectile of each of them.


6. Integrating Samples
---------------------------------------------------------------------------------------------
1. Using a weapon whose Projectile has a Cluster=1, to attach multi warheads on the same weapon. Here's a sample to realize
the EMP Patriot Missile Defense System:

[EMPSAM]
(...)
Primary=EMPPatriot

[XCOMET]
(...)
ElitePrimary=EMEffectWeapon ; Make the game "recognize" this weapon.

[EMPPatriot]
(...)
Projectile=EMMissile
Warhead=HE

[EMEffectWeapon]
(...)
Damage=150
Projectile=InvisibleSpecial
Warhead=EMPuls

[EMMissile]
(...)
Cluster=1
Airburst=no
AirburstWeapon=EMEffectWeapon

[InvisibleSpecial]
Image=none
Inviso=no ; Do not set to yes。
Arcing=yes
Vertical=yes ; Important.
DetonationAltitude=0 ; Important.

[EMPuls]
(...)
CellSpread=1

2. Changing a unit's weapons via vehicle-to-vehicle deployment. Considered as if the unit has its "special abilities"
when you press D key:

[MTNK]
(...)
TechLevel=2
Primary=105mm
Speed=7
IsSimpleDeployer=yes
TrueConversion=yes
DeploySound=SlaveMinerDeploy
UnloadingClass=MTNK2
UndeploysInto=MTNK2 ; This is used to "link" the two units when press T key.

[MTNK2]
(...)
TechLevel=15
Primary=160mm
Speed=4
IsSimpleDeployer=yes
TrueConversion=yes
DeploySound=SlaveMinerUndeploy
UnloadingClass=MTNK
UndeploysInto=MTNK ; This is used to "link" the two units when press T key.


7. Bugs that Have Not Been Fixed Yet
---------------------------------------------------------------------------------------------
Note this is the final version of NPExt. As I've described, I can hardly understand VK's codes and cannot do anything more.
Thus the following bug will NOT be fixed:

1. There're some known bugs in NP's saving/loading process that may invite Internal Errors sometimes.
2. If you fire a FireAt super weapon or EMPulse super weapon, to order an EMPulse Cannon to fire a weapon that has no Report or whose
Report is blank, an Internal Error will occur. If you do not want the Report, please set it to Dummy.
3. An EMPulse Cannon's weapon's Anim is not played when the weapon is fired.
4. You cannot get bounties by killing neutral units.
5. You don't get Kills use animation damage to kill units.
6. Two different type of Lightning Storm(or Psychic Dominator) cannot be activated at the same time, and the prompt text is still
"Lightning storm/Psychic Dominator already active. Activation aborted".
7. Some tags do not work if defined in map files.


8. Special Thanks To
---------------------------------------------------------------------------------------------
Renegade & ModEnc A lot of tips and resources, that helped me a lot.

Kenosis These are who helped with testing & debugging and provided some suggestions.
喀麦隆
不吐皮
正气凌然
Zero Fanker

Thanks for your concern and supports!

==============================================
#170: In #169 if a unit was ordered to attack a VehicleType with its secondary weapon, which has IsMagBeam=yes on it, the MagBeam would still be drawn from the unit's primary weapon's FLH. Now in such situations the MagBeam will take the correct FLH. (Thanks to one of my schoolmates.)

NPExt #171 Updates:
1. The function of [General]\EMPulseSparkles has been restored. (Thanks to macdaman)
2. The function of [WarheadType]\Sparky has been restored. (Thanks to John Truong)
3. The amplitude of general screen shaking has been decreased.
The original algorithm: A = 3log(2)<Building> - log(2)<AudioVisual> + 4
4. A crashing Helicopter can no longer be selected(the original codes only considered InfantryType).
Have fun!!

Sorry for packing the wrong file. An IE would occur when you roll your cursor over an InfantryType. I've fixed this. Thanks to macdaman!!

