Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Mar 22, 2023 2:36 am Post subject:
Phobos Build 34 is ready for testing!
Subject description: Where's the party?
Welcome back, commander! The team behind Phobos has been busy recently in order to post Phobos Build 34 for testing. Phobos extends the modding features from Red Alert 2: Yuri's Revenge and, unlike Ares, is completely open-source. Here are the goodies that come with Phobos Build 34:
Quote:
Phobos development build 34 is up!
Changes compared to build 33:
New:
Income money flying-string display when harvesters or slaves are docking to refineries (by Trsdy)
Allow random crates to be generated only on lands (by Trsdy)
Multiple burst shots/burst delay within infantry firing sequence (by Starkku)
Attached particle system for animations (by Starkku)
Removal of hardcoded AA & Gattling weapon selection restrictions (by Starkku)
Projectile SubjectToLand/Water (by Starkku)
Real-time timers (by Morton)
Default campaign game speed override and custom campaign game speed FPS (by Morton)
Trigger actions that allow/forbid MCV to redeploy in-game (by Trsdy)
AnimList on zero damage Warheads toggle via AnimList.ShowOnZeroDamage (by Starkku)
Including INI files and inheriting INI sections (by Morton)
Additions to automatic passenger deletion (by Starkku)
Buildings considered as vehicles (by Starkku)
TechnoType target evaluation map zone check behavior customization (by Starkku)
CanC4=false building zero damage toggle (by Starkku)
OpenTopped transport target sharing customization (by Starkku)
Vanish animation for AutoDeath.Behavior=vanish (by Starkku)
Add limbo object tracking to AutoDeath.TechnosExists and AutoDeath.TechnosDontExist (by Starkku)
Detonating Detonate.Warhead at the firing building instead of the target cell (by Starkku)
Vanilla fixes:
Improved the statistic distribution of the spawned crates over the visible area of the map. (by Trsdy, based on TwinkleStar's work)
Break the mind-control link when capturing a mind-controlled building with an engineer (by Trsdy)
Fixed the range for a number of debris spawned by Warhead to use MaxDebris instead of MaxDebris - 1 (by Starkku)
Fixed LandTargeting=1 not preventing from targeting TerrainTypes (trees etc.) on land (by Starkku)
Fixed NavalTargeting=6 not preventing from targeting empty water cells or TerrainTypes (trees etc.) on water (by Starkku)
Fixed NavalTargeting=7 and/or LandTargeting=2 resulting in still targeting TerrainTypes (trees etc.) on land with Primary weapon (by Starkku)
Fixed an issue that causes attached animations on flying objects not to layer correctly (by Starkku)
Restored EVA_StructureSold for buildings with UndeploysInto (by Trsdy)
Allow MCV to redeploy in campaigns (by Trsdy)
Allow buildings with UndeploysInto to be sold if Unsellable=no but ConstructionYard=no (by Trsdy)
Fixed infantry without C4=true being killed in water if para dropped, chronoshifted, etc., even if they can normally enter the water (by Starkku)
Fixed WaterBound=true buildings with UndeploysInto not correctly setting the location for the vehicle to move into when undeployed (by Starkku)
Allow more than 5 AlternateFLH entries for units (by ststl)
Buildings with CanC4=false will no longer take 1 point of positive damage if hit by negative damage (by Starkku)
Buildings with a primary weapon that has AG=no projectile now have an attack cursor when selected (by Starkku)
Weapons with AG=no projectiles can no longer fire at any ground targets, instead of only being prevented from firing at ground cells (by Starkku)
Phobos fixes:
AutoDeath support for objects in limbo (by Trsdy)
Fixed shield animation being hidden while underground or in tunnels fix not working correctly (by Starkku)
Restore the MindClearedSound when deploying a mind-controlled unit into a building loses the mind-control (by Trsdy)
Reimplemented the bugfix for jumpjet units' facing when firing, discarding the inappropriate JumpjetTurnToTarget tag (by Trsdy)
Fixed RadSiteWarhead.Detonate not detonating precisely on the affected object (thus requiring CellSpread) (by Starkku)
Allow PowerPlant Enhancer to be affected by EMP (by Trsdy)
Gunner=true transports now correctly change turret if a passenger is removed by PassengerDeletion (by Starkku)
PassengerDeletion.Soylent now correctly calculates refund value if the removed passenger has no explicitly set Soylent value (by Starkku)
Animation Weapon with Damage.DealtByInvoker=true now uses the invoker's house to deal damage and apply Phobos warhead effects even if the invoker is dead when a weapon is fired (by Starkku)
Superweapon Detonate.Weapon & Detonate.Warhead now uses the firing house to deal damage and apply Phobos warhead effects even if no firing building is found (by Starkku)
Fixed script action 10103 skipping the next line or running when there are no transport units in the teams (by FS-21)
Reordered the buttons in the retry mission dialog (by Trsdy)
You cannot post new topics in this forum You can reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum