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


The time now is Sat Apr 20, 2024 3:17 pm
All times are UTC + 0
Future Ares 0.9 revisits the Past
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
Post new topic   This topic is locked: you cannot edit posts or make replies. Page 1 of 3 [133 Posts] Mark the topic unread ::  View previous topic :: View next topic
Goto page: 1, 2, 3 Next
Author Message
AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Tue Oct 21, 2014 12:17 am    Post subject:  Future Ares 0.9 revisits the Past Reply with quote  Mark this post and the followings unread

A first binary for the upcoming Ares 0.9 has been uploaded already. It is called Rough Sea, and as indicated, doesn't have a direction that can be summarized with just "Cloak", "Tiberium" or whatever label. It is revisiting several older features and updates them, corrects them or adds in stuff that was missing for some time.

As you can see, there's no introductory post this time asking for feature requests. You can still post them here if they are minor, but I think there will not be any real big new features in this release. Some of the now implemented features were random thoughts people shouted at me previously. Not that I'm advertising this - quite the opposite, as I have to decline even the good ideas if they aren't discussed here or on LaunchPad first.

Having said that, I would still like to hear your opinions on this. I'm feeling that the features I liked to code recently haven't matched what the community wants or needs. Hence the name of the unstable branch for 0.9. And before I completely drift off on a course that isn't helpful, I would like to get some hints.

So, until December I'll tug in a few features, beginning with the following, with more to come very soon. And be sure: I'll keep the nautical metaphors.

Cast away!


SecretLab changes
Fixed the unreported problem of only one SecretLab=yes building of a type being assigned anything from SecretLab.PossibleBoons= if SecretLab.GenerateOnCapture=no (default). This was because the building type remembered whether it assigned anything to any building, and the next building of the same type would exit quickly without assigning anything.

If not overridden, always uses the latest values of the global rules tags, instead of the items set when the rules were parsed.

Please check that everything still works as advertised.


Super Weapon Inhibitors
Kinda like negative designators. If an inhibitor is in range, the SW cannot be used on a target area and will show the NoCursor.

[SuperWeapon]SW.Inhibitors= (list of TechnoTypes)
Units and structures which prevent the super weapon from firing close to them.

[SuperWeapon]SW.AnyInhibitor= (boolean, defaults to no)
Whether all units are considered valid inhibitors.

[TechnoType]InhibitorRange= (integer - cells, defaults to Sight)
The range this unit or structure prevents super weapons using this as inhibitor from firing close to it.


Campaign List
The list is a bit wider, the layout is a bit different. Controls do not use any bounds from the dialog templates in the resources.

[UISettings]CampaignListSize= (integer, defaults to 7)
The number of campaigns shown in the Campaign list without scrolling. The number of campaigns shown is clamped between 3 and 14 or 18.

[UISettings]ShowSummary= (boolean, defaults to yes)
Whether the Campaign List displays a campaign's Summary below the difficulty selection. If shown, the maximum list size is 14, otherwise it is 18.


Hunter Seeker SW
Support SW.MaxCount for Hunter Seeker SWs. Defaults to 1, use < 0 for infinite.

Uses the new SW.AITargeting=HunterSeeker targeting mode. See below.


Reveal SW
Supports single-click full map reveal.

[SuperWeapon]Reveal.FullMap= (boolean, defaults to no)
Ignores the range and reveals the entire map. If enabled, the SW will automatically be fired when clicking its cameo. Consider using this instead of a large range effect.


SW.AITargeting=EnemyBase
Mirrors SW.AITargeting=Base. Needs an enemy player and fires at its base center.


SW.AITargeting=HunterSeeker
Same as SW.AITargeting=NoTarget, but requires a favourite enemy and doesn't try to fire without one.


SW.AITargeting=MultiMissile
Iterates all favourite enemy's buildings and finds the one posing the largest threat. Requires an enemy and does not fire if there is none. Prefers the offensive coordinates set by the map action. Allowed to fire on cloaked buildings, and uses a random value instead of the threat posed.

Attention: This is not what the RA2 nuke uses. The nuke uses "Nuke", which would have been more like the old Ion Cannon firing mode, with a few changes.


SW AI Targeting
PsyDom and Genetic Mutator now ignore cloaked units.

In short: Now supports Inhibitors, designators, ranges, target types... The only ones not supporting it should be NoTarget and HunterSeeker.

