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 Forum index » Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Ideas & suggestions
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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Damfoos
Rocket Infantry


Joined: 27 Mar 2016

PostPosted: Thu Jun 13, 2019 7:19 pm    Post subject: Reply with quote

I asked for a similar feature before, but after some thought I think one bit of it might actually be useful, so how about this:

Split the usual UIName= into 2 separate tooltips, one for the sidebar and one for the battlefield tooltips
Code:
UIName.Sidebar=(csf key)
UIName.World=(csf key)

both default to UIName, the tags allow to override contents of the text box for sidebar and battlefield tooltips respectively. This way you can put additional info about a unit or a structure into the game, while keeping the unit names displayed on the battlefield (when you hover over them with a mouse) as short as needed.


The other feature, this time more useful and more practical, would be displaying the owner's name in the battlefield tooltip of an object, like it is in Generals and later C&C games. Since the game can add cost into the tooltip box for sidebar tooltips, perhaps there's a way to make it add player's name into tooltips displayed on the battlefield. Some thoughts of how it can work:

- Displaying owner's name in battlefield tooltips can be enabled or disabled with a respective [General] tag, smth like TooltipsShowOwner=t/f (defaults to false).
- Owner's name is only shown for objects owned by actual players, such as human players and skirmish AIs. Non-playable neutral sides are ignored.
- If the unit is disguised as other player's unit, display that player's name instead. If possible, show the real owner for the real owner, his allies and spectator. So if Player1 has disguised his Spy as Player2's Conscript, Player2, his allies and neutrals will see the following tooltip:
Code:
Player2

Conscript

while Player1, his allies and Observers will see this:
Code:
Player1

Conscript

- Additionally, if it's possible to make tooltip text boxes display text of different colors, owner's name should be displayed in his remap color.

Displaying owner's names will make observers' life much easier, and will circumvent the issue with different housecolors looking too similar on some units (whether because of choice of housecolors by mod's creator or because of units' remap areas using different shades of remap color, which makes units of the same player have slightly different remap color).

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Rakaziel
Vehicle Driver


Joined: 20 May 2019

PostPosted: Sat Jun 15, 2019 10:55 pm    Post subject: Reply with quote

I have some ideas Smile

1) A variant of the VehicleMakeUpKit that lets it disguise as other vehicles (by referencing their Image= probably)

2) While disguised via 1), the disguised vehicle also uses the Speed of this vehicle and references if it hovers (essentially replacing its movement type with the movement type of the vehicle it disguises as - for extra hilarity (and easier coding) it could even use this to gain movement types it does not normally have (like Amphibic or Jumpjet)

Alternately one could make it reference the type of the current target (e.g. having a Vehicle type vehicle and trying to disguise as Aircraft) and only adopt the disguise if the type is identical.

Or alternately only checking the Side and defaulting to a certain vehicle of the Side (e.g. the Spy Hovercraft being coded disguise=(unit1, unit2, unit3) - for Side 1, Side 2, and Side 3
It would require same careful coding on the end user's part to make sure all Sides are accounted for (superflous additional Sides are probably ignored, and if no side is found, it could default to the standard disguise (which in this case would be the Spy units own Image= )


3) I wanted the Spy to be able to Swim - which in turn would need a function to reference the Spy's own frames (where I would add the SEAL's swimming frames, probably the bomb planting flame for the Spy's MakeUpKit weapon (to make it look like he is taking a photograph) when the Infantry he disguises as has no Swim animation.


4) AbsorbUnit and AbsorbInfantry (from Yuri's BioReactor) currently are only referenced to make the Reactor generate extra power - but it would probably also make a good base for other functions e.g. creating a Prison Camp and have each Infantry in it generate a set amount of money (like with the extrapower=100)

Another related function would be CanLeave=yes/no
if no, the absorbed units cannot get out and also are not unloaded when the building or unit that absorbed them is destroyed (instead they die at that time, probably using the same logic as for transports when destroyed on water)

Then there is of course combining this with the Chrono Prison, e.g. giving the tank different stats (e.g. increase in range, decrease in speed) depending on the amount of units it has absorbed.


