NOSTR is meant for just very short things like names anyways. I usually just use it for the Unit names or for temporary placeholders. _________________ ~ Excelsior ~ QUICK_EDIT
I have a couple of suggestions for a Prerequisite logic:
- Prerequisite by kill Value or just kills: simply put you cannot build/train a techno type without achieving / reaching a specific amount of kills for example:
[GAPOWER]
Prerequisite.Need.Kill= Y/N ; Do this techno type requires kills instead or with normal build Prerequisite ?
Prerequisite.Kill.amount= integer ; how many kills required for this techno type to be available
Prerequisite.Need.Kill.Value= Y/N ?; Do this techno type requires a certain amount of value to be achieved from kills to be available instead or with normal build Prerequisite ? -> think veterancy but used for Prerequisite logic instead
Prerequisite.Kill.Value= integer ; similar to veterancy here but this is a bit more specific, value of the killed techno types is applied to the Prerequisite preset kill value of the techno type you want to build/train. Until the preset value is reached the techno type you want to build or train will not be available.
- Include/extended Prerequisite and Negative.Prerequisite logic for superweapons to upgrades as the current build of ARES does not allow you to do so. QUICK_EDIT
Guys, we're currently having a surge of new contributions and we're in need of additional help writing docs and testing the new stuff. The lack of docs is the only thing that stops me from releasing a new test build.
We currently have a lot of new nifties ready:
- projectile interception logic;
- custom splashlists;
- new debug info dump command;
- mind control range limit;
- mindcontrol & disguise removal WHs;
- tileset 255+ bridge fix
Also custom radiation, crit and experience warheads are in the works.
Guys, we're currently having a surge of new contributions and we're in need of additional help writing docs and testing the new stuff. The lack of docs is the only thing that stops me from releasing a new test build.
We currently have a lot of new nifties ready:
- projectile interception logic;
- custom splashlists;
- new debug info dump command;
- mind control range limit;
- mindcontrol & disguise removal WHs;
- tileset 255+ bridge fix
Also custom radiation, crit and experience warheads are in the works.
This makes me so interesting. I would like to help but I'm not good at english so I might ruin the doc (hard to read) Also Is it possible to ask if you can do superweapon Type=WeaponBarrage so it's spawn the projectile from edge of the map to location without using type=lightningStorm? QUICK_EDIT
By "projectile interception" does it means something like what the Paladin Tank in General do to missiles?
Definetely YES ! One of the most difficult logic to add into RA2 engine...I can think how the severity is ,and we must be patient the new things comes closer one by one by the time.. QUICK_EDIT
TransactMoney = Infantry Miner (destroys tiberium to generate cash doesn’t return to dock) self destroying crate Paradrop.
Projectile Interception = Shield(Ammo) (I destroy incoming projectile using ammo, and use different weapon until ammo reloads) / Gatling Time interval. QUICK_EDIT
Thank you very much for this. May I ask if possible to enhanced mind-control for opentopped unit? the passengers still obey the old master but also able to attack their own team if ordered. QUICK_EDIT
But that is how mostly we tested Ares. Each of us tests under his own condition as we can, and only report with detailed codes and such if we encountered an error/crash/bug. If I got one I would write more details about what happened. So far those features I checked are working for me. But yes, there is always a big chance that this feature x is not working combined with feature Z (which I did not try). But usually, someone finds out. Back then it was a huge advantage to have many of us testing stuff. More people, more chances to find bugs. _________________
But that is how mostly we tested Ares. Each of us tests under his own condition as we can, and only report with detailed codes and such if we encountered an error/crash/bug. If I got one I would write more details about what happened. So far those features I checked are working for me. But yes, there is always a big chance that this feature x is not working combined with feature Z (which I did not try). But usually, someone finds out. Back then it was a huge advantage to have many of us testing stuff. More people, more chances to find bugs.