NPExt #172 & #173 Updates(only for NPAE):
I must give some explanation here: Since AE is more unstable, I used to only work on SE, then use a small program(written by myself, in C), to copy those binaries modified in SE to a fresh AE executable. I used to believe "it is reliable" but actually it isn't. I've broken AE's naval AI and now I've fixed it. Sorry for that!

NPSEExt #172 / NPAEExt #174 Update:

An Internal Error used to occur when EMEffect fades from a deactivated Robot Tank(because of shortage of, power or a Robot Control Center), which has now been fixed.

SE #173:
Fixed some minor issues and killed some random crashes(probably, this was reported by others and I haven't encountered any thus the cause is still unknown).



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_________________
Fusion Reactor upgrade is complete.

We will prevail!!!

Last edited by LH_Mouse on Tue May 24, 2011 1:49 am; edited 26 times in total

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Sun Jan 02, 2011 6:51 am    Post subject: Reply with quote  Mark this post and the followings unread

More: Coexist with Ares
========================================
1. I'm not VK.
2. What I've done, is only to continue the legacy of NPatch after RockPatch after YR.
3. Ares is irreplaceable, though it may currently be immature and unstable.
4. I'm still glad to contribute to Ares, and I promise I'm not willing to attack/slander Ares, with subjective malice. I refuse to answer questions such as "which do you think is better, NP or Ares", or something other like this.

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Untrue
Jumpjet Infantry


Joined: 16 Sep 2010

PostPosted: Sun Jan 02, 2011 7:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Whole thread: Um, okay. lol.

LH_Mouse wrote:

2. What I've done, is only to continue the legacy of NPatch after RockPatch after YR.

Why would you continue a dead project? Plus you don't have VK's permission to recreate NPatch.

LH_Mouse wrote:
3. Ares is irreplaceable, though it may currently be immature and unstable.

I actually agreed a bit there.

Why don't you just work with the Ares team? That would help them make Ares better and probably the best.

Last edited by Untrue on Sun Jan 02, 2011 1:56 pm; edited 1 time in total

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Sun Jan 02, 2011 7:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Untrue wrote:
Why would you continue a dead project? Plus you don't have VK's permission to recreate NPatch.

Vk hadn't got WS's permission either. I'll quote some VK's words here: The patch was written by good, law-abiding people who just want to make NP/YR more enjoyable for everyone. This is a non-commercial project.

Untrue wrote:
I've just read the announcement on the Renegade Projects earlier, and I believe it's a proof that Ares is slowly dying. I really hope not because if that's gonna happen then I'd quit playing YR.

Untrue wrote:
Why don't you just work with the Ares team? That would help them make Ares better and probably the best.

I've said a lot about this, I know little C++, the NPExt codes were written in assembly, so I really cannot do anything more for Ares.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Jan 02, 2011 8:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Untrue wrote:
I've just read the announcement on the Renegade Projects earlier, and I believe it's a proof that Ares is slowly dying. I really hope not because if that's gonna happen then I'd quit playing YR.

The point of what Renegade says is this:
If you want Ares: Do something about it.

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Untrue
Jumpjet Infantry


Joined: 16 Sep 2010

PostPosted: Sun Jan 02, 2011 8:36 am    Post subject: Re: NPatch Extended finally released! Reply with quote  Mark this post and the followings unread

LH_Mouse wrote:
EMPHardened=[yes/no]

xD

LH_Mouse wrote:
10. Enhanced Screen Shaking Effect
In origional YR [AudioVisual]\ShakeScreen is valid but has little effect(let's say "little", not "none", since this can provide
an IE if you set it to 0 by accident...). NPExt has enabled this effect when you destroy a building. If a building is destroyed in
your battlefield view, and that building's max strength is greater than ShakeScreen, the screen will get shaken. The amplitude is
calculated like this: A = 3log(2)MaxStrength - 2log(2)ShakeScreen. Again, this is a "local" shake that only the building is destroyed
in your view can your screen get shaken. A zero or negative ShakeScreen will prevent the screen from shaking. Double note, a zero
ShakeScreen will lead to an IE in original NP!