5) AoE2 Style Gradual Conversion i.e. a sufficient amount of exposure results in Permanent Mind Control (switch sides, can be mind controlled again by a third party) - this would probably work best using the Temporal weapon logic.

One could of course also go for different variations here, e.g. using a percentage of the strength or a fixed amount (like the Spy Thief logic in Ares)

Or going even further, a Priest could attempt several conversions at once, using the Mental Link logic from mind control units.

(and then there is of course mind control and hacking i.e. using a copy of mind control and renaming it so you can have Yuris and Hackers in the same mod)

BTW, what happens if a mind controller gets mind controlled by a third party (or even the original second party) - do the mind controlled units switch to the new party, too?


6) A way for the Gatling Logic to reference Strength i.e. the unit getting stronger (or weaker) the more damage it takes.
Or even a completely separated variant of it e.g. a unit moving faster (or slower) depending on its remaining Strength


7) Extra veteran level abilities like Sapper, VehicleThief, ImmuneToPsionics, Infiltrate etc.

I want to build a Gangster Infantry that gains VehicleThief at Veteran Level and Thief at Elite Veteran Level (aside from that it is a dirt cheap T1 unit and also does not get significantly stronger with Veteran Levels)


8 ) A function (probably based on the Rubble Logic for CivBuildings) that leaves Ore Behind (Percentage of Cost is determined in the master function, like Repair Speed) when destroyed - this of course can also be applied to Units - and does automatically override Rubble if both are =yes) ideally with a master switch like Fog of War

9) Prerequisites for Deployment (e.g. a unit can only deploy into building B if you have building A)
Essetially,
DeployPerequisite=(same default as Prerequisite) and

EliteDeploy=
(overrides normal deploy (if it has any) with the EliteDeploy (kind of like an OmniCrusher (do they get Veteran Levels for that?) only gains a ranged weapon once it reaches EliteVeteran) like with EliteWeapons

10) How does the coding for superweapons (or more precisely which of them are disabled via toggle before the mission) work? My mod has a suitcase nuke infantry and I want to only enable it when superweapons are enabled

11) Could the EVA announcement system (3 different EVA voiceclips for each Tech Building, chosen based on Side) logic also be used to give the same unit 3 different voice clips depending on Side (e.g. the engineer)

Or conversely, could the Paratrooper and Crew selection system be used to pick the side-specific engineer when the ConYard is destroyed - same with the borked up Dog logic

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Jun 18, 2019 8:52 pm    Post subject: Reply with quote

BigInfantry=yes
This infantry alone occupies one cell instead of 1/3 cell
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MasterHaosis
Commander


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Tue Jun 18, 2019 9:24 pm    Post subject: Reply with quote

cxtian39, yeah! Good request.
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silverwind
Rocket Cyborg


Joined: 11 Jun 2016

PostPosted: Thu Jun 20, 2019 9:42 pm    Post subject: Reply with quote

BigInfantry sounds like it could lead to great SHP-based units.

Why don't we go one better by adding a flag to change the healthbar / selectionbracket, allowing said BigInfantry to also have the vehicle-size healthbar?

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MasterHaosis
Commander


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Tue Jun 25, 2019 4:04 pm    Post subject: Reply with quote

Yes that too! I requested long time ago bigger health bars. We must summon AlexB again to that issue
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Virgil
Rocket Infantry


Joined: 22 Jul 2018

PostPosted: Tue Jun 25, 2019 4:46 pm    Post subject: Reply with quote

SW.KeepVeterancy=(bool)

Make Genetic Converter SW respect the veterancy of converted infantries, so that the one you get after conversion keeps its original veterancy instead of always produce rookies (havent infiltrated other's barracks) or veterans (have infiltrated other's barracks)

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Jun 26, 2019 11:40 am    Post subject: Reply with quote

The effects of the Genetic Converter SW is done by the MakeInfantry logic on the anim used by the warhead attached to the SW. So it would instead be better to add such a tag on the anim with MakeInfantryVeterancy= etc

