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Ares 0.9 aftermath
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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed Feb 25, 2015 5:41 pm    Post subject:   Reply with quote  Mark this post and the followings unread

I don't know if it's just me but I am not getting the nuke light appearing at all despite light.enabled=yes on nuke clone

Plus normal tank using NUKE warhead does not produce map wide light anymore either(?)

Yet curiously attaching that NUKE warhead into nuke super does provide the map wide light flash...

Plus the DebrisAnims= have me wondering, they work but the amounts I put on them don't all appear when building blow up, is there some odd debris limit on building blow up???

I put like 50 minimum and get something like 20-30 at most...
MaxDebris=57
MinDebris=53

So confusing...

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BaRaka
Medic


Joined: 09 Jun 2014

PostPosted: Sun Mar 22, 2015 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

A bug regarding Cloning „war factories”:
If you have a CloningFacility= structure with WeaponsFactory=yes, and multiple normal war factories, a very cheap vehicle, or production bonuses to speed up the production of vehicles - so that units pop out too fast for a single war factory to deal with producing; the CloningFacilty will, of course, be also overloaded and will not clone all the vehicles produced.
So far so good.
The problem is that another structure will become "emergency cloning facility" and will produce all the clones that can't pop out of the Cloning Facility, or Facilities (if there are multiple Cloning structures, that single structure will produce all the vehicles that should have been clone - at one instance ).
If a single unit is produced, so that the Cloning Facility will not be overloaded, it will produce it normaly, and the "Emergency Cloning" structure will not produce anything.

If you sell the structure, another one will become the cloning facilty.

Even giving CloningFacility=no to that structure will not prevent the bug.

The structure wich becomes CloningFacility doesn't seem to be choosen at random - on a map with some structures pre-placed, it will always be a certain structure; if that one is sold, it's always the same one who becomes the next "cloning" facility.

LE: https://www.youtube.com/watch?v=M56I_Tv5jt8 for a video

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Millennium
Commander


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

PostPosted: Tue May 05, 2015 11:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Is there a chance the loading sequence will be changed so sounds.mix will be read again? I know - not terribly important. But with audio files no longer needing .bag, it'd just be for organizational reasons to put them into a mix like the previous games did it.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue May 05, 2015 12:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just put them in your expand?

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Tue May 05, 2015 12:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well the loose audio files (ARES feature) is not optimal however... forced to 22khz mono pcm wavs due to hard coding of the feat so while it may be easier in one aspect, it may end up wasting more space in long run.

Besides, the mix you put them into is meaningless consideration, any will do so there is no need to change any 'loading order' what so ever.

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Millennium
Commander


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

PostPosted: Tue May 05, 2015 2:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh, I did not know >< I understood "lose" as meaning they get read from the folder only, not from any .mix...

On the note of sound, Enter/LeaveWaterSound does not seem to work for vehicle types anymore (not sure if it ever did, but I believe so).

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Wed May 06, 2015 2:16 am    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
Well the loose audio files (ARES feature) is not optimal however... forced to 22khz mono pcm wavs due to hard coding of the feat so while it may be easier in one aspect, it may end up wasting more space in long run.
not true, i pulled off 44.1kHz stereo adpcm for the music. you'd prob want mono for the sounds anyways even if they can run stereo.

But yeah the bag can run 16-bit LPCMs (makes it fat, but worth it).

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed May 06, 2015 5:22 am    Post subject: Reply with quote  Mark this post and the followings unread

GenesisAria wrote:
ApolloTD wrote:
Well the loose audio files (ARES feature) is not optimal however... forced to 22khz mono pcm wavs due to hard coding of the feat so while it may be easier in one aspect, it may end up wasting more space in long run.
not true, i pulled off 44.1kHz stereo adpcm for the music. you'd prob want mono for the sounds anyways even if they can run stereo.

But yeah the bag can run 16-bit LPCMs (makes it fat, but worth it).


I was talking of the specific ARES feature that was added to bypass bag for generic audio.  Music and EVA were always supported as is.

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GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Wed May 06, 2015 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah and i'm talking the engine's audio decoding capability. Unless they designed it to specifically only recognize that frequency... Audio outside of the bag doesn't seem to support LPCM, but it does support 44.1kHz, and damn does that sound a lot better.

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Millennium
Commander


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

PostPosted: Wed May 06, 2015 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Only for music and EVA, not for other sounds.

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