Use a different set of tags for acquiring an automatic/AI Super Weapon target. This is needed to differentiate between things that can be affected, and things that would better not be targeted. For example: Even if a Generic Warhead is allowed to be fired at everything, and also empty cells and water, it would still be smarter to fire certain weapons only at infantry. These additional tags allow human players to fire unrestricted while the AI is bound to this.

NOTE: This requires lots of documentation that is not ready yet. Most targeting modes only select targets from the favourite enemy house. You cannot make this search wider by defining those tags. You can only narrow it down. Same for the target type. The Genetic Mutator only checks infantry. You cannot make it consider other units or structures. Some targeting modes do not even target units but just cells, like Force Shield, ParaDrop, Base and EnemyBase. If you restrict this to non-empty cells, the SW will only fire sporadically (or in case of ParaDrop: not at all, as it tries to find empy cells). Don't do this.

[SuperWeapon]SW.AIRequiresTarget= (enum land|water|empty|infantry|units|buildings|all, defaults to all)
Which targets will be considered eligible by AI players or human owned automatically fired super weapons. Human players manually selecting a target must suffice SW.RequiresTarget instead.
Certain targeting modes only target specific target types. If you exclude the types checked and include only the types not checked, the SW will not be able to fire.

[SuperWeapon]SW.AIRequiresHouse= (enum owner|allies|team|enemies|others|all, defaults to all)
Which houses will be considered eligible by AI players or human owned automatically fired super weapons. Human players manually selecting a target must suffice SW.RequiresHouse instead.
Certain targeting modes only target specific houses, usually only the enemy. If you exclude the houses checked and include only the houses not checked, the SW will not be able to fire.


Fixes
Do not promote Trainable=no occupants in buildings.

Fix occupiable buildings stopping to fire when occupants traverse trenches.

Reset the IQ levels and other setting when taking back control from the AI.

Default to the proper Nuke and Mutator warheads if SW.Warhead is manually set to <none>.

Fixed a source of crashes because of an out of bounds write.

Changed the foundation code a bit. Please check that trenches still work and foundations don't look odd.

edit: Thanks to Apollo, who noticed I didn't document my own work correctly... Some tag names were wrong.

_________________

Last edited by AlexB on Tue Oct 21, 2014 1:49 pm; edited 1 time in total

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Oct 21, 2014 6:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I'm feeling that the features I liked to code recently haven't matched what the community wants or needs

Not true, your are doing a great job adding many useful features that can be used in multiple ways. Don't feel pressured by the n00bs demanding that you add some obscure feature that only they want. You should do what you want & most importantly have fun doing it.

That said tho... Custom terrain pallets!!!111!!! #Tongue

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Tue Oct 21, 2014 6:51 am    Post subject: Reply with quote  Mark this post and the followings unread

smokes were able to use CustomPalettes? :/

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


Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Oct 21, 2014 6:56 am    Post subject: Reply with quote  Mark this post and the followings unread

"Smokes" in which I presume you mean either a simple anim or a particle system can use custom pallets already.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Tue Oct 21, 2014 7:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Err, I was under impression particle system still won't use custom palette given it won't read any of the art entry and only fetches file directly and defaults anim.pal.

Tiled=yes also still do not obey CustomPalette and game buildings do not adjust custompalette accordingly when superweapon etc light changes, game seems to use unittem then...

If theres  a major feature I'd like to see, its the unit transformation logic for those liking RA3 like features switching (or recreation of RA1 Chrono Tank deploy move) land mode to air mode etc thus the requested Technotype to Technotype but for sanity should use just vehicletype to vehicletype etc tho me thinks.

Inhibitor logic is brilliant addition and sure bound to add much more strategy into the game! Great add I have to try.
However are they literally always blocking by their mere presence or you can make them powered buildings so when have power they will block and if lose power or spy moves in to them for power outage period, they are disabled and stop inhibiting until power regain?

Good fixes, hope to find EMP SW FLH customization among them eventually.

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


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Tue Oct 21, 2014 8:07 am    Post subject: Reply with quote  Mark this post and the followings unread

There are alot of cool and useful stuff that you have added, AlexB! I am just happy to help you when ever I can.

About the Reveal SW, I think that is kind of not needed. One shot map reveal... There is no shroud regrow. Seems like the SpySat=yes.

On the requests side:

1.Techno to Techno transformation.

