But I am confused on the solid building part - it did not work for me even though Mig Eater confirmed it. Do I understand it correctly that the default is, that all enemy buildings are treated as more solid then all own houses projectiles (1 to 0)?
So it should work without adjusting any solid levels right?
PS: I used the rough sea download giving in your first post.
InitialPayload seems to work correctly in regards to passengers being placed inside the object on creation (it obviously does not work on preplaced objects, and always plays EnterTransportSound upon creation as well, if applicable). On VehicleTypes with OpenTopped, however, the InitialPayload passengers seem to have trouble firing out, usually only doing so once and not resuming afterwards. _________________ QUICK_EDIT
Missile.Weapon works fine apart from preventing airburstweapon from triggering(?), not necessarily the scope of feature intended but decided mention.
Initial Payload works fine in general except not with OpenTopped=yes units which most of the time behave like no passengers to shoot out(!?), this gets sorted when you exit them and manually load them in again obviously.
DetailLevel=2 issue is fixed indeed.
Active firestorm walls now deplete the charge successfully. QUICK_EDIT
He is talking about preventing ejecting passengers manually, this tag is about death.
I wouldn't say that.
He never did mention about manual ejection and I only answered what he asked.
AlexB wrote:
DetailLevel=2 anims will now display correctly
Fixed.
AlexB wrote:
Use the weapon's damage for Custom Missiles, not the Custom Missile's
Works now.
AlexB wrote:
Aircraft might now hit Solid Buildings
Fixed.
AlexB wrote:
Suppress Death Weapon
[Warhead]DeathWeapon.Suppress= (list of TechnoTypes)
When this warhead causes the death of a unit from this list, its death weapon will not fire.
Working. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
On VehicleTypes with OpenTopped, however, the InitialPayload passengers seem to have trouble firing out, usually only doing so once and not resuming afterwards.
I can confirm this. If you deploy and put them back in everything works fine. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Thanks for testing a lot of features so quickly!
I've got a question: Do infantry units in open-topped vehicles work when they arrive as reinforcements?
@Mig Eater: Indeed aircraft won't crash into buildings. What kind of feature would that be?
Yeah, Solid Buildings was kinda incomplete. But considering it was one of the earliest features (from my POV), it really benefited from an overhaul.
@Ich-Henker: Buildings will not automatically get solid. I'm trying to not change any defaults with Ares. You need to set SolidHeight=-1 on a building to make the SolidHeight equal to its actual height, and then the rules apply as described.
@RehteA: A no-deploy tag is planned for the Chrono Prison, which still has some work left to be done. I know the Chrono Prison is a very concrete, very edge case unit, but I like the concept. We'll see.
@Starkku: I'll look into OpenTopped=yes handling again... I added extra code and I'm doing the same thing as units entering manually. Seems there's something off still.
@ApolloTD: Airburst isn't supposed to work, as there is no projectile flying. It is created and detonates immediately.
@MustaphaTR: I didn't add support for Absorbers. I thought about it, but waived the idea. Maybe I can add it for next time. _________________ QUICK_EDIT
I had a little time to run some tests, so here's what I found.
- DetailLevel=2 animations work again
- Initial Payload works fine, though I also noticed the issue with OpenTopped that Starkku pointed out. I can say however that veterancy works well with the feature. For example, when a barracks is spied, the infantry that come in the Initial Payload will also become veteran. I figured it would work anyway, but it's usually little things like that which can go wrong with a new feature, so I'm glad I checked it.
Just a heads-up: I changed Initial Payload for the next binary. It will work with pre-placed objects, will not play the enter sound, will work with OpenTopped=yes and InfantryAbsorb=yes (no UnitAbsorb, though). _________________ QUICK_EDIT
Aircraft landing works
Disk laser fix works
.wav files works
InitialPayload works (I tested on both battle bunker and flak track having 5 initial constripts. Flak track plays enter sound)
DeathWeapon.Suppress= works _________________
Indeed aircraft won't crash into buildings. What kind of feature would that be?
I have no idea why I thought that XD I guess I was hoping I could use my Washington monument as a plane swatter!