I don't get this one. I don't have any problems in shake screen even using it on multiple warheads.

LH_Mouse wrote:
11. Custom Scatter Radius

They've done that in Black Missile mod.

LH_Mouse wrote:
12. Structure Count in AI Base Planning

[BuildingTypes]
AIBasePlanningCount=[int] ; No differences from adding factory clones. Again that this should never be greater than the building's

I admit this one looks cool though.

LH_Mouse wrote:
15. "Safe" Kill

[WarheadType]
SuppressesInfantryDeathWeapon=[yes/no] ; This warhead kills infantry without triggering his DeathWeapon.

You could just remove the DeathWeapon tag on [TRST].


LH_Mouse wrote:
19. Non-crashable Aircraft

They made a workaround code on this one. I'm not sure though.

LH_Mouse wrote:
21. Individual Parachute for Paradropped Tanks
This now works exactly as the comments on BombParachute in RulesMD.ini. Paradropped infantry will use [General]\Parachute and
paradropped tanks will use [General]\BombParachute.

Ares' Parachute.Anim= is better. Unless if you don't mean it to be the anim but to something else.

LH_Mouse wrote:
23. Bunker Busters

It's just an expansion of Assaulter=yes.

LH_Mouse wrote:
NPExt frees the memory correctly and fixes this bug forever.

No shit, Sherlock.

LH_Mouse wrote:
15. <Moderate> A spawned aircraft can no longer be selected despite the Selectable=yes on it.

IsSelectableCombatant=no.

LH_Mouse wrote:
16. <Moderate> In original YR if a human player built a number of war factories and queued a lot of vehicles that the primary WF could not cope with the rapid exit cycle, the engine would search for alternate exits. However the engine only search for the same BuildingType with the same ID. In NPExt this logic has been expended to all buildings with the same Factory and Naval tags.

Question

LH_Mouse wrote:
17. <Moderate> A human player cannot establish the rally points of their shipyards onto land any more.

Isn't that one already in the original YR?

LH_Mouse wrote:
24. <Moderate> If you selected a vehicle in a war factory and order it to move, the vehicle may be blocked in the factory and can not
come out until the factory is sold or destroyed. In NPExt such units are no longer able to be selected.

I can't reproduce this one.

LH_Mouse wrote:
33. <Critical> Player used to be able to infiltrate a friendly building with a Spy and an Engineer. In NPExt a Spy trying to infintrate a
friendly building will be kicked out.

How was that even possible!?

LH_Mouse wrote:
[General]
AIIonCannonPlugValue=[H,M,E]
AIIonCannonHelipadValue=[H,M,E]
AIIonCannonTempleValue=[H,M,E]

They still work and linked with the flags IsPlug, Helipad, and IsTemple.

LH_Mouse wrote:
[AudioVisual]
LeaveGrinderSound=[Sound]

Only ghosts of the killed infantry in the Grinder would leave. Unless if you have coded this one too?

LH_Mouse wrote:
[TechnoType]
VoicePrimaryWeaponAttack=[Sound] ; Please use VoiceAttack. I believe this is useless.
VoicePrimaryEliteWeaponAttack=[Sound] ; Same as above.
DoubleOwned=[yes/no] ; Valid, but useless.

And NPatch.

LH_Mouse wrote:
[BuildingType]
LightningRod=[yes/no]
EnterBioReactorSound=[Sound] ; No codes attached, thus has no effect.
LeaveBioReactorSound=[Sound] ; Same as above.

So why didn't you code this one instead?

LH_Mouse wrote:
[WarheadType]
Sparky=[yes/no]

This works if you have TreeFire and OnFire set under [AudioVisual].

LH_Mouse wrote:
Note this is the final version of NPExt. As I've described, I can hardly understand VK's codes and cannot do anything more.

That's good news.


Other than that most of your features are just a copycat of Ares. Nothing more.

Last edited by Untrue on Sun Jan 02, 2011 1:53 pm; edited 1 time in total

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Sun Jan 02, 2011 11:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Congrats, LH_Mouse, on the release.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Sun Jan 02, 2011 11:52 am    Post subject: Reply with quote  Mark this post and the followings unread

I find this pointless but before jumping down his throat or saying his features just copy Ares, at least someone else around here can do this kind of editing. I'm sure more help with Ares wouldn't be a bad thing. Just dismissing this work as rubbish isn't productive. I guess everyone who bothered to make a mod that fixes balance in RA2 was just making pointless crap, right? VXLSE 3 was pointless when Will's editor did the job, right? Christ. A little competition isn't such a bad thing. Way to go being an inviting member of the community.

It's too bad you can't make a new map editor, though. FinalAlert2/FinalSun are obsolete shit.

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Augusto
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Joined: 18 Apr 2005
Location: Argentina

PostPosted: Sun Jan 02, 2011 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Congratulations for the release LH_Mouse!!!

LH_Mouse wrote:
More: Coexist with Ares


Im like some issues of your patch and i download and test it, but this patch are compatible with older version of Npatch? (Im use Npatch SE 20) And the big question, this patch are compatible with Ares? If you patch are compatible with Ares be well received if not maybe you should merge your proyect with Ares...

LH_Mouse wrote:
I refuse to answer questions such as "which do you think is better, NP or Ares", or something other like this.


Ideally must be "Np and Ares" right? Very Happy Very Happy Very Happy

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LH_Mouse
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Joined: 10 Jan 2010
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PostPosted: Sun Jan 02, 2011 12:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Theoretically, NPSE Extended is compatible with NPSE#0022, and NPAE Extended is compatible with NPAE#0011, but both are not compatible with Ares(since they use different codes).

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Augusto
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Joined: 18 Apr 2005
Location: Argentina

PostPosted: Sun Jan 02, 2011 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

LH_Mouse, the patch attachment dont work... has been removed... Sad

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Jan 02, 2011 1:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well there are a few projects that are pretty much locked into using NP because Ares doesn't have all of it's features. This will surely be useful for them and it has some pretty good new stuff.

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Magicknight94
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Joined: 08 Dec 2010

PostPosted: Sun Jan 02, 2011 1:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Download is error.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Jan 02, 2011 1:45 pm    Post subject: Re: NPatch Extended finally released! Reply with quote  Mark this post and the followings unread

Untrue wrote:

LH_Mouse wrote:
16. <Moderate> In original YR if a human player built a number of war factories and queued a lot of vehicles that the primary WF could not cope with the rapid exit cycle, the engine would search for alternate exits. However the engine only search for the same BuildingType with the same ID. In NPExt this logic has been expended to all buildings with the same Factory and Naval tags.

Question


No, that's a real bug. Build two (I'm not sure if two are enough but three must be) War Factories then build a Siege Chopper and after a Terror Drone. You won't get the Drone... however, this fixes the Kennel Hack.

Also, to clarify things: Ares is far from death. It's true that Ares needs testers, but to say that Ares is dying... if nobody checks the gems Renegade, DCoder and AlexB codes day-by-day into the Ares dlls, no response, no feedback... that easily kills the mood.

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Untrue
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PostPosted: Sun Jan 02, 2011 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, okay, I take it back about Ares dying. Ares is definitely active and kicking well. Anyways, this release proves that the modding community is still active and ready to go for expanding game features. It's nice to have you here LH_Mouse, thanks for the release dude.

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OmegaBolt
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Location: York, England

PostPosted: Sun Jan 02, 2011 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

WTF are you two talking about. Ares clearly needs help and the modding community was never dying in the first place. Why do new people always go through this stage of despair for the community?

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Starkku
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Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Jan 02, 2011 2:56 pm    Post subject: Re: NPatch Extended finally released! Reply with quote  Mark this post and the followings unread

Well I personally will definitely find this useful, since I can't use Ares due to the lack of atleast one relatively small, but for me, a rather crucial feature. Makes NPatch definitely more viable option by fixing some of the bugs and adding couple of nice features, something which people that can't/don't want to use Ares for various reasons might find more than welcome.