However the MakeInfantry logic doesn't actually "convert" the infantry, but instead kills it & then spawns a new one in its place. So it might not be possible to the link the two together & carry the veterancy over.
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MasterHaosis
Commander


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Jun 26, 2019 9:35 pm    Post subject: Reply with quote

cxtian39, silverwind, I sent him PM. Now we need to wait for response.
Anyway, I think tag like RandomDirections=no should be also needed for infantry types, as many infantry types like infantry terror drone, or infantry in bikes, quads should not behave like regular infantry, thus do not need to randomly change directions all time when do nothing. Or Yuri in hover device or any todays custom infantry riding some devices or bikes or whatever. It looks ugly randomly to constantly change directions jut like any regular infantry. They should stay in one place just like vehicles.
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Jun 27, 2019 12:25 am    Post subject: Reply with quote

A general custom hp bar feature would be better...
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MasterHaosis
Commander


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Jun 27, 2019 2:32 pm    Post subject: Reply with quote

I agree that too. How do you think that it should look like?
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silverwind
Rocket Cyborg


Joined: 11 Jun 2016

PostPosted: Fri Jun 28, 2019 3:18 pm    Post subject: Reply with quote

Agreed.

Perhaps it could be handled the way mouse cursors are currently handled, with a separate [SelectionBrackets] section for defining them, and a pointer in TechnoTypes' sections for overriding the default ones with those from the former section.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Fri Jun 28, 2019 9:49 pm    Post subject: Reply with quote

Let us specify custom pips.shp and pips2.shp for each unit
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Wed Jul 10, 2019 11:22 am    Post subject: Reply with quote

Allow AI to automatically scan for and recruit units that have the same GroupAs= tag, this will be really useful especially with the new unit conversion tag.

Units that get promoted via conversion get stuck unless you make a script to join another team if they exist which is super painful.
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Damfoos
Rocket Infantry


Joined: 27 Mar 2016

PostPosted: Sun Jul 14, 2019 10:21 am    Post subject: Reply with quote

Some thoughts about Chaos-like weapons to screw up enemy formations:

1. Generals ZH has a special weapon effect that makes the affected units uncontrollable, as if their connection with the HQ was lost. While very similar to EMP, the effect still allows units to act on their own, such as fire back and continue movement if they were moving. I guess the control disruption effect could be borrowed from chaos logic code-wise.

Code:

[Warhead]DisruptControl.Duration=int


When the control is disabled, units can't be controlled just the way they can't be controlled when under Chaos effect. If the unit was following the waypoint route, cancel the route.

2. There's also an idea for a potentially interesting feature: a warhead effect that allows to change unit's "mood" for a set amount of frames (set the victim to Hunt, Sleep, etc), which, if combined with the previous suggestion, allows to emulate chaos-like effects, where units keep doing their own thing that isn't necessarily attacking their allies. After the effect expires, the unit's mood is reset to its previous state.

Code:
[Warhead]
MoodChange.Duration=int
MoodChangeTo=hunt, sleep, retreat, stop, etc


3. Special effects like these would benefit from custom tint effects, if these won't be limited to LaserTargetColor, IronCurtainColor, BerserkColor and ForceShieldColor anymore. Something like:

Code:
[Warhead]
ColorEffect=R,G,B
ColorEffect.Duration=int


Each hit with such warhead adds a tint effect to the unit, for a set amount of frames. There's a problem with multiple tint change effects potentially being applied at the same time however, but it's up to modders to restrict these coloring weapons so it doesn't happen.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Jul 14, 2019 7:58 pm    Post subject: Reply with quote

Convert.NoAmmo=
Like no ammo switch but instead of switching weapon it converts to another type. Should respect NoAmmoAmount.