Can't aircraft try and climb over it (assuming you can have the hit box reach high enough), even though it would look weird and unrealistic? Still better than flying straight through it _________________
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Fri Nov 20, 2015 1:29 pm Post subject:
The way aircraft behaves in conjunction with buildings has bothered me for awhile... I don't think aircraft could or should climb over solid buildings (since their altitude is pretty much fixed), but it could be made so that buildings are considered terrain obstacles to Fly, much in the same way that ground units also consider buildings as obstacles, and will try to navigate around them. I believe that the only difficult part would be to only consider buildings as obstacles if the Height is equal to, or greater, than the aircraft's FlightLevel. AFAIK, there is no check for that and it would have to be specifically coded for this purpose - right now, movement zone naturally only checks for whether a cell is occupied at ground level. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
It looks like i have a different problem with new unstable builds, not sure when it has been broken but second plane for TankParadrop SW isn't working.
Edit Adding AA=no to heatseeker did not change behaviour _________________ Last edited by Allied General on Fri Nov 20, 2015 8:55 pm; edited 2 times in total QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Fri Nov 20, 2015 8:08 pm Post subject:
Does AA=no actually stop this behaviour? From what I've seen, I suspect Splits targeting bypasses projectile checks on AA/AG entirely. I think for this issue it would be valuable to know if AA=no is actually checked on this projectile. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sat Nov 21, 2015 3:35 pm Post subject:
Two bug reports:
1) It seems Ripple still does not respect actual projectile impact location. If a projectile is scattered, the ripple will be displayed at the intended target when the projectile detonates, rather than at the impact location of the projectile.
2) For ProjectileRange, when fired from aircraft, it seems the altitude of the projectile is not considered and the AirburstWeapons are fired at ground level. At least this seems to be the case for projectiles set to detonate instantly (ProjectileRange=0). Not sure if this also occurs with projectiles that have longer ProjectileRanges. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
UIName textboxes (the textboxes that appear when scrolling over objects) will either not appear at all or appear for a single frame. Again, nothing really gameplay impacting, but this didn't happen until the latest version.
EDIT: Actually, like Millennium, I haven't been able to recreate the bug. Interesting how bugs will just come up once or twice but fix themselves afterwards. _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 Last edited by PePsiCola on Sun Nov 22, 2015 5:50 pm; edited 1 time in total QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sun Nov 22, 2015 4:37 pm Post subject:
Update:
I have been unable to recreate 2) from my last bug report. It must have been caused by an unknown variable that I cannot pin down. But Ranged projectiles work fine with aircraft. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
It looks like i have a different problem with new unstable builds, not sure when it has been broken but second plane for TankParadrop SW isn't working.
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sat Nov 28, 2015 8:50 am Post subject:
Things that I think would be great additions, perhaps you will take a moment to consider them:
- For ProjectileRange, a setting that expresses "detonate when within this many cells to your target", rather than "detonate when this many cells from your firer". Perhaps negative values in ProjectileRange could be used that way? E.g. ProjectileRange=-4 would mean "explode when within 4 cells distance to your target".
- DetonationAltitude, a totally under-used feature, could be made more useful by making it specificy an exact altitude, not a range - ie "detonate at this altitude", not "detonate when at this altitude or higher". For example, it would be possible to create air-bursting bombs that way.
- For AirburstWeapon, it would be great if projectiles of any kind would work (as they do for ShrapnelWeapon), not just homing ones. Likewise, laser/wave/bolt/radbeam drawing should work for AirburstWeapon (as they do for ShrapnelWeapon).
- Re-implementing Bouncy.
Thank you for considering. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Regarding aircraft: Aircraft work in a different way than JumpJets. JumpJets can stop in air and rise, planes can't. This makes it kinda difficult to add such a feature. especially when it comes to performance.
The Hunter Seeker has some special code to "look ahead" the next ten frames of game time, and correct its flight path accordingly. For aircraft to naturally fly over a skyscraper, it has to project its path for a much longer duration. This could hurt performance, also because there are more aircraft flying than Hunter Seekers, which is rarely on the map. And it would most likely be a pain in the back to code.
The game assumes a lot about aircraft. Like it can't collide with anything else while flying. It's too complex to add that for such a tiny detail.
MustaphaTR: I'm looking into it. It is because of the way Count is read. If it isn't defined in a map, it always defaults to 1, which kills off all your additional planes. I'm thinking about a way to fix that.
Allied General: Splits indeed targets any techno in range, not worrying about such tiny details as AA.
PePsiCola: I noticed that tool tips don't display properly sometimes, but I don't know why that is.
Millennium: Please understand that I can't always consider every idea ad-hoc.
