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Phobos v0.2 - New release of YR engine extension
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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Fri Jul 09, 2021 12:37 pm    Post subject:  Phobos v0.2 - New release of YR engine extension Reply with quote  Mark this post and the followings unread

After 3.5 months of development we're pleased to announce Phobos v0.2 - a new stable release of Phobos YR Engine Extension. Since the first public release a lot of contributors joined us to help push YR modding forward, including such talented people as Uranusian, secsome, Otamaa, FS-21, Starkku and a lot of others.

Many of the new contributors didn't know much about reverse-engineering or how to implement new ingame stuff (neither did I a year ago), but thanks to help of the community (especially tomsons26 and CCHyper) it's not a secret knowledge and everyone can learn it and help. Moreover, I've been working on simplifying the process of contributing even more by writing a dedicated documentation section. We invite everyone to try and help develop Phobos to push YR modding even further.

The key features of this update:

- Shields! Thanks to the combined work of Uranusian, secsome and Belonit now any ingame unit and building can have shields which act as a second HP bar with custom parameters including armor, recharge rates, graphics, animations etc. Moreover, Starkku has added special warhead params that interact with shields in a special way.


Buildings, Infantries and Vehicles with Shield in Fantasy ADVENTURE

- Custom radiation types, which were implemented by Otamaa with help of Belonit and Uranusian based on unused Ares code. You can have multiple which properly blend and respect Affect* tags, so you can make oddities as healing fields for friendlies or something like this.


Different radiation types can blend

- Customizable ore spawners, implemented by me, Kerbiter. You can now have customizable ore type, range, ore growth stage and amount of cells generated. Boring 3x3 patches of undergrown gold are no more!


Different ore spawners in Rise of the East

- Projectile interception logic made mostly by AutoGavy and ChrisLv_CN. You can now have point-defence laser systems to shoot down particular projectiles that were specified as interceptable, a-la Generals.


Projectile interception used in Tiberium Crisis

- Harvester counter implemented by Uranusian. Changes colors and counts harvesters in a customizable way. Now players would be able to easily check the health of their long-term economy and look after rogue harvesters.


Harvester Counter in Fantasy ADVENTURE

- When you found out that some of the harvesters don't actually harvest - you can use Select Next Idle Harvester hotkey command that I implemented to jump to the next lazy harvester that decided to loaf a bit.

- Another hotkey command called Dump Object Info (by secsome with edits from FS-21) is meant to help mod/map developers to see detailed info about some object.


Dump Object Info used in CnC: Reloaded

But that's not all! Those are the biggest and most noticeable features that we introduced in this update. We also fixed a big bunch of bugs from vanilla YR and unhardcoded a lot more stuff. You can read the full list of changes in the full v0.2 changelog.

Download the latest release here: https://github.com/Phobos-developers/Phobos/releases
Read the latest documentation: https://phobos.readthedocs.io/

Contribute to Phobos: https://github.com/Phobos-developers/Phobos
Chat with developers: https://discord.gg/sZeMzz6qVg

If you want to say "thank you" in a monetary form please use the donation links that are available in credits section.
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Modified CnCNet client :: CnCNet Discord bot :: Phobos YR engine extension @ my GitHub

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Mikesari Itten
Vehicle Driver


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

PostPosted: Fri Jul 09, 2021 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Congrats!

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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Fri Jul 09, 2021 2:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice.

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McPwny
Cyborg Firebomber


Joined: 29 Jan 2018

PostPosted: Sat Jul 10, 2021 12:54 am    Post subject: Reply with quote  Mark this post and the followings unread

good work. dump object info especially is very innovative.
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G-E
General


Joined: 09 Feb 2015

PostPosted: Sat Jul 10, 2021 1:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

The way ore grows is handled by the map traditionally, there's two flags for it. The amount of ore produced by the mine has always been defined in rules.ini as well, so I'm not clear what the change here is?