This is not effective, especially considering the first wave of tests like this is being done even before the actual build is released. There's a lot more value in testing the interactions, overlapping, edge cases and such. Leave repetetive playtesting to players. Also if you really want to help I suggest you to join Discord, it's like 100 times more active there compared to here, and you'd be able to actually help testing what really needs testing. There's a lot of features that are untested in branches and PRs at the moment. _________________ Using MagicaVoxel to create voxel models :: Phobos YR Engine Extension
But yes, there is always a big chance that this feature x is not working combined with feature Z (which I did not try).
This is the most important way to test new features in these types of modding patches in this community. For example, the game treats garrisoned structures and opentopped vehicles very differently and certain logics work in one but not the other and vice versa. These corner cases need the most testing, as they're where the crashes are likely to occur and create stability issues. QUICK_EDIT
Changes compared to build 5:
- `TurretOffset` now accepts `F,L,H` and `F,L` values instead of just `F` value (by Kerbiter)
- Dump Object Info now uses `rulesmd.ini->[GlobalControls]->DebugKeysEnabled` key like Ares debug hotkeys do; command improvements, including passengers/occupants info (by FS-21)
- Spawns now can be killed on low power and limited pursuing range (by FS-21)
- Improvements to interception logic (by AutoGavy)
- New warheads can now be used via `GenericWarhead` superweapon from Ares; also warhead code improvements (by Belonit)
- Custom Radiation Types (by AlexB, Otamaa, Belonit)
- Radiation now has owner by default; rad kills impact the score properly and RadSite warheads respect `AffectsAllies` (by Otamaa)
- New ScriptType actions `71 Timed Area Guard` and `72 Load Onto Transports` (by FS-21)
- Fixed box selection and interceptor crashes (by Kerbiter, Belonit)
- Many improvements on code (by secsome, Belonit, Uranusian/Thrifinesma)
Special thanks to tomsons26, CCHyper, thomassneddon, Xkein for assistance and everyone who tested the features!
Project news:
- We had a surge of new contributors and people helping Phobos, which is amazing; Phobos basically exploded in popularity, with a lot of Chinese modders and developers showing interest.
- secsome and Uranusian/Thrifinesma (sorry for spelling the name wrong last time ) have joined us to help moving Phobos forward! Currently they're working on improving the save-load code and shield logic respectively.
- I made a proper documentation hosted on ReadTheDocs, check it out on https://phobos.readthedocs.io/. It's versioned (defaulting to the latest in-dev version) and even may be translated in the future.
- PDBs are now uploaded together with DLLs which would allow to read crash dumps properly. Please specify which build did you use when sending crash dumps to us.
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Mar 21, 2021 6:37 pm Post subject:
Kerbiter wrote:
This is not effective, especially considering the first wave of tests like this is being done even before the actual build is released. There's a lot more value in testing the interactions, overlapping, edge cases and such. Leave repetetive playtesting to players. Also if you really want to help I suggest you to join Discord, it's like 100 times more active there compared to here, and you'd be able to actually help testing what really needs testing. There's a lot of features that are untested in branches and PRs at the moment.
The way you mention it suggests that there are thousands or millions of players that would play these mods and report Phobos bugs to you. But the fact is... that such thing does not exist.
And if it existed, a Discord channel is definetely not the most kind of organized place to handle it. Forums organized information in a better way and they are reachable by search engines. Nonetheless, you would still need to catch these reports spread in countless internet forums/discord channels from mods scattered through the web. In the end of the day, you would still need to figure out a way to organized this information. So, as long as the person posts this kind of information in a place where you (or another Phobos contributer) would read, the person will be contributing with the project in some way. So, Kerbiter, do not underestimate the kind of help MasterHaosis is offering here.
Of course that, in order to access the latest builds of Phobos that need testing, the person needs to access the places where they are being disclosed and, certainly, the Phobos channel on C&C Mod Haven is the most recommended place for it. QUICK_EDIT
The way you mention it suggests that there are thousands or millions of players that would play these mods and report Phobos bugs to you. But the fact is... that such thing does not exist.
What's the source on that claim? There's enough beta players in, say, Rise of the East community that help test the new builds. They play daily and I communicate with them a lot. The fact that you're not aware of them doesn't mean they don't exist, considering your general business lately.