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MasterHaosis
Commander


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Mon Jul 15, 2019 1:09 pm    Post subject: Reply with quote

Damfoos, I like this one
[Warhead]
ColorEffect=R,G,B
ColorEffect.Duration=int
That would definitively would be needed for many purposes
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Thordorb
Vehicle Driver


Joined: 27 May 2015

PostPosted: Mon Jul 15, 2019 8:58 pm    Post subject: Reply with quote

Some sort of Research logic,? Like the clearance levels used by the Allies in Red Alert 3. Essentially this would be an upgrade which automatically places itself onto a building once complete.
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Jul 16, 2019 2:57 am    Post subject: Reply with quote

Thordorb wrote:
Some sort of Research logic,? Like the clearance levels used by the Allies in Red Alert 3. Essentially this would be an upgrade which automatically places itself onto a building once complete.
That doesn’t sound like it’s placed on a building. In RA3, purchased clearance won’t be lost when the construction yard undeploys to MCV and deploys again. So the MCV also needs to carry the information of purchased clearance.
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Thordorb
Vehicle Driver


Joined: 27 May 2015

PostPosted: Tue Jul 16, 2019 1:57 pm    Post subject: Reply with quote

Good point actually, using it like the normal upgrade would be unreliable and ineffective. Something like an auto-place function for structures could have a lot of applications, if it's possible.

In fact, it seems like it probably would already be possible, I just haven't seen a way yet.
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jul 16, 2019 2:10 pm    Post subject: Reply with quote

You can already use a UnitDelivery superweapon to make automatically placed tech upgrades.

Its activation in the UI is a bit different though, with the RA3 system you would start the research by clicking on it & then it would be automatically applied when finished. Using the UnitDelivery SW it will instead be automatically researched & then you click on it once it's finished to apply the upgrade. Both only require the player to click on a cameo once, just at different times to get the same outcome.
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Sat Aug 03, 2019 2:12 pm    Post subject: Reply with quote

Is it possible to have a XXXXWO.shp function for buildings/shp turrets it would come in handy if these buildings/Turrets had a reload mechanism or visible large missiles.

Example

[technoType]
Aux0.Shp=XXXXWO.shp
Aux1.Shp=XXXXWO1.shp
Aux2.Shp=XXXXWO2.shp
Aux.Recover=Incremental/Onestep (if set to incremental the building for example building will move from the last Aux to first Aux by passing through each single Aux set, If set to one setp it will ignore the every Aux and will head straight through the first - Last to First)
Aux.Step=Incremental/Onestep (Vice versa to previous logic)
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Aug 04, 2019 12:22 am    Post subject: Reply with quote

Couldn't you just make a long firing anim..?
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Aug 04, 2019 1:08 am    Post subject: Reply with quote

Mig Eater wrote:
Couldn't you just make a long firing anim..?
Can you? Building firing anim is not rotatable. Weapon firing anim won't turn when the turret turns. It moves with the unit tho.
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Aug 05, 2019 2:09 am    Post subject: Reply with quote

The turret wont be able to rotate until the anim/reloading is done, but you can just say it's to busy reloading to turn.
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Aug 06, 2019 10:44 am    Post subject: Reply with quote

Ancient request: make jumpjet vehicles face to their target when attacking
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Aug 16, 2019 6:28 pm    Post subject: Reply with quote

Wasn't sure where it'd be best to post this, but I think here it's best.

Can we get a "stretch" button/toggle under Resolution?
I find myself peeved when I run RA2 in 1152x864 (it's the max I'm comfortable with) on my 1920x1080 & 1500x1000 monitors and have to deal with the black bars on both sides.

Display Changer is a handy little thing that changes the resolution on the fly, and if specified will keep the custom/supported resolution as long as the program of your choosing is running and reverts to the one you last set via display/resolution options in the control panel.
It has the option of enforcing the resolution you set (didn't work for me, tho), and the option to stretch the custom resolution to fill the actual monitor, thereby eliminating the black bars.

And for the question: "why lower the resolution?"
FA2 performs rather terribly when too high above 720p/576p

Here's the link, and here's what I have in my BAT:
Code:
dc64.exe -force -width=1152 -height=864 -fixedoutput=stretch cmd /c ".\FinalAlert2YR_P.exe"


The end result is a 1152x864 display output stretched to... well, apparently it's still 1152x864, judging by the screenshot, but it's stretched to the brim of the 1920x1080 / 3kx2k (w/ 200% zoom) monitor.


