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Yuri's Revenge to Red Alert 2 total conversion
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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Sat Dec 06, 2014 7:07 pm    Post subject:  Yuri's Revenge to Red Alert 2 total conversion Reply with quote  Mark this post and the followings unread

Has there ever been a YR to RA2 total conversion? Restoring the RA2 sides?

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Sat Dec 06, 2014 7:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

No. What for?

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Sat Dec 06, 2014 7:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just curious really. And I guess it would be cool to use as base mod with Ares.

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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Sat Dec 06, 2014 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I had thought about it, but it takes time to implement. Just as there are a few more things from ra2, which at the moment can not be implemented in YR.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Dec 06, 2014 10:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Which are?

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Sat Dec 06, 2014 11:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

RA2 style Cloning Vats (the infantry grinding only logic). The Ares documentation states RA2 Cloning Vats can 'reverse engineer' units but I don't think that's true.

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Sun Dec 07, 2014 1:00 am    Post subject: Re: Yuri's Revenge to Red Alert 2 total conversion Reply with quote  Mark this post and the followings unread

Iran wrote:
Has there ever been a YR to RA2 total conversion? Restoring the RA2 sides?


No, I always wanted to port RA2 to YR just to make use of the new features and improve the balance, but I had to drop it on numerous occasions and later due to lack of ra2 logic in yr to get it to be exactly the same.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Dec 07, 2014 1:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Iran wrote:
RA2 style Cloning Vats (the infantry grinding only logic). The Ares documentation states RA2 Cloning Vats can 'reverse engineer' units but I don't think that's true.


[NACLON]
Grinding=yes
ReverseEngineerVictims=yes
UnitAbsorb=no
InfantryAbsorb=yes

There. Done.

RA2 Cloning Vats did reverseengineered infantry, I had even tested it because I doubted that ability myself as well.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
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=======================
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Iran
Pyro Sniper


Joined: 23 Mar 2011

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

Oh that's cool I was told it wasn't possible to only limit the grinder logic to infantry.

Would it be possible to do a RA2 mod as custom game mode? A sort of 'classic' game mode?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Dec 07, 2014 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's not possible to disable/enable the playable sides via game modes so you wouldn't be able to remove Yuri.

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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Sun Dec 07, 2014 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Sun Dec 07, 2014 6:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I converted Yuri into a Soviet side in my custom game mode using

Code:

[Sides]
Nod=Russians,Africans,Confederation,Arabs,YuriCountry
ThirdSide=None

[YuriCountry]
Side=Nod


It works fine when playing as Yuri, however when playing against a Yuri AI the game crashes here around the start (about 3-4 seconds in I think):

Code:

.text:00505E41                 mov     edi, [edi+0DF8h]


Anyone have any idea?

Attached is my game mode rules ini file and my mpmodesmd.ini file. In the skirmish map selection screen pick the 'Naval war' mode to enable the game mode.



mpmodesmd.ini
 Description:

Download
 Filename:  mpmodesmd.ini
 Filesize:  1.09 KB
 Downloaded:  5 Time(s)


MPClassicModeMD.ini
 Description:

Download
 Filename:  MPClassicModeMD.ini
 Filesize:  2.29 KB
 Downloaded:  6 Time(s)


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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Sun Dec 07, 2014 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think it would be better.

Code:
[YuriCountry]
ListIndex=-1

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Sun Dec 07, 2014 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

ListIndex doesn't work in a game mode rules ini file apparently.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Dec 07, 2014 6:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Iran: NACNST also needs Owner update, it's not owned by YuriCountry if assumed 1.001 rules.

@Gluk: Bad idea. The file isn't read completely until game start. Practically that would only take effect when you finish a game and return to the skirmish screen to pick a new.

_________________
"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
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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Sun Dec 07, 2014 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion: Doesn't AI ignore Owner= ?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Dec 07, 2014 7:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

AI ignores Owner on units, but not on buildings.

In fact, the AI only builds buildings it owns via that flag, without looking at Required/ForbiddenHouses.

_________________
"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
=======================
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=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Sun Dec 07, 2014 7:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah thanks. After adding YuriCountry to the Soviet ConYard I had to remove YuriCountry from the Yuri ConYard, afterwards it worked. When YuriCountry still owned Yuri ConYard one Yuri AI would build a Yuri ConYard and the other would only build bar ref power plant and flak cannon.