Banshee wrote:
And if it existed, a Discord channel is definetely not the most kind of organized place to handle it. Forums organized information in a better way and they are reachable by search engines. Nonetheless, you would still need to catch these reports spread in countless internet forums/discord channels from mods scattered through the web. In the end of the day, you would still need to figure out a way to organized this information. So, as long as the person posts this kind of information in a place where you (or another Phobos contributer) would read, the person will be contributing with the project in some way. So, Kerbiter, do not underestimate the kind of help MasterHaosis is offering here.
Another misconception. The place to organize is GitHub issues and pull requests sections, Discord is just the tool to communicate faster and more convenient to know what to test. Every our dev and a lot of testers and modders use it.
Banshee wrote:
Of course that, in order to access the latest builds of Phobos that need testing, the person needs to access the places where they are being disclosed and, certainly, the Phobos channel on C&C Mod Haven is the most recommended place for it.
Kerbiter, back then I was Ares tester. Active. For years. Ask AlexB, he will confirm. As people now talk to you on Discord, I was talking to him daily, for hours on Kiwi. I wanted to help, I was younger and I had more free time.
And I was active only in PPM. Even now I am active here on PPM. Sometimes less, sometimes more. I released tons of assets here lately, trying to help etc etc... while I have time.
Same goes to Phobos. I will test what I want, when I want, depending on my free time more than free will. I am not on Discord yet, and it will stand that way. What I tested, what works and how, I will post here. Read or not, accept or not, but I am not moving anywhere for now. AlexB did not have that problem. For first, and for second, you claim that you already have tons of people testing stuff, from that mod, Rise of the East. So, I wonder that mine and a few other PPM members absense from Discord will degrade Phobos quality or affect it any way in negative way.
Like I said already, PPM was place for Ares testings, or one of few places... You wanted to create better place. That is Okay, maybe it suits you better. What you do is amazing, you enhance life of YR and mods, since Ares is not that active. You did wesome job. Discord is maybe better for you, but I do not think that it is very good to constantly pushing people from PPM to Discord while communicating already in PPM. I do not have problem communicating here. And few people. WHo wants to move to Discord that is fine. But I do not think it is fine constantly attitude ,,if you want to help go to Discord...".
Dont take me wrong, but even with all drawbacks PPM has, (bugs, old site, outdated themes, less active community) etc etc... It still lives much longer than Discord and vast majority of C&C places! it survived. Thanks to Banshee (and several other people) who maintains it and it will stay that way. I personally believe the more the better. At least for YR. More communities, more patches, more testings, more work, more assets.... But no trying to move people from one place for another, if one is temporarily better (and old one functions just fine). _________________
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Mar 21, 2021 11:24 pm Post subject:
Kerbiter wrote:
What's the source on that claim? There's enough beta players in, say, Rise of the East community that help test the new builds. They play daily and I communicate with them a lot.
There is a difference between enough and thousands. There is nothing wrong with my claim. Discord channels do have a lot of people, in C&C Mod Haven, more than 1000 in that channel, but not all of them are active all the time. If youl pay actually attention to Rise of the East's bug reporting section, it is a group of 10 to 20 people who actually report something and most of the time these bugs are not related to Phobos.
Kerbiter wrote:
The fact that you're not aware of them doesn't mean they don't exist, considering your general business lately.
This is your equivocated opinion. The fact that I don't post in these places doesn't mean that I don't know about them. In fact, I've joined Rise of the East and many other Discord channels a long time ago.
Kerbiter wrote:
Another misconception. The place to organize is GitHub issues and pull requests sections, Discord is just the tool to communicate faster and more convenient to know what to test. Every our dev and a lot of testers and modders use it.
You misundestdood me again. I was specifically commenting about the use of Discord for this purpose. I was not specifically saying how you organized it.
And, once again, you misread the whole thing. I was just saying that Phobos channel on C&C Mod Haven was a recommended place to find out the latest builds. I did not mention that it was the only place to do it, neither that these builds were not public. You need to pay more attention to the words you read before replying like that.
MasterHaosis wrote:
You did wesome job. Discord is maybe better for you, but I do not think that it is very good to constantly pushing people from PPM to Discord while communicating already in PPM. I do not have problem communicating here. And few people. WHo wants to move to Discord that is fine. But I do not think it is fine constantly attitude ,,if you want to help go to Discord...".
Yea, Kerbiter's attitude of "leave this abandoned place and join my Discord channel" is what made me reply here. It is extremely offensive and very disrespetiful for me and the PPM community. I have no problem promoting C&C Mod Haven here, which I do with pleasure. But I think it would be extremely unpolite and rude to go there and tell everyone there to abandon that place and join PPM because they will see things here that they won't see there.
Communtiies like ours must work in a cooperative way, where one help each other instead of parasiting each other. The way each of them creates content is different and they can contribute in a particular way. If a community gets too crowded and centralized in one place, things ends up being a big mess. A sample was Steam's C&C Remastered forums when the game was released. If you created a topic there, it would disappear in a matter of minutes for the second, third, and whatever pages through eons of spam, toxic mess, etc. And, in most cases, you end up writing to the wind, because the topics that really get attention on these places are the ones that attract a huge mass of people. QUICK_EDIT
@Banshee
But wait, that's you who said that I assume there's "thousands", now you say there's a difference between what you think I assume and what I actually meant. What?..
>I was specifically commenting about the use of Discord for this purpose.
Then I don't understand the purpose of mentioning this if it's not really related to how the things are done, because we actually use GH so the issues, reports and stuff are not lost.
> And, once again, you misread the whole thing. I was just saying that Phobos channel on C&C Mod Haven was a recommended place to find out the latest builds. I did not mention that it was the only place to do it, neither that these builds were not public. You need to pay more attention to the words you read before replying like that.
Yeah, my bad here, you're right.
> attitude of "leave this abandoned place and join my Discord channel"
Well that's a misunderstanding, my apologies, perhaps I should've written it clearer. I've never intended to show any disrespect or say what you assumed I wanted to say, what I wanted to say is that Phobos talks related to core development and testing are happening in that Discord channel, and if MasterHaosis wants to be in the first echelon where the tests like he does are the most useful it's a good idea to join it, because we, the developers, are far more active there just because it allows to be more effective and communicate faster. It's just more valid to use for this purpose, no offence meant to PPM.
If I had this attitude I wouldn't post any of my voxels, tutorials, builds or Phobos news here, but I in fact do because I recognize this place as a modding central still, just of a different format more useful for persistent stuff like you said. If you notice I didn't even put up a link to Discord anywhere in this thread. _________________ Using MagicaVoxel to create voxel models :: Phobos YR Engine Extension
@MasterHaosis
As I said to Banshee already - apologies, perhaps the sentence didn't came out as I wanted it to, read my last reply to Banshee above. I didn't intend to parasite off PPM.
> For first, and for second, you claim that you already have tons of people testing stuff, from that mod, Rise of the East. So, I wonder that mine and a few other PPM members absense from Discord will degrade Phobos quality or affect it any way in negative way.
You misunderstood me. Mod players/testers and Phobos contributors/testers test features differently.
Mod testers do a lot of playtesting and just play with the mod, so they test-drive Phobos, kinda. It's normal for them to just say "it works" or "it crashed, here's crash dump and log" or "there's a bug", that's mostly how active RotE tester base is doing it, they ping me if they get a crash dump.
Phobos modders/testers on the other hand are the ones who actually make use of Phobos and can use the new tools in a lot of different situations, the most important of which is indeed interaction with other features. That's the reason I've written the guide - because I realize that many of people here are not CompSci specialists and that check-list is meant to help make testing more effective.
Another reason why I said that simple tests are not really helpful and invited you to join Discord is because I try to test features as early as possible, and those tests can and usually are conducted after we push new changes. That's where such tests are the most helpful because they are early. Another option is just go to GitHub, see if any recent pull request had a push, download and test the stuff then report if it's working. _________________ Using MagicaVoxel to create voxel models :: Phobos YR Engine Extension
UPD: I just made updatest to the GitHub repository so that you don't need an account anymore to test the bleeding edge version. That way PPM users don't need to register (though to leave comments and file issues there they still need to do so).