SharedScreenshot.jpg
 Description:
You can't see it, but it's stretched.
 Filesize:  90.28 KB
 Viewed:  2939 Time(s)

SharedScreenshot.jpg



Last edited by TAK02 on Fri Aug 16, 2019 6:37 pm; edited 1 time in total

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Aug 16, 2019 6:37 pm    Post subject: Reply with quote

sorry for double post.

and sorry for the two 6MP pics.

Edit by Mig Eater: I resized the images to a more manageable size.

EDIT by TAK02: 1) Thanks, mig!
2) This is NOT for FA2. FA2 here was used only as a demonstration for pictures so you guys know what I meant when I say "stretch to fit the monitor regardless of resolution".
This has nothing to do with FA2, only TS, FS, RA2, YR (Ares in- or excluded) and potentially the other C&C games of old.

When it comes to FA2, I already have DisplayChanger.
My request is the "force" and "stretch" feature from DisplayChanger for Ares, so there are no black bars on the side.

I'm not sure if DisplayChanger can actually do the job and I missed something, but I tried and failed.
Maybe you'll have luck than I did.


win_20190816_20_31_48_pro_211.jpg
 Description:
1152x864 w/ dc64.exe
 Filesize:  281.01 KB
 Viewed:  2936 Time(s)

win_20190816_20_31_48_pro_211.jpg



win_20190816_20_35_54_pro_616.jpg
 Description:
1152x864 w/o dc64.exe
 Filesize:  356.77 KB
 Viewed:  2936 Time(s)

win_20190816_20_35_54_pro_616.jpg



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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Mon Aug 19, 2019 11:42 am    Post subject: Reply with quote

Graphics adapters could stretch fullscreen apps. Similar discussion. Or try CnC DDraw.

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Mon Aug 19, 2019 7:25 pm    Post subject: Reply with quote

Here is one thing I never really noticed with TibSun/RA2:YR compared to C&C1/RA1 untill I messed about with OpenRA infantry the other day.
In C&C1/RA1 "non" turreted vehicles turn ASAP to face their target even if they have not reloaded their weapon while TibSun/RA2:YR only does it once they have reloaded their weapon and are ready to fire their weapon. (Like Mirage Tank or V3's or Tank Destroyers as an example.)
This makes vehicles without turrets less responsive in combat in TibSun/RA2:YR compared to C&C1/RA1 when they face a direction that their target is not in because they only turn once they reloaded their weapon imposing a delay between fully reloading and shooting.
During that short delay something mabe has the time to kill said non turreted vehicle or or something other very important is happening.

It would be nice to get a new optional flag (default to not turn ASAP) or get this fully fixed so that non turreted vehicles turn ASAP to face their target (I do not want this on infantry, that is how OpenRA does infantry).
It would improve the responsiveness of all turretless vehicles, having turned before they reloaded their weapon is always a plus in a combat situation.
It works correctly for stuff with turrets just like it did in C&C1/RA1.
Now I know why I always tought turretless vehicles like Mirage Tank & V3 & Tank Destroyers acted like shit in RA2:YR (beside being turretless), just never tought about it for all these years I have played/modded TibSun/RA2.
I wonder if WW changed the behavior between C&C1/RA1 and TibSun/RA2 intentionally, I do not really see a reason for it to be changed, probably not.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Aug 20, 2019 12:00 pm    Post subject: Reply with quote

TAK02 wrote:
Can we get a "stretch" button/toggle under Resolution?


Ares adds support for lots of new resolution settings, so why cant you just use a 16:9 resolution that fits your monitor properly. Instead of using a non-standard 4:3 resolution & then demanding the Ares adds a feature to stretch it to 16:9?
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Aug 20, 2019 12:29 pm    Post subject: Reply with quote

Mig Eater wrote:
TAK02 wrote:
Can we get a "stretch" button/toggle under Resolution?

Ares adds support for lots of new resolution settings, so why cant you just use a 16:9 resolution that fits your monitor properly. Instead of using a non-standard 4:3 resolution & then demanding the Ares adds a feature to stretch it to 16:9?