EDIT: One complaint. Was it absolutely necessary to disable the usage of EMPulseSparkles= animation with EMP logic?

Last edited by Starkku on Sun Jan 02, 2011 6:08 pm; edited 1 time in total

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Jan 02, 2011 4:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think you guys are being complete arses.

If LH_Mouse wants to binary patch the game still and not use Ares, then so be it, actualy enough, im in the same boat where i know far more assembly than i do know C/C++. I can read C/C++, but coding it becomes a problem, hence why TS++ and Orca will takes a long time.

Im actualy impressed that LH_Mouse is binary patching, its a much harder task than coding for a project like Ares, but he has proved he can get it done, and whatever reason he chose to use NPatch as a base is hes own reason, and not of regard to you, hes providing the community with a active little patch that if you stoped being your arsehole self, and look at the big picture, could become the next big thing, or i could be wrong and fall on death doors.

Leave the guy alone, perhaps learn to be open to new things, otherwise go grab some Intel x86 documents, learn assebmly, research the engine, create reference documents and go out and do this yourself.

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Nikademis Von Hisson
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PostPosted: Sun Jan 02, 2011 5:57 pm    Post subject: np Reply with quote  Mark this post and the followings unread

OK.....dont want to be mean, but is this Ares light? Aires (generic knock off copy)? Why would you spend all that time making this while the real Ares was in production? I did notice a few things, maybe ill download just to check..


In any case.......it's cool to see you accomplished something. Nice job guys!!! Keep up the good work.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Jan 02, 2011 6:00 pm    Post subject: Re: np Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
OK.....dont want to be mean, but is this Ares light? Aires (generic knock off copy)? Why would you spend all that time making this while the real Ares was in production?
What? This is an edit of NPatch, it has nothing to do with Ares. Did you deliberately not read the topic?

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Allied General
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Location: United Kingdom

PostPosted: Sun Jan 02, 2011 7:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its the attitude of certain people here which is why this community is a complete "joke".

Consume and rip sums up most a majority of this so called "community"

Also some people are clearly not reading documentation/haven't tried themselve/bash others.

As a user of both "functionality extenders" I can clearly see the strengths/weaknesses of both and I report back to authors what the issues are.

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IamInnocent
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Joined: 28 Dec 2010
Location: East Malaysia

PostPosted: Mon Jan 03, 2011 12:09 am    Post subject: Re: NPatch Extended finally released! Reply with quote  Mark this post and the followings unread

LH_Mouse wrote:

*** This archive doesn't contain any no-cd crack. ***


Crap, need to use hex editor again... Anyway nice work guys! Very Happy Finally can add EMP+Damage effect to the game.

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ArvinCool
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Joined: 01 Jun 2008

PostPosted: Mon Jan 03, 2011 1:40 am    Post subject: Reply with quote  Mark this post and the followings unread

I sure have a use of vehicle to vehicle deployment

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FlyingZ
Medic


Joined: 30 Jan 2006

PostPosted: Mon Jan 03, 2011 1:53 am    Post subject: Re: NPatch Extended finally released! Reply with quote  Mark this post and the followings unread

LH_Mouse wrote:
2. Promotion of Infantry Inside a Battle Fortress

Should also be for bunkers and buildings to be reasonable.

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AlexB
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PostPosted: Mon Jan 03, 2011 4:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Congratulations on the release, LH_Mouse!

Starkku wrote:
[...] I can't use Ares due to the lack of atleast one relatively small, but for me, a rather crucial feature.

What would that be?

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EVA-251
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Also Known As: evanb90
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PostPosted: Mon Jan 03, 2011 5:25 am    Post subject: Reply with quote  Mark this post and the followings unread

I must applaud you for your efforts to improve NPatch. While I have no interest in using the patch, it's good to see there are other capable EXE modders within the community.

You should definitely considering helping out the Ares project with your knowledge on the EXE.

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m7
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Joined: 17 Apr 2009

PostPosted: Mon Jan 03, 2011 5:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
What would that be?


Most likely what I've brought up every time someone asks about a new feature, or what might draw in more Ares users: custom palettes for animations.

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LH_Mouse
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PostPosted: Mon Jan 03, 2011 6:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Hi AlexB, nice to see you here. I've posted a number of bugs here among which are still many bugs that Ares haven't fixed yet. I've ever posted some on the BugHouse but Renegade was always saying "this is not bug" and "that is not a bug"(I'm not prejudiced against him but personally I think it's quite impolite). Hope you would fix it.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon Jan 03, 2011 9:08 am    Post subject: Reply with quote  Mark this post and the followings unread

why are many of you saying"contribute to ares"?remember this extention project is independent and ares is not the only patch in the world.i personally think these ares fans saying"why arent you helping ares"are very impolite.is lh's work due to help another project?his project has equal rights with ares so stop saying"why you dont help..."!if so why ares developers are not helping np extended?from that kinds of saying i see proud and prejudice. even developers of ares said congratulations.WTF are you laughing at it or saying it is a copycat of ares?how shameless.

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Last edited by kenosis on Mon Jan 03, 2011 10:42 am; edited 2 times in total

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secondwtq
Light Infantry


Joined: 26 Jun 2010
Location: China

PostPosted: Mon Jan 03, 2011 9:35 am    Post subject: Reply with quote  Mark this post and the followings unread

It seems that there is some words i can't understand in Kenosis's saying.

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LH_Mouse
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Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Mon Jan 03, 2011 12:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

TMD you're always making grammar mistakes.

To kenosis: Well, let's take it easy...

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¥R_M0dd€r
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Joined: 03 Jan 2011

PostPosted: Mon Jan 03, 2011 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
why are many of you saying"contribute to ares"?remember this extention project is independent and ares is not the only patch in the world.i personally think these ares fans saying"why arent you helping ares"are very impolite.is lh's work due to help another project?his project has equal rights with ares so stop saying"why you dont help..."!if so why ares developers are not helping np extended?from that kinds of saying i see proud and prejudice. even developers of ares said congratulations.WTF are you laughing at it or saying it is a copycat of ares?how shameless.


If Mouse knew C++, then I dont see anything wrong asking him to join Ares.
Why would you want to have many patches, why just not one big patch? People get more features and its simple better.
And you ask why dont Ares develpers dont help NP ext? Thats like going back in time. C++ is mutch faster and easier to write than assembly.

Anyway, great patch Mouse, I am going to use this in my mod, for now......

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Mon Jan 03, 2011 5:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey, everyone with this "go rush LH Mouse to Ares" shit, let him be. If he wants his patch the way it is, then leave him. If you wanna support Ares so much go to the damn forum/bugtracker and help test/confirm/find issues!

Quote:
I know little C++, the NPExt codes were written in assembly, so I really cannot do anything more for Ares.

Just so everyone else can see he doesn't have the skill required to help Ares.

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comando
Cyborg Soldier


Joined: 21 Apr 2008

PostPosted: Mon Jan 03, 2011 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

LH_Mouse have done good and impressive job, everyone who is still using NPatch should be very gratefull.

And about Ares part, I totally agree with m7.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue Jan 04, 2011 2:41 am    Post subject: Reply with quote  Mark this post and the followings unread

the person providing you guys a new patch should never be blamed for not helping ares.ares is just another patch as npext.is ares a kind of belief in someone's mind?so every person able to edit the exe must help it? it makes me think of a beginer in our community who always blame others for not helping him in his super project.if ares dies,it is not because of lh's patch,but because of lazy bones who never tested ares but only wait for a complete vision.so just go and find bugs,stoping wasting time on "rush lh to ares"shit

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Joshy
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Joined: 13 Aug 2006

PostPosted: Tue Jan 04, 2011 3:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I think you guys are being complete arses.

What Hyper said.