Anyways, I hope the question regarding testing and my attitude is resolved. I have nothing against testing the DLL here and I hope the testing check-list I made would be helpful. _________________ Using MagicaVoxel to create voxel models :: Phobos YR Engine Extension
Glukv48, comrade! I am glad to see that you are alive! Man your last post was just before Halloween. You should be here more often man
Kerbiter, I understand you completely. It is maybe frustrating to you to have the obligation to visit, post and communicate regarding Phobos in this place, considering that you guys have tons of active testers and modders there. And here you have few members so far.
But! PPM is huge place, old place. Even if it seems less active, it has tons of views daily! People attract many visitors with various projects (shps, voxels, mods, various stuff etc... on too many games), and even if there are not that much comments lately, we still got huge amount of visitors, which will automatically lead to Phobos as well. Many of them will see and get interested in Phobos as well. This is for mutual benefit. PPM is not to be underestimated. Also, as Banshee pointed out, lot of crawlers visit PPM as well. In any way it will benefit Phobos too.
Also, I understood what you mean with testing stuff. If I test new break mind control warhead with cannon, tesla, rad weapon, and works fine, however, if I am in Discord, someone of those many guys would tell me to test with railgun, since it maybe is not working (as we would forget to do that in PPM maybe), so there is obvious benefits to some aspects.
However, forums are forums, what we write here and test will be visible for further needs. Also, once PPM transfer finished, once Banshee finishes this, maybe you and Gluk need to talk to him to spread Ares forum or open new subforum for Phobos, so you can better organize stuff/communication if needed. Maybe you find hard once to do everything in this thread, and you will need bigger space. But it must stay here.
regarding too many builds and too many branches... I personally have no problem with download many. Feel free to post links here, rapidly, there is no problem with that. I also see no point to have discord if I need to download 5 branches of Phobos to test. We in PPM can do it from here. Whatever suits you but communication from here will stay here. This is also a tradition from Ares. As huge site as PPM it must contain all important C&C features, including Phobos. If you build empire, make sure you have one station here, for better communication. You are always welcome. PPM WILL PREVIAL! _________________
I understand your sentiment about PPM and as I said I have nothing against PPM. It's not a big obligation to be active here, I visit PPM from time to time and this thread too. Always happy to see activity here.
The project home is on GitHub as a open-source software project, and while this thread is surely important, everything still orbits the GitHub repository and is centered around it.
I understand your sentiment about PPM and as I said I have nothing against PPM. It's not a big obligation to be active here, I visit PPM from time to time and this thread too. Always happy to see activity here.
Yeah right! I do not believe you! First you tried to move our members from PPM to Discord because you though that it will be easy for you, to abuse moment of weakness... But Banshee scared you away. I tried to scare you too, but I am not that scary as he is. And now you wash your hands.... In fact you wanted to backstab us! Even Gluk came to save you! Whole Discord cannot save you now!
Hahaha! I am joking man
Sorry, I had to do it.... From time to time I will have to joke at you little.
But seriously now, some of this may be a misunderstanding, you just need to pay more attention to conversations in future... We all do, but if you wonder something, then ask us to repeat or explain better before continue in such specific and sensitive conversations just as we had.
Anyway, Kerbiter, you are a bit enigma to me. That name, that avatar, way of communicating here, join date from mid-June 2018, and you have quickly risen from fresh-man to somewhat famous... Rising star! That means that you always had talent... You only needed a good spark to push you. You just need a bit more time to spend here, and you will be almost complete.
Kerbiter wrote:
The project home is on GitHub as a open-source software project, and while this thread is surely important, everything still orbits the GitHub repository and is centered around it.
That is logical. Just make sure to regularly inform people here as you can, of course, about new stuff and builds.
Those are branches which you are working on now right? I saw something interesting... SHIELDS!!!!! Where can I find it? Or is it only for registered members so far?