2. https://blueprints.launchpad.net/ares/+spec/allow-freeunit-to-take-any-unit-not-just-vehicles

3. https://blueprints.launchpad.net/ares/+spec/fire-delay

4. https://blueprints.launchpad.net/ares/+spec/tracking-barrels


Sorry if I dumb so many stuff. I preffer that way, so that you can choose.

_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

Last edited by PillBox20 on Tue Oct 21, 2014 12:54 pm; edited 1 time in total

Back to top
View user's profile Send private message Visit poster's website YouTube User URL Skype Account
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Oct 21, 2014 9:26 am    Post subject: Reply with quote  Mark this post and the followings unread

H-ooo-ooooo-llll-eeeee heeellllll........ AI SW targeting?! D:

That's damned awesome.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Tue Oct 21, 2014 10:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Looking good! Inhibitors have me quite excited.

_________________
"It's got that Droke style to it!"

Back to top
View user's profile Send private message
Hogo
Cyborg Firebomber


Joined: 12 Jul 2009
Location: London, England

PostPosted: Tue Oct 21, 2014 10:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Fantastic Work as always Smile

Back to top
View user's profile Send private message Visit poster's website Skype Account
dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Tue Oct 21, 2014 10:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Many of the features in the recent versions of Ares have been very useful to me, especially Rubble expansion and Customizable BallisticScatter. This Super Weapon Inhibitors looks very useful. Good work.

But I do have one small strange request. Please can you make it so that you can set a higher speed for weapons, 100 just isn't fast enough for half the things i want to do and i don't want an inviso instant hit weapon. I don't know how many other would benefit from this, but i would definitely.


EDIT: Having found out that arcing weapons speed and acceleration is hardcoded. I will change my request. Can you please de-hardcode the speed tag and acceleration tag for arcing weapons.

Last edited by dodgevipergts on Wed Oct 22, 2014 1:23 pm; edited 3 times in total

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


Joined: 19 Nov 2003

PostPosted: Tue Oct 21, 2014 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

dodge, try using Acceleration if you need more speed.

Now on to business... Inhibitor does not quite work, it essentially works on yourself but when you are targeting enemy AI, it doesn't work disabling cursor/firing at all or it seems to but it comes back as you scroll depending on sw used... bizarre.

Plus the correct tag are

SW.Inhibitors=
SW.AnyInhibitor=

CampaignListSize= (not CampaignCount=)

Last edited by ApolloTD on Tue Oct 21, 2014 1:15 pm; edited 1 time in total

Back to top
View user's profile Send private message
dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Tue Oct 21, 2014 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
Dodge, try using Acceleration if you need more speed.

Setting acceleration to 100 makes no noticeable difference unfortunately.

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


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Tue Oct 21, 2014 1:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

CampaignListSize=12 #Fadeing color



Thanks Alex!

_________________
mentalomega.com

Back to top
View user's profile Send private message Send e-mail Visit poster's website YouTube User URL Facebook Profile URL Twitter Channel URL
Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Oct 21, 2014 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interesting additions - hoping these AI limitations with range superweapons and inhibitors can be resolved (also thanks for the bug fixes in this upcoming build).

I think the direction so far has been excellent Smile

_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Facebook Profile URL Twitter Channel URL
AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Tue Oct 21, 2014 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is a new binary, fixing Inhibitors which worked the wrong way around. You can find it on the usual unstable binaries page. Nothing more new there. I'll answer the questions soon, because I guess you'll have a few more.

Arrow But for this day, I'd like you to use this binary here for testing. I'll explain this thing tomorrow when I got more time. If you are curious: just start a skirmish match. Please report anything suspicious. Thank you.

_________________

Back to top
View user's profile Send private message
Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Tue Oct 21, 2014 9:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Reveal SW
Supports single-click full map reveal.

[SuperWeapon]Reveal.FullMap= (boolean, defaults to no)
Ignores the range and reveals the entire map. If enabled, the SW will automatically be fired when clicking its cameo. Consider using this instead of a large range effect.


It works like SpySat (not reveal cells that under GapGen), PsychicReveal with SW.Range=500, reveal the that under GapGen. So I think that SpySatSW who suggested I be more logical. http://www.ppmsite.com/forum/viewtopic.php?t=38209

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


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Wed Oct 22, 2014 9:53 am    Post subject: Reply with quote  Mark this post and the followings unread

I have tested the SW.Inhibitors= and it works. I could not fire my Nuke at the enemy Conyard at all, so the enemy base was "hidden" from my nuke. When I destroyed the Conyard, I could fire my nuke.


That is from me!


Edited.

_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

Last edited by PillBox20 on Wed Oct 22, 2014 12:33 pm; edited 3 times in total

Back to top
View user's profile Send private message Visit poster's website YouTube User URL Skype Account
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Oct 29, 2014 10:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bleh, I'll request - I remember you once upon had a code snappet which made trees into gemmines, now if that would be controllable, that'd be cool. #Tongue

Otherwise so far I haven't ran into issues regarding everyday use.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Thu Oct 30, 2014 6:52 am    Post subject: Reply with quote  Mark this post and the followings unread

I like these features and the general direction the development is going, especially since they are - for the most part - so obscure and specialized. It makes me hopeful about the eventual width of features available for countless special functions.

But, since you were asking for criticism, the only thing I could add would be that there are still some very fundamental issues with YR that have not been fixed to my knowledge - such as the much-requested straight-fire projectile, additional veterancy ranks, additional weapon slots per unit, and jumpjet unit facing.
I feel it would do good to adress some of these issues in the near future, as right now they seem kind of "forgotten" in the basement of the great Ares tower.

_________________
Mao Zedong wrote:

Our mission, unfinished, may take a thousand years.  

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


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Oct 30, 2014 8:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Additional weapon slots, additional veterancy ranks (except if made via unit-to-unit promotion) and jumpjet unit facing are major rewrites of the code and probably prone to errors - see DeployToLand on infantry which turned out unused in this very reason.

Dunno how to even make straight-fire feasible - via customized Gravity it might be simple.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Thu Oct 30, 2014 9:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Curious... well of course unit-to-unit promotion would actually be preferable. There have been several unit-to-unit transformation requests, maybe you can standardize them into one system. I remember reading requests for transformations via promotion, transformation through weapons (turret rip-off feature?) and also of course unit-to-unit deploy function.

Also:

Isn't that what Arm is supposed to do? It doesn't _work_ now, but you can simply fix it instead of making a new stat.


Having a separate tag for tracking barrels seems silly. If there is a barrel, it should behave this way always, so yes, restore TS functionality, and if a modder does not intend a unit to have a tracking barrel, the barrel should be part of the TUR voxel, rather than a seperate voxel. There is no point really in having a separate barrel voxel if you remove the only thing barrel voxels are supposed to do (other than stick out at certain angles via FireAngle).

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


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Oct 30, 2014 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't see how a tracking barrel could not bring in FLH messups.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Thu Oct 30, 2014 4:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Speeder wrote:
CampaignListSize=12 #Fadeing color


Lazy guy, scroll it!

Soon, version 1.0?! :O

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


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Thu Oct 30, 2014 4:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Scrolling through 72 missions with 7 choices in the box isn't fun.

_________________
mentalomega.com

Back to top
View user's profile Send private message Send e-mail Visit poster's website YouTube User URL Facebook Profile URL Twitter Channel URL
AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Thu Oct 30, 2014 6:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was working on unit-to-unit promotions already, but it was just crashing the game. I'm not sure yet what it takes to get it running, because the game has lots of book keeping going on which has to be accounted for. And even then it is limited to unit types not changing locomotors, number of passengers, size limit and so on. Yet, when it is working, several features might become available quickly, as this one logic could also be used for deploying into different types.

And indeed my idea here is to get the older features to work better, or to add the things that were left out previously. On my list (not for 0.9 though) is the Firestorm SW, which needs a big update, not only because it does not fully work like in TS, but also because it is inefficient at times. EMP is a mess, too, and I'll most likely rework it a bit. Also, terrain spawning other Tiberium types is on my list, but for later.

For 0.9, I'll concentrate on SW firing a bit more: trying to support more tags for the AI targeting modes. Maybe have forbidden houses or required houses for SWs.

_________________

Back to top
View user's profile Send private message
m7
Commander


Joined: 17 Apr 2009

PostPosted: Sun Nov 02, 2014 6:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

At some point in time a long time ago when Ares wasn't even at the 0.1 phase, DCoder attempted to add in Mobile Gap Generators. Does code for this exist still? I remember being one of the people who had issues with it affecting game performance negatively and it was later removed.

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


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Nov 02, 2014 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, if it was in source control, source code cannot get lost. I think this code is even in the current codebase, just in a file that is not included.