I'm looking into the ripples.
Reverse-ProjectileRange would need some new code, as the original code sums up the travelled distance. It can't work with negative values like that. But it sounds possible, like a Proximity detonator.
Why is DetonationAltitude important, or what makes it not work when it means higher than or equal instead of equal? The projectile does not travel at each height. It jumps from frame to frame, and the chance of hitting DetonationAltitude exactly is pretty grim.
AirburstWeapon and Splits are the way they are. The would need an extra load of support for laser, rad, and electro effects and the like.
Bouncy is kinda out of the question. It has been removed, and the method applying that is ugly and complicated already. I won't try to squeeze it back in. I looked some years ago already, understood what TS did and how the system technically worked. It's still very complicated.
XxpeddyxX: Nothing changed since last month. _________________ QUICK_EDIT
- DetonationAltitude, a totally under-used feature, could be made more useful by making it specificy an exact altitude, not a range - ie "detonate at this altitude", not "detonate when at this altitude or higher". For example, it would be possible to create air-bursting bombs that way.
ProjectileRange & Parachuted? _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Last edited by Krow on Sat Nov 28, 2015 5:29 pm; edited 1 time in total QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sat Nov 28, 2015 5:28 pm Post subject:
Yes, but different - not the "Dropping" way, ie detonate as soon as projectile spawns, but rather, say, detonate after dropping to an altitude of 200. Gameplay-wise, it probably would not make a big huge difference versus ProjectileRange=0 or Dropping=yes, but it would be a nice effect. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
*i can confirm that normal crash reports are shown within gameplay (but Ive only seen unidentified errors so far).
* As others mentioned a tag on a transport vehicle to forbid passengers to exit in combination with initial payload would indeed be a great addition - it would make multiple weapon vehicles possible! Finally!!
Again a bit late, but hey... Here's the new binary, which brings a few new toys. The next build will come sooner, depending on my time. As you will notice, Ares has lost a few more kilos, which was made possible by some changes to some very fundamental pieces of code.
Also please look at LaunchPad to see what still needs testing. The current batch of features will appear there soon.
As this release is getting quite big already in terms of new features and internal code changes, I might split it into two releases. That is, releasing the tested features as 0.A and continuing with all the other features that are yet untested for 0.B or later. This might sound comfortable and simple, but it's really not, because I have to remove the features then, and most importantly not forget to add them back and document them next time.
I'll see how the ratio of tested and untested features is in about a week. If there are only few untested or unconfirmed features, I'll go on and add more. If the edge case features aren't tested (like the map actions regarding Firestorm), so be it. The next batch will be a bit more interesting than this one, but... no spoilers.
Fixes
Fixed an unreported bug regarding ObserverFlagYuriPAL
Units in OpenTopped transports show Behind anim (#1415844)
MindControl Pip Scale and Secondary (#1517943)
Initial Payload works with pre-placed objects
Support Initial Payload on InfantryAbsorb buildings
Fixed Initial Payload for Open Topped vehicles
Turn off the enter sounds for Initial Payload units
Never activate the Nuke Flash for SWs with disabled light
The ripple effect also now snaps to the target
ParaDrops should still work even if Count is not defined in maps
Saboteurs inspired by Dune 2000, without timed cloak
[InfantryType]Saboteur= (boolean, defaults to no)
Whether this infantry can blow up one sabotagable building. The building will be destroyed as if C4 was placed, and the Saboteur is consumed in this process. Requires Infiltrate=yes. Not supported together with vehicle hijacking, CanDrive=yes, C4 and Occupier=yes logics.
Sabotage does give the "enter" cursor, not the "sabotage" one. This cannot be changed easily without changing the implementation. The reason is that the unit is consumed by the process, like a spy, thief, or engineer.
[BuildingType]ImmuneToSaboteurs= (boolean, defaults to yes for CanC4=no or TechLevel=-1 CanBeOccupied=yes buildings, to no otherwise)
Whether this building cannot be sabotaged. If yes, Saboteurs cannot enter this structure. By default, unbuildable occupiable structures cannot be sabotaged. This prevents saboteurs from blowing up civilian structures when selected in a group with occupiers.
Refinement of CanPassiveAquire
The following tags refine the way CanPassiveAquire works when a human-controlled unit is in guard mode. It does not affect AI-controlled units. Units can be made to effectively hold fire when in guard mode (and optionally cloakable), yet pick their own targets when in area guard mode. This was the default in Tiberian Sun, and it made Stealth Tanks not give away their position when an enemy unit came into range.
Note that the second tag is more specific than the first as it means cloakable AND in guard mode. It is not independent of the first. CanPassiveAquire.Guard is the tag that makes units always hold their fire in guard mode, CanPassiveAquire.Cloak can be used for units that should hold fire only if they gained the veteran or elite ability.
[TechnoType]CanPassiveAquire.Guard= (boolean, defaults to yes)
Whether this unit can acquire targets on their own when in guard mode. If set to no, the unit will hold fire, but can be made to acquire own targets by putting it in area guard mode. Only affects human controlled units, and does not work on buildings. Requires CanPassiveAquire=yes.
[TechnoType]CanPassiveAquire.Cloak= (boolean, defaults to yes)
Whether this unit can acquire targets on their own when the unit is cloakable and in guard mode. If set to no, the unit will hold fire if cloakable and in guard mode, but can be made to acquire own targets by putting it in area guard mode. Only affects human controlled units, and does not work on buildings. Requires CanPassiveAquire=yes. CanPassiveAquire.Guard=no overrides this tag.
Units count as cloakable if they have Cloakable=yes set or were awarded cloak ability as veteran or elite ability. The unit does not have to be actually cloaked; also, passive mechanisms like Cloak Generators will not be considered.
Note the spelling of both tags. Ares keeps the spelling error of CanPassiveAquire to stay consistent.
Specific Passengers
[TechnoType]Passengers.Allowed= (list of TechnoTypes)
The list of allowed passenger types. If this contains at least one type, all other types are not allowed to enter this object. Only supported on VehicleTypes and AircraftTypes. If you want to prevent all units from entering, set this to either a dummy unit or a BuildingType.
[TechnoType]Passengers.Disallowed= (list of TechnoTypes)
The list of types that are not allowed to enter this object. Only supported on VehicleTypes and AircraftTypes.
Disallow units to eject their passengers manually
[VehicleType]NoManualUnload= (boolean, defaults to no)
Whether this unit is disallowed to eject its passengers. If enabled, this unit will not get deploy or no-deploy cursors.
Note that there are no ways to eject passengers manually, but destroying the unit might still spawn some.
Prevent players from manually selecting targets
[TechnoType]NoManualFire= (boolean, defaults to no)
Whether players may not select targets for this type of object manually. If enabled, units will have to rely on auto-targeting and retaliation rules. _________________ QUICK_EDIT
PipScale=MindControl on Secondary Weapon and Behind anim for OpenTopped Units are fixed.
Saboteur logic works fine. Looks like weapons have more priroty than sabotaging but i think thats what supposed to be.
Specifing Passengers works fine,
Disabling ManualUnload and ManualTargeting also works fine.
Confirmed NoManualFire= working as intended - this is excellent for units which provide aoe effects to support units on a constant basis. _________________ QUICK_EDIT
AlexB,
Now, my report:
MindControl Pip Scale and Secondary
I put some primary weapon on MasterMind and his original weapon as secondary, and indeed it shows 4 pip scales for mind control (here he can control 4 units), even if he attacks any target with primary weapon. So it works.
Support Initial Payload on InfantryAbsorb buildings
[YAPOWR]
InitialPayload.Types=INIT
InitialPayload.Nums=5
When I start game, Bio reactor starts with five initiates.
Feature works.
Turn off the enter sounds for Initial Payload units
I filled flak track with conscripts, and when created, no longer enter sound is heard.
Saboteurs inspired by Dune 2000, without timed cloak
I put tag on terrorist, it works, except I do not like that occupiable structures cannot be sabotaged by default. I would need manually to add tag ImmuneToSaboteurs=yes to every single buildings, there are tons of them. Perhaps some tag would help out. If not, nevermind. But feature works, on Tech buildings or enemy buildings it works, Terrorist gets enter cursor, then enters in building, building explodes with him.
I put ImmuneToSaboteurs=yes on Oil Derricks, so Terrorist got attack cursor instead enter cursor and had to blow up like before. So I assume that feature works.
Refinement of CanPassiveAquire
CanPassiveAquire.Guard=no works, but yeah, regardless of unit already can passive shoot at targets by default, it specifically needs CanPassiveAquire=yes to work. I mistaken and put CanPassiveAquire.Guard=no on Rhino tank and did not work, but after added CanPassiveAquire=yes, it did not attack targets in range by default (I tested on civilian enemies), but I had to click on guard, then Rhino started to shoot automatically. So feature works.
CanPassiveAquire.Cloak=no works on stealth tank. it can move near targets ignoring it completely unless you click guard. Then it attacks targets in range as supposed. I did not put CanPassiveAquire=yes anyway here.
Feature works
Specific Passengers
I put Passengers.Allowed=FLAKT on Flak track, and only Flak Trooper got enter cursor and could enter in vehicle. Other Infantry could not get enter cursor.
Than I put Passengers.Disallowed=FLAKT, then any infantry could normally enter flak track except flak trooper. He could not get enter cursor.
Feature works.
Prevent players from manually selecting targets
I put NoManualFire=yes on Gattling Tank, and tank could not go attack cursor at anything, even I press force fire CTRL. But tank attacked units in range regularly.
Feature works. _________________
The question has been raised whether non-transports (no-enter and no-eject) should even show the no-enter cursor. I'm not sure how easy this would be to put in, as the cursor code is very messy.
Also a minor note: The new CanPassiveAquire settings won't work with OpportunityFire=yes, because units will select targets when on the move. Don't put that tag on stealthy stealth tanks. (Thanks to MasterHaosis!).
Saboteurs could maybe need some work. The default for occupiable buildings is like that, because I put that tag on GGI, and it was kinda frustrating to occupy building. GI enter, GI enters, GGI enters, boom, GI leaves, GI leaves. If you see no danger in that, I can change that again. Makes the logic simpler.
Another thing is InitialPayload not respecting Size and SizeLimit. I'm not sure how to deal with that. If a modder says "add it", should Ares second guess? It second guesses with Passenger count, so add it here, too?
There's still a few things mentioned in this thread I have to look at, like the Trivial Structure Damage tag for MultiplayPassive and/or custom countries. I'll weed through this thread once I finished all features I planned. _________________ QUICK_EDIT
Krow, I have exactly same problem.
I also have Windows 8, 64 bit. When I press Windows key, it minimizes game, but can't get back to game, I got black screen. if I remember correctly, AlexB told me about that, that old game mechanism is designed for older systems where they have different minimizing or something like that. It wont work on Win 8. But better AlexB to come here and explain this issue. Yeah, that problem annoys me as well. Sometimes when I am away, some program, update reminder or whatever minimizes game, and I can't get back _________________
I have to report sound issues; starting in the menu the sound get's cracked and crippled and it will carry over in the game - maybe coincedence.
Huuge request and I hope you do not mind me posting it here but could you enable fog of war?
FogRate=
"Determines the delay, in minutes, between each growth of the Fog Of War. NOTE: although valid and parsed, it appears that this logic has been disabled in Red Alert 2 although FOG.SHP is still in the game files and referred to by the game code."
Alas, I'm currently facing technical difficulties. My newish notebook died unexpectedly, after pressing the apparently wrong button in Windows 10, it crashed and now refuses to boot. Thus, I can't access neither the source code, nor the programming tool nor the game at the moment. I don't know when I'll be up and running again. Kinda depends on what's fried and how long it takes to recover from that. MB is replaceable, but if the SSD failed and the data is gone, it will get problematic.
@Augusto: The release is too big already, can't add much more. For this release. There's still a few features in the pipeline, though.
@Krow and @MasterHaosis: Yes, this is a known problem. YR uses old drawing methods, which have been obsolete since Windows Vista. Current Windows emulates it, which keeps the game running, but it stops doing so once the drawing surfaces are destroyed (or the window is hidden, I don't remember the details). Thus, when you bring the game back up to fullscreen, the compatibility tweaks are gone, and the screen stays black. No idea how to fix that. Could be that one could prevent the window from actually minimizing, or maybe the compatibility tweaks can be re-enabled somehow. Don't know.
@Ich-Henker and @Mig Eater: I looked into FOW superficially, didn't trace it through. I don't know what's not working or what's missing. It's not the kind of feature I like to look into.
edit: typo _________________ Last edited by AlexB on Sun Dec 06, 2015 8:28 pm; edited 2 times in total QUICK_EDIT
Shit! Hope it is just something minor like the power adapter - have you found similar occurences of this crash on the internet (for example: Dell was famous for graphic card overheat problems).
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