I like custom radiation, I have to test that very soon... And something else. _________________
There are codes I used in spoiler, tons of them if you wanna check:
Spoiler (click here to read it):
[ADESO]
Image=DESO
UIName=Name:DESO
Name=Desolater
Category=Soldier
Primary=XRadBeamWeapon
Secondary=XRadEruptionWeapon
Prerequisite=YABRCK
CrushSound=InfantrySquish
Strength=150
Armor=plate
TechLevel=8
Pip=red
Sight=6
Speed=4
Owner=YuriCountry
;RequiredHouses=Arabs
Cost=600
Soylent=300
Points=30
VoiceSelect=AlligatorSelect
VoiceMove=AlligatorMove
VoiceAttack=AlligatorAttackCommand
VoiceFeedback=
VoiceSpecialAttack=AlligatorMove
DieSound=AlligatorDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20 ; This value MUST be 0 for all building addons
Deployer=yes
DeployFire=yes
; DeployTime=.022 ; PCG; Unused for now. Was maybe going to make its way in if we did
; a more explicit state machine for deploying b/c of autodeploy.
ImmuneToRadiation=yes
ImmuneToPsionics=no
Bombable=yes
;AllowedToStartInMultiplayer=no
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
Fearless=yes
SelfHealing=yes
Crushable=no
ElitePrimary=XRadBeamWeaponE
IFVMode=9
GroupAs=DESO
Bounty.Value=150
IsDesolator=yes
[XRadEruptionWeapon]
Damage=1 ; Irrelevant as long as it is greater than 0. Establishes that this unit can fire this weapon.
ROF=60
Range=4 ; SJM: changed from 1 so distance check won't fail on bridges -- only fired at own cell so should be OK
Speed=1
AreaFire=yes
FireOnce=no ; SJM: Desolator should maintain radiation at site when deployed
Projectile=InvisibleLow
Warhead=RadEruptionWarheadX
IsRadEruption=yes ; SJM: we're not using this effect anymore
RadLevel=500
Report=DesolatorDeploy
RadType=RadiationX
Beam.Color=255,0,255
[RadEruptionWarheadX]
Verses=100%,100%,100%,20%,10%,10%,0%,0%,0%,100%,100%
;InfDeath=7
Radiation=yes
CellSpread=10
CellInset=3 ; PCG: This means that the desolater won't autodeploy unless the target is 3 cells inside the max radius.
[RadiationX] ; custom RadType name
RadDurationMultiple=1 ; int
RadApplicationDelay=16 ; int
RadApplicationDelay.Building=0 ; int
RadLevelMax=500 ; int
RadLevelDelay=90 ; int
RadLightDelay=90 ; int
RadLevelFactor=0.2 ; double
RadLightFactor=0.1 ; double
RadTintFactor=1.0 ; double
RadColor=255,0,255 ; RGB
RadSiteWarhead=RadSiteX
I'm a bit overburdened with managing multiple communities, upkeeping Phobos, studying and not forgetting about myself, so yeah, pardon my occassional misreadings.
You can get the latest branch build if you press on a green tick near the bottom-most commit and then see details for nightly build, or just press on "Show all checks" and do the same. Unfortunately you need to log in to GitHub for this, I've tried to circumvent this somehow by adding a "bot" to make direct link but for some reason it posts outdated builds so I'd recommend to get a GitHub account anyways, it's free anyways and you'd be able to report directly to authors too.
So, you have multiple books perhaps.... one for jokes, one for codes.... one for ,,strategy how to move people from one site to another" Hahahahaha!
Kerbiter wrote:
I'm a bit overburdened with managing multiple communities, upkeeping Phobos, studying and not forgetting about myself, so yeah, pardon my occassional misreadings.
Man, you should talk to yourself more often, thats how you wont forget on yourself (I do not know how will you manage social distance)
But seriosly now, I understand that. Being in multiple places at once, spending too much time in front of monitor, having university i nsame time... Overloading... Today we spend over two hours in room to sign for healthcare. Due to crisis (everyone is using it as an excuse) program did not work, and I had to wait over two hours there... Tomorrow I have to go to court in another city (I have not traveled since last March due to situation) for some inheritance, so I had to spend half of day there. And traveling now because of coronashit is different. So I completely undertsand someone being overwhelmed during these times.
