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 Forum index » Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Ares 3.0 released
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Tue Dec 08, 2020 8:46 pm    Post subject:  Ares 3.0 released Reply with quote  Mark this post and the followings unread

What nobody expected to happen any more has happened: Ares 3.0 has been released, after an almost infinitely prolonged RC phase where new issues popped up constantly.

But now here it is, together with many super weapon and mission making additions that allow for more possibilities, like super weapons being available only once or three times, or being charged initially, or being usable by AI only. The culling effect used by squids can be applied to any weapon now, and harvester and refinery related settings can be customized per type.

There's more new features, better support for selling units on service depots, a mechanism to ignore certain buildings when deciding whether a player has been defeated in short games, and a way to clone units as different types - as well as many new fixes and improvements.

Happy Modding, and stay safe and healthy!

Announcement: https://launchpad.net/ares/+announcement/28031
Download: https://launchpad.net/ares/+download
Documentation: http://ares-developers.github.io/Ares-docs/
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Dec 08, 2020 8:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Heck yeah.

EDIT: my [ParamTypes] in FAData.ini has 49=Voxel Anim,23 and Starrku's new list says 49=Waypoint,17,2 .
Is this a side-effect of using E1 Elite's patched FA2 1.02?

EDIT2: where to get the Ares FA2ext.dll for [ScriptsRA2] ?
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McPwny
Cyborg Firebomber


Joined: 29 Jan 2018

PostPosted: Tue Dec 08, 2020 9:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

can you make it so i can have walls that bind to objects like they did in tiberian sun for gates and component towers, tho?
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Musketmarine
Medic


Joined: 14 Feb 2020
Location: Texas

PostPosted: Tue Dec 08, 2020 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

I am speechless
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FS-21
Cyborg Soldier


Joined: 09 Dec 2002
Location: Spain

PostPosted: Tue Dec 08, 2020 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Congratulations AlexB Smile
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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Tue Dec 08, 2020 10:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice work, just in time for Christmas. The set/disable EVA trigger was much needed.

Bugs that still persist/are worth mentioning:

Large air vehicles cause IE when crashing above structures on certain Win10 PCs
Advanced Rubble preventing the owner from losing (game won't end) if tied to a buildup/sell animation mid destruction
Advanced Rubble makes Engineers get stuck in WF unit bays, preventing unit production until the Engineer is killed
Ore growth related crash, appears to be slope/cliff related
Transport + Abduct + previous command bug - units unloaded from a transport that has abducted them will sometimes go back to their last given order, which means they would also attempt to reenter the transport if that was their last order
MC + previous command, units continue doing what they were told after being MCd, including attacking allies
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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Dec 09, 2020 12:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks again AlexB.


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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Wed Dec 09, 2020 3:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Congrats on the release.

TAK02 wrote:
EDIT: my [ParamTypes] in FAData.ini has 49=Voxel Anim,23 and Starrku's new list says 49=Waypoint,17,2 .
Is this a side-effect of using E1 Elite's patched FA2 1.02?

Use the latest FA2 patch and if you are changing FAData.ini, merge rather than overwrite. In the patch, it is 49=Voxel Anim,0 (not 23) and the Ares waypoint param was shifted to 50 and its dependency changed accordingly.

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silverwind
AA Infantry


Joined: 11 Jun 2016

PostPosted: Wed Dec 09, 2020 9:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, and Congratulations!

It's great to finally have the documentations updated with the latest additions.

Also, will you be updating github with the most recent source?

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westwood
Civilian


Joined: 23 Sep 2010

PostPosted: Wed Dec 09, 2020 4:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Congratulations! And much obliged, AlexB.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Dec 09, 2020 6:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Praise be to AlexB! Can't wait to get updates rolling with this! Thanks for all your hard work!

inb4 sourcecode

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WoodleMyNoodle
Cyborg Soldier


Joined: 09 Apr 2018

PostPosted: Wed Dec 09, 2020 9:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Heyo. Gratz on the release!

You asked me to remind you of this so I will.
AttachEffect.RecreateOnCapture=(bool) so anims can change teams.

Also, I'd like to request some fixes around the the isLocomotor logic.
For example, changing it to the teleport locomotor, including some other locomotors will cause units to be unselectable and unable to have their locomotor changed again after teleportation or after moving.

Allowing isLocomotor weapons to work with different locomotors will open up a path to quite some cool features/units

Cheers.

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Thu Dec 10, 2020 2:39 am    Post subject: Reply with quote  Mark this post and the followings unread

XxpeddyxX wrote:

Transport + Abduct + previous command bug - units unloaded from a transport that has abducted them will sometimes go back to their last given order, which means they would also attempt to reenter the transport if that was their last order

This isn't just abduction, but also happens when Chronosphere is used on a unit that is on the move (funny, i can't find that one on the bugtracker, i was sure i reported it... ).