_________________

Back to top
View user's profile Send private message
mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Mon Nov 03, 2014 11:50 am    Post subject: Reply with quote  Mark this post and the followings unread

If you're going to work on forbidden houses for SWs, how about this thing here?
https://bugs.launchpad.net/ares/+bug/896016 (AuxBuilding.Negative=/extended logic)

SW jammers are more or less doable in 0.9 (not by removing them from the sidebar, but disallowing firing them with map-wide inhibitors), so i suppose that part of the request is sort of done.

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


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Nov 04, 2014 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Wait, question. SW.MaxCount for HSs mean that how many HSs get spawned when the SW is fired? And each building would produce one, right?

And yeah, AuxBuilding.Negatives I strongly support.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Last edited by Graion Dilach on Tue Nov 04, 2014 12:17 pm; edited 1 time in total

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Tue Nov 04, 2014 11:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes.

_________________
mentalomega.com

Back to top
View user's profile Send private message Send e-mail Visit poster's website YouTube User URL Facebook Profile URL Twitter Channel URL
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Nov 04, 2014 12:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thankyou. This thing is damned awesome then.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
Black Temple Gaurdian
Soldier


Joined: 08 Aug 2010

PostPosted: Tue Nov 04, 2014 1:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm still using 0.7 so forgive me if some of this has been fixed (although reading what's changed in the manual there was no mention of it):
Buildings with IsTrench= (at least civillian ones) don't display their occupied art correctly. The building will change the color of remap if it has any but still shows the unoccupied frame.
VehicleCloning= lacks the ability to set a rally point, which can cause major bottlenecks, dependent upon surrounding layout.

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


Joined: 31 May 2010
Location: Germany

PostPosted: Thu Nov 06, 2014 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Long time no update post... time to change that. I silently updated the binary several times, though I guess it's better if you also know what's new and what changed. I'll answer your questions in a separate post.
  • GeneticMutator may not require an enemy house. (Ares bug introduced recently)
  • SW.AIRequiresTarget and SW.AIRequiresHouse defaults now depend on AI Targeting Mode
  • SW.AIRequiresTarget allows to restrict target consideration to certain technos
  • Should no longer announce detected SWs that do not suffice AuxBuilding
  • Spy Effect should no longer reset SWs that are not actually available


EVA and Text messages when building is captured
[BuildingType]LostEvaEvent= (EVA event, defaults to EVA_TechBuildingLost)
The EVA message to play when a building of this type is captured from the player. Requires NeedsEngineer=yes.

[BuildingType]Message.Capture= (csf label, defaults to none)
The text being printed when a building of this type is captured by the player. Requires NeedsEngineer=yes.

[BuildingType]Message.Lost= (csf label, defaults to none)
The text being printed when a building of this type is captured by the enemy. Requires NeedsEngineer=yes.


RequiredHouses and ForbiddenHouses for SuperWeapons
[SuperWeapon]SW.RequiredHouses= (list of HouseTypes, defaults to all)
The only houses that have access to this super weapon. All other houses are forbidden from using it, and it will not become available.

[SuperWeapon]SW.ForbiddenHouses= (list of HouseTypes, defaults to none)
The houses that are not allowed to use this super weapon.


Multiple AuxBuildings and negative aux buildings
[SuperWeapon]SW.AuxBuildings= (list of BuildingTypes, defaults to none)
Any of these buildings need to be owned by the player to be able to use this super weapon. Use this instead of AuxBuilding if you want to have multiple AuxBuildings.

[SuperWeapon]SW.NegBuildings= (list of BuildingTypes, defaults to none)
The super weapon becomes unavailable if a player owns any of these buildings.


The SW availability checks are also applied to Upgrades
Concerns AuxBuilding, SW.RequiredHouses, SW.ForbiddenHouses, SW.AuxBuildings and SW.NegBuildings checks.

These checks now affect all super weapons, be they on buildings or upgrades. This means, certain buildings are now considered not to have super weapons. This could mess with build options, so test this, please. Maybe this breaks animations if a building does not provide any SW but SuperWeapon= is set.

This does not affect the way buildings are made unbuildable because of disabled super weapons. This is still controlled only by SuperWeapon, unconditionally. Thus, even if the super weapon isn't available, the building would become unbuildable.


Multiple Super Weapons on a single building
[BuildingTypes]SuperWeapons= (list of SuperWeapons, defaults to none)
Comma separated list of SuperWeaponTypes which are all granted by this building. This list works like SuperWeapon3...N= would. The original tags SuperWeapon and SuperWeapon2 are still used.