Kerbiter wrote:
You can get the latest branch build if you press on a green tick near the bottom-most commit and then see details for nightly build, or just press on "Show all checks" and do the same. Unfortunately you need to log in to GitHub for this, I've tried to circumvent this somehow by adding a "bot" to make direct link but for some reason it posts outdated builds so I'd recommend to get a GitHub account anyways, it's free anyways and you'd be able to report directly to authors too.
Oh.. That is unfortunate. Well well if I find time I may create account to check those shields, since it provoke me now. But I will still post here.
Kerbiter wrote:
Nice purple rad
Eh you want more? It can be better, but that map has lighting which mixes with radiation. So, this time I used lunar map to test.
I also tested radiation with several other weapon combination. You will see.
Also, look what you did to my tanks! You broke my tanks, now, I will break yours!
That was just your turret offset testing. _________________
Changelog compared to b8:
- TechnoTypes can now have shields with customizable anims, health, armor, respawn and heal values etc. (by Uranusian, secsome)
- Multiple mind controllers can now release units on overload (by Uranusian, secsome)
- Custom mind control animation (by Uranusian, secsome)
- Ore drills now have customizable ore type to generate and radius in which the ore wil lbe generated (by Kerbiter)
- Interceptors now intercept all enemy projectiles instead of projectiles targetted at friednly units (by Kerbiter)
- Customizable harvester idle/total counter next to credits counter (by Uranusian)
- A hotkey to select next idle harvester (by Kerbiter)
- Hotkeys are now translatable via stringtables (by Uranusian)
- Spawns can now have the same exp. level as owner techno (by Uranusian)
- Chance-based critical damage system on warheads (by AutoGavy)
- Fixed fatal errors when Blowfish.dll couldn't be registered in the system properly due to missing admin rights (by Belonit)
- Map previews with zero size won't crash the game anymore (by Kerbiter, Belonit)
- Save/load code internals reworked to be more like Ares, please do pay attention to testing if save/loads still work as intended (by secsome)
- New lower-level patching macros (by Belonit)
I wondered when you are gonna show up here, perhaps you were busy making plan how to backstab PPM again! But I was wrong, you were actually working on new features
Seriously now, this looks promising so far, I will check it! _________________
spawning gems through crates or voxel debris previously did not work and only spawned ore, unlike TS which could spawn either. has
enabling gem spawning via drills affected gem spawning via crates and voxel debris, too? _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
Joined: 04 Mar 2015 Location: Notso "The Finale" Airship
Posted: Tue Apr 06, 2021 3:29 am Post subject:
There are some issues for Radiation in Build 9, please temporarily don't use any Radiation-related unit. We'll update Build 10 to fix this soon. QUICK_EDIT
,,PPM is dead..... JOIN MY DISCORD!
Before you go to bed ..... JOIN MY DISCORD!
Abandon this place ..... JOIN MY DISCORD!
Have a happy face ..... JOIN MY DISCORD!"
Nothing special, but it will serve for now!
Now, to test something:
[ACAR]
Harvester.Counted=yes
[Sidebar]
HarvesterCounter.Show=yes
in picture there are 4 tanks and one harvester. Tanks are counted as harvesters but one is active, as shown. Nice!
[CARRIER]
Promote.IncludeSpawns=yes
And indeed it worked here.
[TRIPOD]
MultiMindControl.ReleaseVictim=yes
It has mind control of 4 units. And there are cars on image 1,2,3,4,5,6. It controlled 1,2,3,4, when ordered to capture 5 and 6, it captured them but released 1 and 2. As supposed.
Build 10 is up, minor changes mainly to bugfix stuff.
Changelog compared to build 9:
- Added an ability for harvester counter to change color based on percentage of active harvesters among total (by Uranusian).
- Fixed occassional radiation crashes (by Uranusian).