Because else I'd need to have my calculator on stand-by since the resolutions don't have the ratio listed, just the pixel numbers, and it's clearly possible, one way or another, if DisplayChanger is anything to go by.

In addition, there are monitors with ratios the game doesn't do unless it's the absolute max.
Say for instance 3:2 for the Surface line: the only resolution I can get with 3:2 is 3kx2k, the maximum resolution on my 13,5" machine, which is way too high. I think I even posted an image somewhere playing that resolution.
I'd have preferred something like 1500x1000 (i.e. 3000x2000 with 200% zoom) or lower, but those options doesn't exist.

But this is all moot, since Alex told me yesterday he wouldn't do the force-stretch.

It'd be nice if could get something like "800x600 (4:3)" in the resolution list, tho. Would save some time playing around with the different resolutions, and punching random numbers into a calculator #Tongue
And if there were some way to do completely custom resolutions, that'd be nice too.
Tho judging from E1's links, this is beyond Ares' scope, and more of job for the render DLLs, as long they work for your particular machine.

EDIT: resized to the 19cm x 28.5cm that is my SB2 screen on max res. See how small everything is?


Yuri's Revenge 21_04_2019 21_01_18.png
 Description:
3kx2k on a 13,5" screen. Oh, and welcome to San Fierro!
 Filesize:  854.61 KB
 Viewed:  2744 Time(s)

Yuri's Revenge 21_04_2019 21_01_18.png



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I once ninja'd MigEater #Tongue
Last edited by TAK02 on Tue Aug 20, 2019 4:54 pm; edited 1 time in total

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Tue Aug 20, 2019 3:55 pm    Post subject: Reply with quote

I am unable to understand what your issue is, are you unable to simply punch in 960x540/1500x1000 for like a native 1920x1080 resolution monitor/Surface Book(3000x2000) into the [Video] section in RA2MD.ini and then run the game. (Or run the game in windowed mode and whatever resolution you want so you can easier multitask like me.)

Imo never run a resolution that is not a multiple of 2 unless you want scaling issues/artifacts. Also running a different X:Y ratio like 4:3 on a 16:9 screen stretched (fullscreen) without black borders is fugly imo, it looks like those super akward recorded videos on youtube where some noob/kid streched some gameplay or whatever to 16:9 widescreen)

Also the game is not picking up those resolutions you want because it is not a resolution that is normally supported by Laughing stupid Windows Laughing but you can add support for those specific resolutions you want to Windows that RA2:YR in turn will pickup via Custom Resolution Utility that is found here (unless I am misstaken that RA2:YR reads valid non custom resolutions from Windows): https://www.monitortests.com/forum/Thread-Custom-Resolution-Utility-CRU

Not to mention the builtin scaling option of windows itself (atleast when using windowed mode).

Also I wish you edit your post and rescale that picture to half its X & Y size so that the whole page of thread does not gets it width affected so badly for us 1920 width resolution plebs or worse. (Or somehow put the pics in spoiler tags.)  Mad

Also is it really that hard to divide a resolution by 2, you said you needed a calculator for a rather simple division/multiplication or whatever.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Aug 20, 2019 4:56 pm    Post subject: Reply with quote

djohe wrote:
I am unable to understand what your issue is, are you unable to simply punch in 960x540/1500x1000 for like a native 1920x1080 resolution monitor/Surface Book(3000x2000) into the [Video] section in RA2MD.ini and then run the game. (Or run the game in windowed mode and whatever resolution you want so you can easier multitask like me.)

I am able to PUNCH IN the numbers, it's the game that won't co-operate as-is. I'll see what I can do with what E1 Elite suggested in the post above, see if that one works.

djohe wrote:
Imo never run a resolution that is not a multiple of 2 unless you want scaling issues/artifacts. Also running a different X:Y ratio like 4:3 on a 16:9 screen stretched (fullscreen) without black borders is fugly imo, it looks like those super akward recorded videos on youtube where some noob/kid streched some gameplay or whatever to 16:9 widescreen)

Running FA2 in 1152x864 (4:3) stretched to either 16:9 or 3:2, depending on whether or not the 1920x1080 ASUS is connected, I have to disagree with you.

djohe wrote:
Also the game is not picking up those resolutions you want because it is not a resolution that is normally supported by Laughing stupid Windows Laughing but you can add support for those specific resolutions you want to Windows that RA2:YR in turn will pickup via Custom Resolution Utility that is found here (unless I am misstaken that RA2:YR reads valid non custom resolutions from Windows): https://www.monitortests.com/forum/Thread-Custom-Resolution-Utility-CRU
Not to mention the builtin scaling option of windows itself (atleast when using windowed mode).