Quote:
OK.....dont want to be mean, but is this Ares light? Aires (generic knock off copy)?

Why do you assume that a binary hack to YR is "Ares light"? Just because someone does their own patch in no way makes them affiliated with Ares.


But yeah, I'll say it again, congrats. Very Happy

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secondwtq
Light Infantry


Joined: 26 Jun 2010
Location: China

PostPosted: Tue Jan 04, 2011 4:57 am    Post subject: Reply with quote  Mark this post and the followings unread

LH_Mouse wrote:
TMD you're always making grammar mistakes.


Only can't stand saying that attacks Ares and its developers and supports.

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Tue Jan 04, 2011 6:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Your English is no better than most foreigners' Chinese, I must say.

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kenosis
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PostPosted: Tue Jan 04, 2011 9:22 am    Post subject: Reply with quote  Mark this post and the followings unread

tmd ni yao zhi dao hen duo jia huo dou shuo ext shi chao xi ares de ,dao di shi shei zai gong ji shei ni yao gao qing chu,hehehehe

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FistOfFire
Light Infantry


Joined: 01 Dec 2010

PostPosted: Tue Jan 04, 2011 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

LH Mouse, before I can use this patch I need to know how mutch this patch have been tested in online play.
I only play online, and I have bad memories from exe patches.
I remeber way back when I used RP 1.07 and 1.08. Man I got reconnection error all the time. The only online-stable exe patches is RPSE, NPSE and NPAE. I dont want to back to the old times where I got reconnection error all the time. So LH Mouse, is this patch tested online?

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FurryQueen
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Joined: 24 Jul 2010
Location: Liyue

PostPosted: Tue Jan 04, 2011 9:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

The above is a really good point. My only other concern is that it only extends NonsensePatch instead of fixing a few things in the process.

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

PostPosted: Wed Jan 05, 2011 1:22 am    Post subject: Re: np Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
Nikademis Von Hisson wrote:
OK.....dont want to be mean, but is this Ares light? Aires (generic knock off copy)? Why would you spend all that time making this while the real Ares was in production?
What? This is an edit of NPatch, it has nothing to do with Ares. Did you deliberately not read the topic?


I know its an edit of Npatch, but my point was Ares replaces the NPatch. So why would you want any thing else?

And as far as the Ares Lite.....From the talk i've seen is Ares will make NPatch obsolete.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Wed Jan 05, 2011 1:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Actually, NP:E offers a number of features that Ares lacks- some that I personally find extremely appealing.

In particular:
Features 8,11,12,16,22,25
Bug Fixes 54 56 57 92

And while many of these are planned for Ares, many are also so far on the backburner that I'll have my MBA before they are added...and I'm still a year off from my BBA.

Not that it's enough to make me switch, but this sure isn't Ares Lite.

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secondwtq
Light Infantry


Joined: 26 Jun 2010
Location: China

PostPosted: Wed Jan 05, 2011 4:26 am    Post subject: Reply with quote  Mark this post and the followings unread

LH_Mouse wrote:
Your English is no better than most foreigners' Chinese, I must say.


管得着,劳资英语水平就是SB,SBSB大SB,你又怎么地?我为的只是讲明道理,可不是上这学英语!

kenosis wrote:
tmd ni yao zhi dao hen duo jia huo dou shuo ext shi chao xi ares de ,dao di shi shei zai gong ji shei ni yao gao qing chu,hehehehe


耗子明明白白说了,NPExt就是要和Ares抢饭碗,又没说抄袭。我提醒中国MODER:盲目的崇拜是错误的!

For foreigners : some fool are fu**ing the greatness of Ares, so I must come out to say something.

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LH_Mouse
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Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Wed Jan 05, 2011 5:52 am    Post subject: Reply with quote  Mark this post and the followings unread

FistOfFire wrote:
LH Mouse, before I can use this patch I need to know how mutch this patch have been tested in online play.
I only play online, and I have bad memories from exe patches.
I remeber way back when I used RP 1.07 and 1.08. Man I got reconnection error all the time. The only online-stable exe patches is RPSE, NPSE and NPAE. I dont want to back to the old times where I got reconnection error all the time. So LH Mouse, is this patch tested online?