Here are my latest files...Yuri has been turned into a Soviet country which who has the Siege Chopper as bonus, the rest should be like Red Alert 2 as much as possible. This is a new game mode which will show up in the skirmish map selection screen as 'Naval War'.

Place both INI files in your game folder.



mpmodesmd.ini
 Description:

Download
 Filename:  mpmodesmd.ini
 Filesize:  1.09 KB
 Downloaded:  9 Time(s)


MPClassicModeMD.ini
 Description:

Download
 Filename:  MPClassicModeMD.ini
 Filesize:  2.8 KB
 Downloaded:  10 Time(s)


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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sun Dec 07, 2014 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
It's not possible to disable/enable the playable sides via game modes so you wouldn't be able to remove Yuri.


True, but you could change Yuri's conyard to a little beacon with no follow-up structure requirements and give it the spysat logic. Make it non-capturable (capturable=no ? ) and just name the side "Observer". #Tongue

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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Sun Dec 07, 2014 10:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

daTS, better to add animation (AttachEffect.Animation) to the MCV, which will instantly kill MCV.

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Sun Dec 07, 2014 10:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've noticed Tanya still has the C4 weapon she can use against vehicles. Does anyone know how to disable that ability?

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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Sun Dec 07, 2014 10:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

look at SEAL (he uses C4 only against buildings). Also in RA2 mirage tank, the cursor does not effect to attack. In YR he shows it.

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Sun Dec 07, 2014 10:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

AlexB figured it out for me, it's HollowPoint2 instead of HollowPoint on her DoublePistols weapon.

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DaRTzO
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Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Mon Dec 08, 2014 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you're converting YR to RA2 keep in mind that a lot of the weapons and units use different armors and damage values.

So it's a LOT of work to convert it all.

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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Mon Dec 08, 2014 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

DaRTzO wrote:
If you're converting YR to RA2 keep in mind that a lot of the weapons and units use different armors and damage values.

So it's a LOT of work to convert it all.

It's his interest to convert the game, so no problem then :/

Anyway, i'd like to see YR > RA2 conversion Very Happy

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Mon Dec 08, 2014 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

deathreaperz wrote:

Anyway, i'd like to see YR > RA2 conversion Very Happy


What would be the point of that? There's less features on RA2 which would make it basically impossible to convert it that way.

@ Iran are you going to convert it exactly as it is? Namely have the resulting gameplay exactly the same? What's your reasoning behind the conversion?

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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Mon Dec 08, 2014 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

DaRTzO wrote:
What would be the point of that? There's less features on RA2 which would make it basically impossible to convert it that way.

I'm just waiting and see the conversion results. I know total conversion is always hard to do, but still i want to see the results from this conversion.

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Mon Dec 08, 2014 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well my mod is a custom game mode. I'd like to convert as much as possible to RA2...so damage and armor values too. Do you have any examples of damage/armor values which were changed?

I'm doing it out of interest and because I'd like to add a classic game mode to CnCnet 5's YR support. Maybe people are interested in playing YR like RA2 for some reason, or maybe because YR is needed for Ares and because people might be very curious about playing on CnCNet 5 but would rather play RA2 on CnCNet 5 (which will probably be added a few months later).

RA2 doesn't support selectable teams and spawns while CnCNet 5 YR will (although if RA2 support is added I will add support for those), plus CnCnet 5 will have extra game options like multi-engineer, undestroyable bridges and a 'no Yuri' option. Plus Windows 8/8.1 will be supported using ts-ddraw. The CnCnet 5 YR installer probably will come with a range of popular maps.

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Mon Dec 08, 2014 9:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Iran wrote:
Well my mod is a custom game mode. I'd like to convert as much as possible to RA2...so damage and armor values too. Do you have any examples of damage/armor values which were changed?


Just a custom game mode?
So you're not going to make a RA2 client for cncnet as well? Seeing as RA2 is way more popular.

As for examples... Everything. You'll need to check all weapons and unit stats side by side to get it right. For example there's a build speed difference between YR's rhino, grizzly compared to RA2.

The GI is even more over powered, especially when elite (firepower). I've heard players say that Desolators are even more powerful as well. Prism tanks according to some got a damage boost too. To me it also seems like flak tracks and generally most flak weapons seem to almost instantly kill rocketeers.