This might mean there is an issue within the locomotors themselves, in which case i doubt it will be fixed anytime soon (if at all). I still remember the last time Alex tried to fix a bug within locomotor code, and he seemed pretty traumatized by it (i was the one reporting him the bugs that kept popping up with each "fix" :p ).

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EVA-251
General


Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Thu Dec 10, 2020 5:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Beautiful. Seeing those 3 bugfixes made my day.
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Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Mikesari Itten
Vehicle Driver


Joined: 04 Mar 2015
Location: Notso "The Finale" Airship

PostPosted: Sun Dec 13, 2020 6:19 am    Post subject: Reply with quote  Mark this post and the followings unread

The ForceFire/Retaliate/PassiveAcquire in Warhead Versus only work with given ArmorType(s), while they don't affect deratives at all.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Dec 13, 2020 11:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Mikesari Itten wrote:
The ForceFire/Retaliate/PassiveAcquire in Warhead Versus only work with given ArmorType(s), while they don't affect deratives at all.
That can't be right. They work.
Code:
[ArmorTypes]
DesoArmor=flak ;;so Deso's don't auto-target selves and fail.
HarvArmor=medium ;;so Deso's don't auto-target Harvies and fail.
[RadBeamWarhead]
Versus.DesoArmor.ForceFire=yes
;;These are here so that Desos don't go 'try to kill each-other and fail'
Versus.DesoArmor.Retaliate=no
Versus.DesoArmor.PassiveAcquire=no
Versus.HarvArmor.ForceFire=yes
;;These prevent Desos from wasting time on RadImmune Harvies (and getting killed by a civilian!)
Versus.HarvArmor.Retaliate=no
Versus.HarvArmor.PassiveAcquire=no
Though non-human house units do auto-target sometimes, like when they're human controllable and you use Attack-Move/Ctrl+Shift+LMB.
Maybe it's always been broken for AI/non-human houses?

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Mikesari Itten
Vehicle Driver


Joined: 04 Mar 2015
Location: Notso "The Finale" Airship

PostPosted: Sun Dec 13, 2020 1:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
Mikesari Itten wrote:
The ForceFire/Retaliate/PassiveAcquire in Warhead Versus only work with given ArmorType(s), while they don't affect deratives at all.
That can't be right. They work.
Code:
[ArmorTypes]
DesoArmor=flak ;;so Deso's don't auto-target selves and fail.
HarvArmor=medium ;;so Deso's don't auto-target Harvies and fail.
[RadBeamWarhead]
Versus.DesoArmor.ForceFire=yes
;;These are here so that Desos don't go 'try to kill each-other and fail'
Versus.DesoArmor.Retaliate=no
Versus.DesoArmor.PassiveAcquire=no
Versus.HarvArmor.ForceFire=yes
;;These prevent Desos from wasting time on RadImmune Harvies (and getting killed by a civilian!)
Versus.HarvArmor.Retaliate=no
Versus.HarvArmor.PassiveAcquire=no
Though non-human house units do auto-target sometimes, like when they're human controllable and you use Attack-Move/Ctrl+Shift+LMB.
Maybe it's always been broken for AI/non-human houses?

I mean
Code:
[ArmorTypes]
someTank=light
[SomeWarhead]
Versus.light.ForceFire=no
Versus.light.PassiveAcquire=no
Versus.light.Retalite=no

The result is SomeWarhead will not be able to fire at light but someTank, unless set
Code:
[SomeWarhead]
Versus.someTank.ForceFire=no
Versus.someTank.PassiveAcquire=no
Versus.someTank.Retalite=no

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EVA-251
General


Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sun Dec 13, 2020 4:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

I believe this is by design.

When you put armors in [ArmorTypes], you're doing 2 things: Declaring the new armor type, and defining the default Verses= value for that armor type, that's it.

By putting someTank=light in [ArmorTypes], it means that absent a Versus.someTank=xx% statement in the warhead, the game will default to the value given for the 'light' armor type.
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Project Lead Developer, New-Star Strike (2014-), RA Tweaked (2015-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Mikesari Itten
Vehicle Driver


Joined: 04 Mar 2015
Location: Notso "The Finale" Airship

PostPosted: Mon Dec 14, 2020 2:55 am    Post subject: Reply with quote  Mark this post and the followings unread

EVA-251 wrote:
I believe this is by design.

When you put armors in [ArmorTypes], you're doing 2 things: Declaring the new armor type, and defining the default Verses= value for that armor type, that's it.

By putting someTank=light in [ArmorTypes], it means that absent a Versus.someTank=xx% statement in the warhead, the game will default to the value given for the 'light' armor type.

To be honest, I think so too. But so design is not convenient. So I wonder if there can be a new tag to apply these three tags to derivative ArmorTypes.