All SWs adhere to required/forbidden house tags, as well as AuxBuilding, SW.AuxBuildings and SW.NegBuildings.

Only the original SuperWeapon= tag defines whether the building will be buildable if super weapons are disabled.

_________________

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


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Thu Nov 06, 2014 12:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Good stuff.

_________________
mentalomega.com

Back to top
View user's profile Send private message Send e-mail Visit poster's website YouTube User URL Facebook Profile URL Twitter Channel URL
deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Thu Nov 06, 2014 4:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Enhancements for SWs were very nice indeed! Very Happy

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


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


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Thu Nov 06, 2014 8:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Does this mean that you can put like 10 Superweapons on a single building? o.O

If this is true, then combined with SW.RequiredHouses/SW.ForbiddenHouses you won't need a separate building for each country.

Cool stuff!

_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

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


Joined: 31 May 2010
Location: Germany

PostPosted: Fri Nov 07, 2014 4:14 am    Post subject: Reply with quote  Mark this post and the followings unread

@Millennium: As all developers that ever worked on Ares, I say no to additional veterancy levels. Especially since the bonuses don't stack and previously granted bonuses remain available, it's simply like granting all bonuses at once when elite. If it isn't, then each step towards the highest level is of negligible importance. Could be fixed by type-change-on-promotion.

@Black Temple Gaurdian: I think both issues are still there.

@mevitar: All implemented.

@PillBox20: It's supposed to be. And that was the plan, though the original tags are still special.

_________________

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


Joined: 16 Oct 2013

PostPosted: Fri Nov 07, 2014 8:53 am    Post subject: Reply with quote  Mark this post and the followings unread

How about an enemy verison of designators?
e.g. Tiberian Catalyst Missile can only target around Tiberium-related stuff.

How about AI-only SWs?
It actually can be done pretty easily by hiding the cameo.
However, "This setting is ignored if SW.AutoFire=no is set."

Since the type-change-on-promotion is on the way, I think we should also need promote SW to make best use of it.

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Nov 07, 2014 9:16 am    Post subject: Reply with quote  Mark this post and the followings unread

I second a promote SW, it's the only thing from NPatch that I miss.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Nov 07, 2014 9:38 am    Post subject: Reply with quote  Mark this post and the followings unread

RehteA wrote:
How about an enemy verison of designators?
e.g. Tiberian Catalyst Missile can only target around Tiberium-related stuff.


Inhibitors are already implemented, see the first post.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Fri Nov 07, 2014 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Both "SW.RequiredHouses" and "SuperWeapons" work!

I might test the others later this night.

That is from me, for now!

Edit:

So
SW.AuxBuildings - Works!
Message.Capture - Works!

_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

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


Joined: 16 Oct 2013

PostPosted: Sat Nov 08, 2014 2:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Inhibitors are already implemented, see the first post.


Inhibitors are things who prevent SW from firing.
Current designators should only check allies' units.
What I said is designators on enemy sides.

Tiberian Catalyst Missile needs enemies' Tiberium-related stuff as designators.

Back to top
View user's profile Send private message
mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Sat Nov 08, 2014 4:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
This means, certain buildings are now considered not to have super weapons. This could mess with build options, so test this, please. Maybe this breaks animations if a building does not provide any SW but SuperWeapon= is set.

SuperWeapons=
I mentioned it before, but will write it here. SW animations don't work for SWs from SuperWeapons= tag. To activate SW animation, the SW needs to be put under SuperWeapon=.
Personally, i don't see this as an issue, since figuring out when to activate the animation for 10 different SWs on one structure would be difficult, and surely each person will want this to be handled in a different way. Because seriously, when to activate the animation when one SW has a timer of 10 minutes, another one a timer of 3 minutes, and yet another one is disabled when you're not a specific house? We already have the SuperWeapon= tag that people can use when they want the structure to have an SW animation.
Still, this should be noted in the documentation.

AuxBuilding= (SW.AuxBuildings= has the exact same effects in 0.9 Ares)
AuxBuilding doesn't exist when the SW owning structure is placed.
  • Before 0.9:
    The SW building is frozen on it's first frame of its "charged" animation (if it has a looping sound, it can be heard here). Once the AuxBuilding is placed, the animation switches to "loading" state and everything goes normally from now on.
  • With 0.9:
    The SW animations seem to not load at all. The animations don't appear even after the AuxBuilding= structure is placed on the map.