Iran wrote:

I'm doing it out of interest and because I'd like to add a classic game mode to CnCnet 5's YR support. Maybe people are interested in playing YR like RA2 for some reason, or maybe because YR is needed for Ares and because people might be very curious about playing on CnCNet 5 but would rather play RA2 on CnCNet 5 (which will probably be added a few months later).
.


I would rather play RA2. Very Happy YR was always such a bore to me.


Iran wrote:

RA2 doesn't support selectable teams and spawns while CnCNet 5 YR will (although if RA2 support is added I will add support for those), plus CnCnet 5 will have extra game options like multi-engineer, undestroyable bridges and a 'no Yuri' option. Plus Windows 8/8.1 will be supported using ts-ddraw. The CnCnet 5 YR installer probably will come with a range of popular maps.


People have adapted to a degree by selecing color combinations for spots. Wink

TS-ddraw is a bit rubbish on Win 7 though (doesn't work for me) I've experimented with agrit's ddraw with good results though which is also what a lot of brazilian game-ranger players are using for Windows 8.

I have a patch for the current ra2 maps. Which re-orders the maps list, adds categories to describe/organize them, changes the player spawn counter to the start of name and adds lots of good usermade and westwood maps.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Dec 08, 2014 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

There aren't that many changes AFAIK. I just checked the Desolator and Prism Tank and see no differences except adding Soylent to make the Grinder and Industrial Plant combo OP. GI had its damage increased from 15 to 25. Also noticed the Prism Tower had its ROF reduced from 60 to 45.

Just get the inis and compare.

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Mon Dec 08, 2014 11:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

DaRTzO wrote:
TS-ddraw is a bit rubbish on Win 7 though (doesn't work for me) I've experimented with agrit's ddraw with good results though which is also what a lot of brazilian game-ranger players are using for Windows 8.

Did you have the aagrit's ddraw link and its settings???

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Tue Dec 09, 2014 12:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

What issues are you having with ts-ddraw on Windows 7?

CnCnet 5 RA2 support will likely be added, but it depends on whether there is a demand for it and I'm also pretty concerned about whether it will split the online RA2 community...TS and YR are pretty much dead on XWIS so for those games it's not an issue at all.

Anyway the RA2 mod doesn't take that long to fnish while adding CnCnet 5 RA2 support will a lot take longer, as I need to patch a lot of RA2 game code and add new code + test it all and then add support for RA2 to the CnCnet YR client (probably will have one client for both games..idk for sure though), which will also require testing. Which will take a few weeks.

I'm pretty terrible at RA2 and YR so I don't know the whoel tech tree out of my head and neither do I know the build speed and damage/armor values so hence why I'm asking. It does appear tome that flak weaponry kill Rocketeers very quickly in YR.

Could you give some actual INI examples? I'll probably go through damage/war/build for all units in the INI files. Did any of the cost for units change? I already adjusted the Soylent for Tanya while adjusting her cost to the RA2 value.

On a side note, even though the mod doesn't have Grinder and Industrial Plant obviously, can you exploit Grinder and Industrial Plant with the Soylent values? For free money I mean.

Does anyone have a special tool which can compare INI files, i.e. it supports comparing INI sections and keywords? That would be a huge help.

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Tue Dec 09, 2014 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Notepad++ has a compare plugin, you could use that.

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Tue Dec 09, 2014 3:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Iran wrote:
What issues are you having with ts-ddraw on Windows 7?


Slow gameplay / black starting menu.
I was thinking of using the Windows 7 DDraw (default dll) in combination with the agrit's wrapper for my unofficial patch, to apply custom compatibility settings through the wrapper. Which should result in better compatibility with Windows 8 and allow for fine tuning of the ddraw settings.


Iran wrote:

CnCnet 5 RA2 support will likely be added, but it depends on whether there is a demand for it and I'm also pretty concerned about whether it will split the online RA2 community...TS and YR are pretty much dead on XWIS so for those games it's not an issue at all.


I'm pretty sure there won't be too much splitting. Seeing as those who have a serial or want to play on the official ladder will play on XWIS by buying an account or using an the latter to register one.

Those who don't play on Game Ranger and other networks, if you manage to patch the cheats, other exploits and bugs then those people will migrate to cncnet. Also I'd recommend applying your lag fixes ofc along with releasing a Chinese language client. As they have the largest community for RA2 and possibly for YR as well.


Iran wrote:

Anyway the RA2 mod doesn't take that long to fnish while adding CnCnet 5 RA2 support will a lot take longer, as I need to patch a lot of RA2 game code and add new code + test it all and then add support for RA2 to the CnCnet YR client (probably will have one client for both games..idk for sure though), which will also require testing. Which will take a few weeks.


Wouldn't it had made more sense to start from RA2 and work your way up to YR, seeing as there's a higher demand for RA2 and many active splintered communities, cncnet could turn out to be the unifying force. Seeing as there's a lot of support for CnCnet 5.
You're more likely to get active testers for RA2 as well.


Iran wrote:

I'm pretty terrible at RA2 and YR so I don't know the whoel tech tree out of my head and neither do I know the build speed and damage/armor values so hence why I'm asking. It does appear tome that flak weaponry kill Rocketeers very quickly in YR.

Could you give some actual INI examples? I'll probably go through damage/war/build for all units in the INI files. Did any of the cost for units change? I already adjusted the Soylent for Tanya while adjusting her cost to the RA2 value.


I know the tech tree in my sleep for RA2, but I'm not certain for YR.
I couldn't give you INI examples as it's been a very long time since I modded YR/RA2 the best way would be to go through the buildings one by one, then infantry, vehicles, naval, air, etc...


Iran wrote:

On a side note, even though the mod doesn't have Grinder and Industrial Plant obviously, can you exploit Grinder and Industrial Plant with the Soylent values? For free money I mean.


I'm not too sure, but I think it might be possible.
Try asking some YR Veterans on XWIS. ( A lot of them play RA2 nowadays ).

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Tue Dec 09, 2014 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

RP wrote:
Notepad++ has a compare plugin, you could use that.


I tried that for CSS, but it turned out to be rubbish.

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Tue Dec 09, 2014 4:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well the compare tool needs to understand INI..does Notepad++ have that?

YR is dead and pretty much all mods use YR because of Ares so it made sense to start with YR.

Other than ladder (which will be added later) and quick match there isn't any reason to use XWIS other than the existing player base. CnCnet 5 RA2 would have anti-cheat, would be easy to install (and won't require a serial), would have more features than on XWIS (e.g. selectable teams and spawn and support for more than one spectator) and you can literally run it in the background and occasionally check up on lobby chat or wait for players (if you're hosting) while doing other things like watchign YouTube movies. And with ts-ddraw the game should work on Windows 8/8.1 (at least I'm able to play now).

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Tue Dec 09, 2014 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Literally all you need to do is to open 2 files with it and run the compare plugin. Then you'll see which lines differ, which are missing and which were added. Whether it understands inis or not, it doesn't matter, it works perfectly.

Well, almost, as i noticed that it tends to freeze if files have different section order (which would mean it reads ini sections and compares them). But that shouldn't be a problem in this case.

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
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PostPosted: Tue Dec 09, 2014 6:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could you link me to the same plugin that you're using, as the one I got for notepad++ is absolutlely useless.

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Tue Dec 09, 2014 7:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually it's extremely important whether it understands INIs...rules.ini and rulesmd.ini are HUGE and being able to get a diff of INI sections would be great.

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Tue Dec 09, 2014 8:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

It depends on what you see as "understanding INIs".
Notepad++ can collapse sections like spoilers in forums do.
It properly highlights everything INI specific, section ID, key and value.
You can even create a custom INI syntax if you need specific things.

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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Tue Dec 09, 2014 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

RP, They talked about the comparison of the two ini files. So that the comparison is not text, and ini sections themselves.

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KALAPS S8
Grenadier


Joined: 02 Aug 2012

PostPosted: Tue Dec 09, 2014 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

I create test version similar Yr > Ra2 .
Yuri delete .(Yuri>new Iraq)  Laughing



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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Wed Dec 10, 2014 1:16 am    Post subject: Reply with quote  Mark this post and the followings unread

DaRTzO wrote:
Could you link me to the same plugin that you're using, as the one I got for notepad++ is absolutlely useless.
I'm using the one that comes with NP++ by default, so I think I'm using exactly the same one as you do.

Anyway, I just compared the rules files from both games. It seems that some sections did get their order changed (mainly units and infantry), so the results get skewed for some of them. Unless someone is going to reorder the units in either file, it will be impossible to accurately compare everything with that plugin. It should still work correctly as far as global game settings sections go.

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Wed Dec 10, 2014 3:33 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm using one that I downloaded separately.

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Wed Dec 10, 2014 7:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah partial reordering of the INIs is why text diff doesn't work but it should work with something that can work with INIs as it can show the difference between sections and keywords and isn't depended on the order of the text.

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Sat Dec 13, 2014 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Here's a new version of the game mode. I copied Red Alert 2's weapon and armor settings and did some other miscellaneous changes. Should be pretty complete now though I'm not sure if the cameo order is correct in the sidebar.

I tested a couple of games and I've noticed the Allies GI is incredibly strong when elite and deployed. Is that the case in RA2?



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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Mon Dec 15, 2014 9:45 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't see why it should matter to you what engine actually underlies the game you are playing if the game play is exactly the same. If YR has an RA2 mode, its just a hearts and minds thing to convince people to play the RA2 mode in that rather than worrying it its the "real" RA2 or not.

DaRTzO wrote:
Iran wrote:
Well my mod is a custom game mode. I'd like to convert as much as possible to RA2...so damage and armor values too. Do you have any examples of damage/armor values which were changed?


Just a custom game mode?
So you're not going to make a RA2 client for cncnet as well? Seeing as RA2 is way more popular.

As for examples... Everything. You'll need to check all weapons and unit stats side by side to get it right. For example there's a build speed difference between YR's rhino, grizzly compared to RA2.

The GI is even more over powered, especially when elite (firepower). I've heard players say that Desolators are even more powerful as well. Prism tanks according to some got a damage boost too. To me it also seems like flak tracks and generally most flak weapons seem to almost instantly kill rocketeers.


Iran wrote:

I'm doing it out of interest and because I'd like to add a classic game mode to CnCnet 5's YR support. Maybe people are interested in playing YR like RA2 for some reason, or maybe because YR is needed for Ares and because people might be very curious about playing on CnCNet 5 but would rather play RA2 on CnCNet 5 (which will probably be added a few months later).
.


I would rather play RA2. Very Happy YR was always such a bore to me.


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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Mon Dec 15, 2014 12:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

The engine differences matter a lot and not everyone has YR. Anyway this is just something out of interest which i'll be including as bonus with CnCnet 5 YR. We'll be adding RA2 support later on so this could also keep interested until then.

I'm also working (and almost done) with a stripped down MP version of RA2+YR combined. It has no music, no movies, a lot of 640x480 gui elements/data removed, no single player and no WOL/XWIS. It does come with CnCnet 5. It's about 115 MB compressed, one folder with both games. I removed support for playing movies (so binkw32.dll isn't needed and it's removed) and I'm gonna remove the need for blowfish.dll (so reading protected mix files isn't supported) so you don't need admin right to play the game. It will have forced no-CD (can't be forced with a CD install because the maps are on the CD..people need to copy the files to the folder first) and it will be ready for CnCNet 5 out of the box. All mix files except language/langmd.mix are inside ra2.mix (they're loaded before ra2.mix because they can contain the strings files for startup error strings) and I renamed audiomd.mix to audio.mix which saves space. Maybe I can remove langmd.mix and place the YR strings file into language.mix, the game seems to try and read both.

I wasn't able to remove most of the main menu elements because the game would crash, even when starting using the spawner so the game is directly loaded into a match (so the main menu is bypassed).

Hope I can shave off more megabytes and get the game working properly for all Windows 7 and 8/8.1 players. Which probably means I'll need to bug hifi about ts-ddraw.

@DaRTzO: If you could hang around on IRC ( irc.freenode.net #cncnet ) we could co-ordinate some things better together. I could also use your expertise and opinion for CnCnet 5 client development.

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Mon Dec 15, 2014 5:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Blade wrote:
I don't see why it should matter to you what engine actually underlies the game you are playing if the game play is exactly the same. If YR has an RA2 mode, its just a hearts and minds thing to convince people to play the RA2 mode in that rather than worrying it its the "real" RA2 or not.


So I should trust him to have gotten every detail ( gameplay wise ) right? Instead of playing a mod of the game I'd rather play what I know is the actual game.


@Iran, yeah, sure I'll try to find time to get on the IRC.

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Iran
Pyro Sniper


Joined: 23 Mar 2011

PostPosted: Sun Dec 21, 2014 10:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Another update. The pip distortion bug should be fixed now and Yuri no longer starts with Yuri units but will start with Soviet unit like he's supposed to.



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