I must say I haven't tested online games myself, only Woody tested it and reported no issues. I don't have the resources to test due to my bad network condition. However DestroyAnim on buildings may lead to REs, I've no idea why and this hasn't been fixed(if it exists in original NP).

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LH_Mouse
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Joined: 10 Jan 2010
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PostPosted: Wed Jan 05, 2011 5:55 am    Post subject: Reply with quote  Mark this post and the followings unread

secondwtq wrote:
LH_Mouse wrote:
Your English is no better than most foreigners' Chinese, I must say.


管得着,劳资英语水平就是SB,SBSB大SB,你又怎么地?我为的只是讲明道理,可不是上这学英语!

kenosis wrote:
tmd ni yao zhi dao hen duo jia huo dou shuo ext shi chao xi ares de ,dao di shi shei zai gong ji shei ni yao gao qing chu,hehehehe


耗子明明白白说了,NPExt就是要和Ares抢饭碗,又没说抄袭。我提醒中国MODER:盲目的崇拜是错误的!

For foreigners : some fool are fu**ing the greatness of Ares, so I must come out to say something.


You should never show your Chinese here, it's quite impolite. Whether you're an SB or not, what you're doing here will never be accepted.

***你已经失去理智了***

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secondwtq
Light Infantry


Joined: 26 Jun 2010
Location: China

PostPosted: Thu Jan 06, 2011 4:10 am    Post subject: Reply with quote  Mark this post and the followings unread

没错,本SB的确已经“失去理智”了,我也不管我到底咋回事,我就是要把事情说明白,没别的意思。

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LH_Mouse
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Joined: 10 Jan 2010
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PostPosted: Thu Jan 06, 2011 6:46 am    Post subject: Reply with quote  Mark this post and the followings unread

你个白痴,愿意吵回去吵,别在这里丢中国人的脸!

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CCHyper
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Joined: 07 Apr 2005

PostPosted: Thu Jan 06, 2011 11:18 am    Post subject: Reply with quote  Mark this post and the followings unread

English forum requires English posts.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Thu Jan 06, 2011 12:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think it's safe to say there will not be another official NPatch version, so fixing bugs or extending the latest version of that with new features (even if Ares got them first, wohoo) should not be considered ripping. It's no secret Ares "gets ideas" from NPatch, too. Competition is good for business. As long as nobody bluntly steals other people's work it is really unfair to claim this is plagiarism. LH_Mouse said what stuff his work is based upon. I don't do binary editing myself but from the changelog it's quite easily obvious a lot of work went into NPatch Extended.

There isn't the "one truth" and this should not be a religious war about the most essential YR extention. There is no holy grail that needs blind worshipping. NPatch and Ares can indeed coexist -- they have different feature sets and they will have different futures, but this isn't a matter of belief. Every modder has to decide for himself what tools he wants to use for his mod. Insulting people because they created something for everybody freely to use isn't exactly the most appropriate way to show gratitude. You don't have to use it, but you will have to let everyone decide for themselves. And it certainly isn't blasphemy if someone says something positive about other projects.

Even if it sounds cool, sometimes people can't just work together to achive something greater. If you get a hair cut, you usually don't have twenty people with scissors jumping around your chair. And even if you do, it certainly will not take 1/20 of the time a hair cut usually takes. And with three legs you wouldn't walk 50% faster. Too many cooks spoil the broth. Think of your own metaphor here. While asking is ok, complaining because not all coders are working on "the only one project" or even trying to force LH_Mouse into the Ares project is pretentious. Everyone can decide what to do with his spare time. And LH_Mouse said C++ is not his kind of thing.

Support is a good thing and I am grateful there are so many people waiting for new stuff to come. Fans can make a project appear larger by lifting it into the air or by bashing all other projects into the ground. Which way do you prefer?

Just my personal opinion.

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