AuxBuilding exists when the SW owning structure is placed (before and with 0.9 build).
  • The animations work normally. If the AuxBuilding= is lost, the animation of the SW structure remains in its current state ("loading" if it was loading, "charged" if it was charged) and stays so until the AuxBuilding= returns. If it was in the "charged" state while it is rebuilt, it switches to "loading" state as if its SW was used (using the transition animation).

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


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Nov 09, 2014 12:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Fixes
- Inhibitor buildings for super weapons now respect power
- Transfer the original owner (house type for FactoryOwner) when deploying or undeploying

Support Oil Derrick logic on building upgrades
Building upgrades now support ProduceCashDelay, ProduceCashAmount and ProduceCashStartup like normal buildings. One change affects ProduceCashStartup, which on any building type can now also be negative.

Each upgrade manages its own timer, so there should be no surprises in cash production calculations.

SW building anims
Changed the way the super weapon building animations are displayed. Now the building should show animations even if SuperWeapon= is not set.

@mevitar: Thanks. The first issue should be fixed. It is supposed to pick the first SW that's available. It's the same method that picks which SW EVA announces. I'm not sure whether there actually is support for AuxBuilding (or any similar mechanism) and building animations. I don't think they were ever intended to work together, and I didn't work on that yet. So most likely I'll document this as unsupported.

@RehteA: Allowing an SW to fire only at cells containing Tiberium could be fairly simple, but the AI will have trouble using this. There are four possible ways for Designators and friends: [Require|Forbid][Allies|Enemies]. I don't want to implement them all. Designators are requiring allies, Inhibitors are disallowing on enemy units. That should be enough for now.

--

I'd like to get away from SWs a bit. There are a few more features on the plate for 0.9, like targeting modes that are more customizable, and maybe a map action to fire an SW at a waypoint, but I'll have to see how that works out.

Minor question: Can anyone provide a unit shp file with 32 facings? Not a converted RA1 unit, i.e. with correct frame order and walk sequences? I could also need the ini coding for artmd.ini. I need that for, uhm, ...

_________________

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


Joined: 20 May 2013
Location: Indonesia

PostPosted: Sun Nov 09, 2014 1:21 am    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
Support Oil Derrick logic on building upgrades
Building upgrades now support ProduceCashDelay, ProduceCashAmount and ProduceCashStartup like normal buildings. One change affects ProduceCashStartup, which on any building type can now also be negative.

Amazing! Oil Derrick on upgrades WORKS perfectly! Thanks AlexB!

P.S: Fix the AI Engineers problem Very Happy

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


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


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Sun Nov 09, 2014 5:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Let see if I can make some for you

Back to top
View user's profile Send private message Visit poster's website Skype Account
AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Nov 09, 2014 5:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Wait Holy_Master! Was just going to update the post. Gluk-v48 provided me a file, and it renders well but sometimes jumps to another facing instead of turning. I'll see whether I can fix this and make this available. Sorry for the inconvenience! Sad

_________________

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


Joined: 19 Nov 2003

PostPosted: Sun Nov 09, 2014 8:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Sure the art coding is ok?

If some of it is omitted letting it use defaults for most part it can glitch like using only WalkFrames like TS titan.

Best use all controls to tell frames precisely.

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


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sun Nov 09, 2014 12:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Another thing close to my heart:
Image= tags working on art objects that aren't animations or buildings would be nice to see.

For example, having to have three copies of DRAGON.shp (Rookie, Allied Elite w/ blue trail, Soviet Elite w/ red trail) is not so hot when three entries with Image= and just different linetrails specified could do the same.

Back to top
View user's profile Send private message
mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Sat Nov 15, 2014 10:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

As of 14.312.1367:

SW structures now charge according to the state of the 1st active SW on the list. This includes suddenly changing which SW is the 1st active one on the list (like: losing or getting back an AuxBuilding) - it will charge down if the new 1st SW isn't charged, stay charged if it is, etc.

However, if you lose the AuxBuilding on the 1st one when it is charged, and the structure will charge-down for whatever reason (the next active SWs wasn't charged, or no other SWs present), then if you rebuild the AuxBuilding before other SWs charge, the SW structure will charge-up without checking for the SW state, and immediately charge-down.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   This topic is locked: you cannot edit posts or make replies. Page 1 of 3 [133 Posts] Goto page: 1, 2, 3 Next
Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.3220s ][ Queries: 11 (0.0116s) ][ Debug on ]