Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Feb 02, 2022 4:37 am Post subject:
Kratos 6.12 has been released!
Subject description: Extending the extension of the extension that extends the extended extension!
Hello everyone! Reinforcements have arrived from Kratos as Kratos Build 6.12 has been recently released by their team. Kratos is a Chinese solution that extends the modding features from Red Alert 2: Yuri's Revenge with Ares and YR Dynamic Patcher. Here are the goodies that comes with Kratos Build 6.12:
Quote:
‘nores’ is for Non-Developer.
This package is prepared for non-developers, uses DynamicPatcher-1.0-debug, does not contain Source Code.
This version and later versions use the development version DP by default, and also comes with the release version DP. If you need to publish, you can rename and override yourself.
If you have already used the pre-packaging of this project, it is recommended to delete all of them and then overwrite them.
Build6 is different from the previous version. Due to the new feature version of the new DP, it is strongly recommended to completely delete the folder "DynamicPatcher", and then add this package.
B6.1 - Remove redundant log information, and the Paintball effect is smoother in Next.
B6.2 - Fix AttackBeacon not working.
B6.3 - Extra fired weapons now support custom Tesla effects by Ares and Phobos.
B6.4 - In the multi-type tail system, the ELECTRIC-type label is changed from Electric.IsAlternateColor to Bolt.IsAlternateColor, and extend some labels to support the custom Tesla effects by Ares and Phobos, such as Bolt.Color1, Bolt.Disable1, etc.
B6.5 - Fixed a bug that could cause the Stand to drop off the projectile, and a bug that could cause the anti-projectile to not work. Part of the logic of AutoWeapon was optimized, and a label AutoWeapon.FireToTarget was added to make AutoWeapon only fire at the target of the attached object.
B6.6 - Fixed the bug that the Stand would not disappear when attach to the Spawn, and added a label Stand.ExplodesWithMaster to make the Stand explode when JOJO dies.
B6.7 - Added a label Stand.DrawLayer to control the rendering level of the Stand, and add a label Stand.Powered to let the Stand act only when the power is sufficient.
B6.8 - Redesigned the Cumulative control of AE. Now Cumulative will have three values to control the state, which is no longer affected by AutoWeapon. When Cumulative=Attacker, the same AE from Different Attacker can be Cumulative. The meaning of AutoWeapon.IsAttackerMark is more explicit, is it possible to interact with the source of AE, allowing the weapon to be fired from the Attacker or fired to the Attacker.
B6.9 - Fixed a bug of Bullet checking buildings if enable proximity, fixed a bug that the Stand can still act when the power is cut down when Stand.Powered=yes, and added a new label Stand.SameHouse=yes to control whether the Stand changes its House with the Master.
B6.10 - Fix and add support for Phobos' TurretOffset, Adds a new label NotAffectTypes to build a blacklist of AEType.
B6.11 - Fix the bug that the rotation direction is wrong of IsOnTurret in TurretOffset.
1. Rename the AutoWeapon.WeaponTypes label to AutoWeapon.Types.
2. Remove those labels AutoWeapon.Shooter and AutoWeapon.ToAttacker.
3. Rename the DestroySelfPeaceful label to DestroySelf.Peaceful, same name as AE's new effect.
4. AttachEffect add the effects of such as Firepower and speed, some can affect ProjectileType.
5. Delete Paintball, move to AttachEffect-System.
6. Expand AttachEffectTypes with new effect types, DestroySelf, Transform, etc.
7. Redesigned the AttackerMark system, still using the AutoWeapon effect of AttachEffectTypes, adding an independent label CumulativeByDifferentAttacker to control multi-source attach cumulative when AutoWeapon.IsAttackerMark=yes special settings are activated, and the behavior of AutoWeapon is changed from the AE-Receiver fire to point to change to the AE-Source fire to the AE-Receiver, and extra labels to control more details.
8. AutoWeapon can now fire weapons held by attached units.
9. The projectile proximity and penetration system has been redesigned and now has more detailed settings.
If you are curious about Kratos, visit the Official Website to obtain further information about it. Grab the latest version of Kratos by clicking Here. That's all folks! Stay tuned at PPM for more news coverage on Kratos!
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! Last edited by Banshee on Thu Feb 03, 2022 4:22 am; edited 1 time in total QUICK_EDIT
Interesting, never heard of this one before. I know there was a Chinese version of Ares with some funky stuff but AFAIK it was made for a specific mod & wasn't that usable in any others.
Might be worth posting about this in the Ares forum too where it will probably get more attention. _________________
I heard recently from Mr.Hymn, then I mentioned this to Banshee to check that out!
I will contact Mr.Hymn if he is still here to write about this more if he wants _________________
I see some changes they made. I like the unique system they provide. Some of them are pretty much similar to Phobos but also many of them is quite impress.
If you try this. I want you to play with "Dive", "SW binding to primary or secondary" or paintball (They changed the paintball system)
Right now the dive system doesn't tilt the plane but the dive will make the plane to reduce the FlightLevel to your customized value and lift after firing the weapon or giving a unit some delay then lift up.
To better understand some codes. Can anyone with skills translate this. I can't let my granny or ancestors know about this they gonna cry out loud LOL.
Below the is the code and explanation in Chinese. Google translate does help but still not understand entirely.
Thanks for the link, I was looking for something like that.
"Stand" is the logic I'm most interested in, AFAIK it let you attach objects to other objects, thus you are able to make units with multiple independent turrets etc. _________________
I'm trying to make the instruction manual into a wiki, maybe will has an English version. But I'm lazy so don't know when it will be done. XD QUICK_EDIT
ChrisLv_CN, did you created this? If yours, please translate it as fast as you can since we will use it most likely.
Mr.Hymn thanks for the comments man! It is always good to have you around.
I like some of those features. Like Mg Easter said, attach objects to another objects can be awesome feature. TechnoType firing superweapon is awesome. DestroySelf.Delay is also awesome for dummy objects. GiftBox.Types= amazing! this is what I need that gift box. It should spawm on random unit at time if you set up. I must check that soon. I see tons of good features. _________________
KENOSIS!!!!! I am glad to see you man!
Thank you for join here. Maybe if you guys can translate this on English and talk with people here, maybe Banshee can open here subforum for Kratos? So we can discus this widely.
Right now it is on Chinese and we are interested in this. _________________
No it can be used with Ares and Phobos, it's very unstable and not noob friendly to use but super powerful as you can see. Some of its features are being ported into Phobos. _________________
ayylmao on Discord QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Feb 26, 2022 9:33 am Post subject:
From the message you posted, it is a File not found. Something that possibly informs the directory of a file of your mod was supposed to have a name however, it is empty.
It happens on the initialization of the Dynamic Patcher QUICK_EDIT
Posted: Sun Feb 27, 2022 9:21 am Post subject:
Kratos error
I followed the instruction
1) Go to Release to download the latest package.
2) Put the folder DynamicPatcher, files DynamicPatcher.dll and PatcherLoader.dll into Yuri's Revenge game root directory.
3) Edit ini file
4) Add administrator privileges to gamemd.exe and syringe.exe.
5) Run RunAres.bat to start the game.
but still have no luck. Any suggestions? QUICK_EDIT
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