Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue Jul 25, 2023 10:05 am Post subject:
Phobos 0.3.0.1 has been released!
Subject description: Our idle units lives in AutoDeath=
Welcome back, commander! The Phobos development team has posted a new version of Phobos called Phobos 0.3.0.1. For those unaware, Phobos extends the modding features from Red Alert 2: Yuri's Revenge and, unlike Ares, is completely open-source. Here is what we know about Phobos 0.3.0.1:
This release only contains fixes to Phobos features from 0.3 or before, as well as additional sync logging, and is still compatible with Windows XP like 0.3 and unlike the newer development builds.
Changes compared to version 0.3:
New:
Additional sync logging in case of desync errors occurring (by Starkku)
Phobos fixes:
AutoDeath support for objects in limbo (by Trsdy)
Buildings sold by AutoDeath no longer play a click sound effect (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)
Fixed RadSiteWarhead.Detonate not detonating precisely on the affected object (thus requiring CellSpread) (by Starkku)
Fixed script action 10103 'Load Into Transports' unintentionally skipping the next action (by FS-21)
Changed mission retry dialog button order to match better old order people are used to (by Trsdy)
Allow PowerPlant Enhancer to be affected by EMP (by Trsdy)
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 the weapon is fired (by Starkku)
Fixed a crash when trying to create radiation outside map bounds (by Otamaa)
Fixed new AI attack scripts not allowing zero damage weapons to pick targets (by Starkku)
Fixed floating point value parsing precision to match the game (by Starkku)
Power output/drain should now correctly be applied for buildings created via LimboDelivery in campaigns (by Starkku)
Fixed shield health bar showing empty bar when the shield is still on very low health instead of depleted (by Starkku)
Fixed CanTarget not considering objects on bridges when checking if the cell is empty (by Starkku)
Fixed vehicle deploy weapons not working if the unit is cloaked and the weapon has DecloakToFire=true (by NetsuNegi & Starkku)
Fixed IsAnimated terrain not updating correctly in all circumstances (by Starkku)
Fixed CreateUnit interaction with bridges (spawning under when shouldn't etc.) (by Starkku)
CanTarget now consider bridges as land like the game's normal weapon selection does (by Starkku)
AreaFire.Target now takes cells with bridges into consideration depending on the firer's elevation (by Starkku)
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