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EVA-251
General


Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Mon Dec 14, 2020 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would that not be of limited value? In the long run, such a tag would save 2 lines of code (if per warhead) or 3 lines (if global) for each instance.
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Project Lead Developer, New-Star Strike (2014-), RA Tweaked (2015-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Mon Dec 14, 2020 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could you not just use the probably rarely used logic I don't remember the name of:
Code:
[ZZSomeTankWH]
Versus.someTank.ForceFire=no
Versus.someTank.PassiveAcquire=no
Versus.someTank.Retalite=no

[SomeWarhead]:[ZZSomeTankWH]
Versus.light.ForceFire=no
Versus.light.PassiveAcquire=no
Versus.light.Retalite=no

[SomeWarhead2]:[ZZSomeTankWH]
Versus.heavy.ForceFire=no
Versus.heavy.PassiveAcquire=no
Versus.heavy.Retalite=no

etc...

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EVA-251
General


Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Mon Dec 14, 2020 4:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Inheritance isn't even mentioned in the documentation for Ares. It has only been briefly discussed in a few posts on this forum, to the best of my knowledge

And if I remember what AlexB said about it, there's a reason it isn't mentioned in the documentation.
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Project Lead Developer, New-Star Strike (2014-), RA Tweaked (2015-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Dec 14, 2020 6:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is anyone having the problem of InfantryType not being able to enter vehicles with IsTrain at all, even as Passengers?

In regular YR troops AND tanks can get in and even shoot out if it's OpenTopped.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Mon Dec 14, 2020 11:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

IsTrain not loading InfantryTypes has been a bug since at least Ares 0.9, I didn't go below that in testing because it started crashing. But I suspect no one has brought it up because trains are awful to deal with.
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Dec 15, 2020 9:38 am    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
trains are awful to deal with.
can confirm: https://www.youtube.com/watch?v=2XCoss_YMs4&t=46
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WoodleMyNoodle
Cyborg Soldier


Joined: 09 Apr 2018

PostPosted: Mon Dec 28, 2020 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Currently, upon infiltration, the player who infiltrates can get a superweapon.
However, since superweapons are very flexible, it would be nice to be able to give the one that got infiltrated a super weapon as well.

Tag: SpyEffect.SuperWeapon.Owner=self | enemies

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Tue Dec 29, 2020 3:04 am    Post subject: Reply with quote  Mark this post and the followings unread

XxpeddyxX wrote:
Nice work, just in time for Christmas. The set/disable EVA trigger was much needed.

Bugs that still persist/are worth mentioning:

Large air vehicles cause IE when crashing above structures on certain Win10 PCs
Advanced Rubble preventing the owner from losing (game won't end) if tied to a buildup/sell animation mid destruction
Advanced Rubble makes Engineers get stuck in WF unit bays, preventing unit production until the Engineer is killed
Ore growth related crash, appears to be slope/cliff related
Transport + Abduct + previous command bug - units unloaded from a transport that has abducted them will sometimes go back to their last given order, which means they would also attempt to reenter the transport if that was their last order
MC + previous command, units continue doing what they were told after being MCd, including attacking allies


Adding to the list:

- Designator SW targeting does not work in SP missions (AI Targeting + AutoFire)
- CarriesCrate=yes is broken
- Latest FA2Ext.dll crashes on certain events and actions e.g. "building exists" or "create building type at waypoint"
- Inhibitor tag does not persist through death anim, thus breaks any SW using it while the target infantry is playing its death anim

06/01 EDIT:

Let's add more to this evergrowing list:

- Permanent Mindcontrol is broken, logic ignores versus/verses if used on airburst weapons
- Light.Enabled=no is broken or needs clarification, lightning storm clone still changes lighting despite tag. -1 on other tags do not help either
- Entering vehicles into a friendly tunnel cause them to disappear forever (infantry still work though)
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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Fri Apr 23, 2021 2:08 am    Post subject: Reply with quote  Mark this post and the followings unread

It has been 4 months since release, is there any feedback on fixes to come? There's quite a lot of bugs considering this is a "stable" release.

We also need to address the elephant in the room, being that Ares is still closed-source and we're hitting a lot of walls as Ares' code is preventing new features/hooks from developing further.

We appreciate the effort after all these years, but if free time is an issue, please just release the source and move on? The recent spike of new contributors and interest in creating new features clearly shows the need for this.
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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Apr 23, 2021 12:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

XxpeddyxX, I agree with that but man, I believe that he won't read it.
Guys, you have to contact AlexB somewhere else... its pointless here as he rarely comes here, maybe once or twice per year, if you are lucky. Give him link here, and he will reply. Most likely.
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Apr 23, 2021 2:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I got AlexB on Skype, and so does Kerbiter.

AlexB hasn't been online in a while but he did that once a few years ago; he disappeared for a week or two then too.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Apr 23, 2021 2:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

for week or two there, for year or two here hahaha
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