- Mind-controlled vehicles now properly work when deploying into buildings, including SW-granting buildings (by FS-21).
- Few improvements and fixes to the shield logic (by Uranusian).
This is also mostly a bugfix release. Changelog compared to build 10:
- Actually fixed the mind control and radiation issues this time (by Uranusian, secsome)
- Compatibility improvements on TerrainType for HAres users (by Uranusian)
- Shields for Iron Curtained units won't absorb damage now (by Uranusian)
- Properly rewritten DeployToFire fix, tag DeployToFire.RememberTarget is deprecated, now always on. Doesn't cause side effects like unkillable mine spawner structures anymore (by Kerbiter)
- Ability to specify randomized ore growth stage for ore spawners (by Kerbiter)
- ScriptType action 73 which allows all Team members wait for full ammo then take next action (by FS-21)
I doubt if today I will be at home, but once I get back at computer I will check this version.
Kerbiter, one question. Can you look to add tag to prevent aircraft vehicle (such as disks/choppers) landing when need to convert? When aircraft convert to anything it will land always, seems it is leftover from siege chopper. Which is logical. But when air to air unit converts, it also lands, which is stupid. Can you look at it? _________________
I doubt if today I will be at home, but once I get back at computer I will check this version.
Kerbiter, one question. Can you look to add tag to prevent aircraft vehicle (such as disks/choppers) landing when need to convert? When aircraft convert to anything it will land always, seems it is leftover from siege chopper. Which is logical. But when air to air unit converts, it also lands, which is stupid. Can you look at it?
For now you can use DeployToLand=no & MovementRestrictedTo=Water or something else not land to prevent landing while doing air to air conversion. It works in vanilla Ares. _________________
cxtian39, it does not work with floating disc because disc drain is associated with locomotor. It will drain for a second and move away from the structure because its movement is restricted to something else.
I am asking this specifically because over 10 years I am struggling how to find a way to destroy some structures with discat my will instead of draining them, since drain takes advantage even secondary weapon. Even AlexB failed to code something. (I think he tried either to shoot drainable at force fire, or something else). He tried and told that this feature is giving him headache. He told also that there is difference how drain weapon works with AI, and human player. When he could not do it, then no chance that I will ask Kerbiter or anyone else to waste time on this.
Only logical solution which works is Convert Deploy (disk A with laser converts on Disk B with drain) in second! And it works, except aircraft lands to convert. So, only tag to prevent them landing will work. That Movementrestricted workaround I tried, and is not working. _________________
Changelog compared to build 11:
- Warhead shield breaking/penetration effects (by Starkku)
- Crit.Affects default value fixed (by Uranusian)
- Shield HP and Ammo additions for Dump Object info hotkey command (by FS-21)
- ElectricBolt visuals can now be disabled per-bolt (by Otamaa)
- Semantic locomotor aliases for modder convenience (by Belonit)
- Reworked and fixed custom radiation logic, now uses [RadiationTypes] rules section (by Otamaa)
- Fixed radiation site setting issues
- Fixed vanilla bug of desolator not being able to fire his deploy weapon when cloaked
- Ability to specify amount of shots for strafing aircraft and burst simulation (by Starkku)
- Fix to take Burst into account for aircraft weapon shots beyond the first one (by Starkku)
- Ore spawners can now generate multiple cells of ore per animation (by Kerbiter, Belonit)
- Customizeable Teleport/Chrono Locomotor properties per TechnoClass (by Otamaa)
- Minimum guard range for projectile interception logic (by Erzoid)
- Fixed some of the projectiles not being intercepted when they should (by Erzoid)
- A slew of improvements for shield logic (by Uranusian)
- Better support for armor- and verses-related stuff, targeting improvements
- Feature stability improvements
- Full support for unit-to-unit and unit-to-building conversion
- Shielded units will now die after the short game ends properly
- Fixed harvester counter color being wrong in case where the color mode was different from RGB565
- Fixed vanilla issue when stuff on map could die multiple times during their death sequence (by Uranusian, Kerbiter)
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