Just tried, and I'll have to look into it a little bit more. It didn't work on my first try. I'll re-chk & retry when I can.

djohe wrote:
Also I wish you edit your post and rescale that picture to half its X & Y size so that the whole page of thread does not gets it width affected so badly for us 1920 width resolution plebs or worse. (Or somehow put the pics in spoiler tags.)  Mad

Wish granted. You now have two wishes left Very Happy

djohe wrote:
Also is it really that hard to divide a resolution by 2, you said you needed a calculator for a rather simple division/multiplication or whatever.

In my defense, we don't learn that in school/university/college nowadays. Today's education standards are lower than they were before.
Why a few months ago, graduating school-students in Bavaria, Germany, were complaining about the difficulty of their math exams (tho apparently it had more to do with how far off-course the questions themselves were, rather than the difficulty of the course material).

Also, @mods: topic-split or is this fine?

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PussyPus
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Joined: 14 Jul 2015
Location: Underground Posts: N/A

PostPosted: Fri Aug 23, 2019 10:55 pm    Post subject: Reply with quote

Am i the only one that didn't suggest for a 'teleporter entrance/exit' and 'tele-death of telefrag' logic?
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Sep 03, 2019 6:15 am    Post subject: Reply with quote

AttackEnemies=
A counterpart of AttackFriendlies. If no, when scanning for targets this unit can only aim at friendly units. Def=yes
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Augusto
Cyborg Soldier


Joined: 18 Apr 2005
Location: Argentina

PostPosted: Thu Sep 12, 2019 4:28 am    Post subject: Reply with quote

Actually gattling sequences require a AG projectile for primary weapon and AA projectile for secondary weapon ... However, if gattling sequence have primary and secondary with AG proyectile. Secondary weapon cant target... Can solve this problem?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Sep 12, 2019 10:25 am    Post subject: Reply with quote

If you only want to use AG weapons then make the secondary weapons dummy ones that cant target anything, the game will just ignore them & only use the primary AG weapons then.

If you want to have multiple independent Gattling weapons on a unit then you can use Initial Payload to add dummy infantry with the extra weapons.
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Augusto
Cyborg Soldier


Joined: 18 Apr 2005
Location: Argentina

PostPosted: Fri Sep 13, 2019 1:23 am    Post subject: Reply with quote

Mig Eater wrote:
If you only want to use AG weapons then make the secondary weapons dummy ones that cant target anything, the game will just ignore them & only use the primary AG weapons then.


I need use secondary too... If you want code primary against units and secondary against buildings with gattling sequence, you cant...

Mig Eater wrote:
you want to have multiple independent Gattling weapons on a unit then you can use Initial Payload to add dummy infantry with the extra weapons.


Nope, dummy infantry cant use the unit turret... I need a secondary weapon...

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Fri Sep 13, 2019 11:55 am    Post subject: Reply with quote

Augusto wrote:
Nope, dummy infantry cant use the unit turret... I need a secondary weapon...
then a dummy vehicle
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silverwind
Rocket Cyborg


Joined: 11 Jun 2016

PostPosted: Fri Sep 13, 2019 4:24 pm    Post subject: Reply with quote

I think he wants to have just 2 AG weapons - one for units and one for buildings, but he also wants the unit firing them to have a turret.

My suggestion is to use good old Primary and Secondary as 'Gattling Level 1', and then use 2 dummy infantry (one with a gattling version of each weapon) to increase the damage.