Are you saying you can have it grow up to a certain size/density?
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McPwny
Cyborg Firebomber


Joined: 29 Jan 2018

PostPosted: Sun Jul 11, 2021 3:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

the only working controls for ore were the animation rate in rules.ini and the option to turn on and off grow/spread in the map file, so
id say its a pretty improvement.  

anyways, i dont have enough information about these shields to make anims for them. i need working art code and example .shp's to
even start thinking about making them. the documentation doesnt even distinguish art code from rules code.
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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Jul 11, 2021 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

McPwny wrote:

the documentation doesnt even distinguish art code from rules code.


It actually does. The code blocks are prefixed by a statement such as In rulesmd.ini:. They only contain examples of keys added by Phobos (and more importantly their default values), though, and since artmd.ini isn't touched much it isn't mentioned much. It isn't really a general modding guide or a tutorial so any more comprehensive code examples would be out of scope.

In this case, the only things that are relevant about the animations are mentioned in the descriptions anyways. Namely shield IdleAnim being hardcoded to loop indefinitely, the rest are implicitly just regular animations.
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McPwny
Cyborg Firebomber


Joined: 29 Jan 2018

PostPosted: Sun Jul 11, 2021 11:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok fair enough. it works okay.



as you can see, it needs to be able to accommodate damage frames, and ideally buildup anim delays, for buildings to be of any use in that regard. when it
comes to units, you should consider, alternatively, making the units with shields play a strobing color with that old coloradd logic that forceshield/iron curtain/etc
use, because as is the best you can hope for from this fine logic addition is to attach shitty bubble shield animations that dont even make sense to everything
in a symbolic representation of 'being shielded'
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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Tue Jul 13, 2021 7:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Phobos v0.2.1 patch is up! This is a follow-up patch to fix a critical issue with updated trigger action 125 Build At... that didn't allow it to actually work if the cells were obstructed.

New changes since v0.2:
- Setting VehicleType Speed to 0 now makes game treat them as stationary (by Starkku)

Vanilla fixes:
- Fixed the bug when after a failed placement the building/defence tab hotkeys won't trigger placement mode again (by Uranusian)
- Fixed the bug when building with UndeployInto plays EVA_NewRallypointEstablished while undeploying (by secsome)

Phobos fixes:
- Fixed the bug when trigger action 125 Build At... wasn't actually producing a building when the target cells were occupied (by secsome)

Get the release: https://github.com/Phobos-developers/Phobos/releases/tag/v0.2.1
_________________

C&C Mod Haven - C&C modding Discord :: Using MagicaVoxel to create voxel models
Modified CnCNet client :: CnCNet Discord bot :: Phobos YR engine extension @ my GitHub

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Exley
Commander


Joined: 09 May 2011
Location: X-Files

PostPosted: Fri Jul 16, 2021 9:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

how is this different from ares ?
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Ordosherrscher wrote:

though you can add a spawn animation with veins it will give you some weird ... stuff
it spawned veins, but also Rocks, Brigdes ...

Tony wrote:

Bridgehole Monster Laughing

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Sat Jul 31, 2021 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Heads up, we released another small patch, v0.2.2! This includes some more small features and a handful of fixes.

New changes since 0.2.1.1:
- Customizable producing progress "bars" like CnC: Remastered did (by Uranusian)
- Customizable cameo sorting priority (by Uranusian)
- Customizable harvester ore gathering animation (by secsome, Uranusian)
- Allow making technos unable to be issued with movement order (by Uranusian)

Vanilla fixes:
- Fixed non-IME keyboard input to be working correctly for languages / keyboard layouts that use character ranges other than Basic Latin and Latin-1 Supplement (by Belonit)

Phobos fixes:
- Fixed the critical damage logic not functioning properly (by Uranusian)
- Fixed the bug when executing the stop command game crashes (by Uranusian)

Also 0.2.1.1 fixed a crash with Speed=0 feature.

Download at https://github.com/Phobos-developers/Phobos/releases/tag/v0.2.2
_________________

C&C Mod Haven - C&C modding Discord :: Using MagicaVoxel to create voxel models
Modified CnCNet client :: CnCNet Discord bot :: Phobos YR engine extension @ my GitHub

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