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Mon Sep 30, 2019 6:56 pm    Post subject: Reply with quote

I wish for residual fires to be decoupled from Scorch=yes on animations and have its own tag for it. In both TibSun and ARES it is tied to Scorch=yes and the fire creation was just not functional/disabled in RA2/RA2:YR without ARES but would still create scorch marks.

EDIT 1: Actually it would be better to just make it possible to run multiple animations of any type in parallell instead of just having it only be capable of producing fire animations.

EDIT 2: I was able to get the game to make two animation in parallell by abusing http://ares-developers.github.io/Ares-docs/new/warheads/ioncannon.html it might not really be the best way to do it but it might be enough for me.

EDIT 3: Using the method with Ion Cannon was not the best and prevented it from spawning fires when debries hit the ground and also had other abit annoying limitations. It would be best if if it was possible to just decouple fire animation from scorch marks and also the ability to define what animation and warhead it should use (instead of being bound to SmallFire= & FlameDamage= & FlameDamage2=) and the ability to define if allowed to spawn the animation in the air or not.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Oct 08, 2019 7:16 am    Post subject: Reply with quote

Use Next= on the weapons explosion to spawn a fire anim, it will look exactly the same as using Scorch=yes but without the addition of the burnt ground overlay.
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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Wed Oct 09, 2019 10:55 am    Post subject: Reply with quote

Nah, I do not want it to appear after the explosion, I am well aware of what Next= does so you can not fool me  Razz
Also I am well aware of how it looks when using Next= as I am already using that as a workaround for a few cases but it would be even better if my suggestion actually existed.

Also I said any animation not just limited to residual fires and Next= is not a universal solution to doing that in many cases.

Also if you used Next= it would still be able to spawn fires for explosions in the middle of the air if it was used by like a shared AG / AA weapon (alot of examples troughout C&C Series for shared weaponry)

Also this thread is Ideas and Suggestions (Next= is not a solution to what I said if you think about it for a minute or so and I clearly provided a possible solution for my own suggestion that could do 2 anims at same time but had some kinda nasty limitations sadly)

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NimoStar
Laser Commando


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Oct 11, 2019 10:40 pm    Post subject: Reply with quote

Random idea:

How about prism forwarding, as in prism towers, but in units?

Also chargeanim for units. Prism tank turret is NOT the same because it doesn't charge in advance, it can shoot instantly and is otherwise a normal weapon except for the turret changing.
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Oct 12, 2019 8:17 am    Post subject: Reply with quote

NimoStar wrote:
chargeanim for units. Prism tank turret is NOT the same because it doesn't charge in advance, it can shoot instantly and is otherwise a normal weapon except for the turret changing.

Mental Omega's Mastadon and Tarchia Cannon already have that, more or less.
The only question is how the MO team managed it.
But how knows, maybe their hack isn't a "clean" one and they too want such a feature properly implemented...

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Damfoos
Rocket Infantry


Joined: 27 Mar 2016

PostPosted: Sat Oct 12, 2019 3:32 pm    Post subject: Reply with quote

Their "hack" is a sequence of gatling weapons that emulate charge-up, it has nothing to do with the suggestion

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Oct 12, 2019 5:24 pm    Post subject: Reply with quote

I'd rather see Alex work on a completely new feature rather then just a more user friendly version of something that can already be done with a workaround.
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Virgil
Rocket Infantry


Joined: 22 Jul 2018

PostPosted: Sat Oct 12, 2019 8:36 pm    Post subject: Reply with quote

Expanding some logics originally limited to turreted units, i.e. IFV and chargeturret, to non-turreted units can also be quite useful, I think.
The MO chargeanim units are just gattling cycles, and because the "fake" weapons are still considered as attacks, they attract enemy units before their "real" weapons can fire.

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MasterHaosis
Commander


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Oct 12, 2019 10:12 pm    Post subject: Reply with quote

NimoStar wrote:
Random idea:

How about prism forwarding, as in prism towers, but in units?

Also chargeanim for units. Prism tank turret is NOT the same because it doesn't charge in advance, it can shoot instantly and is otherwise a normal weapon except for the turret changing.

Yes! prism forward and charge for units is definitively something I support as well.
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