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Remappable Walls Problem
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Ousagi
Cyborg Soldier


Joined: 02 Nov 2022

PostPosted: Sun Sep 24, 2023 7:36 am    Post subject:  Remappable Walls Problem Reply with quote  Mark this post and the followings unread




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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Sep 24, 2023 11:01 am    Post subject: Reply with quote  Mark this post and the followings unread

You need to use Ares for remappable walls to work.

I cant remember exactly what causes the 0x1a bug, I have a vague memory of it being the compression type of the shp file but probably wrong...

Why do you have NAWALL & NGWALL? If you use NewTheater=yes on one of them they become the same building.

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Ousagi
Cyborg Soldier


Joined: 02 Nov 2022

PostPosted: Sun Sep 24, 2023 11:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
You need to use Ares for remappable walls to work.

I have both Ares and Phobos.

Mig Eater wrote:
I cant remember exactly what causes the 0x1a bug, I have a vague memory of it being the compression type of the shp file but probably wrong...

Is this a problem with the file I downloaded?

Mig Eater wrote:
Why do you have NAWALL & NGWALL? If you use NewTheater=yes on one of them they become the same building.

I see... I removed them but the problem is still there. It work with skirmish, but I need them to work with Final Alert 2.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Sep 24, 2023 1:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is a known problem with FA2 with SHP having 0 in radar color.

Solution: Use latest SHP Builder and open those wall SHP files and save once. That will add the radar colors.

Also in arts, you don't need sections for gg or ng, just ga and na is enough.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Sep 24, 2023 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I have both Ares and Phobos.


Are you using any other Ares and Phobos features? To make sure Ares/Phobos have loaded correctly.

If you are, you should contact the Phobos developers & report this issue as they might have broke something in Ares.

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Ousagi
Cyborg Soldier


Joined: 02 Nov 2022

PostPosted: Sun Sep 24, 2023 2:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Solution: Use latest SHP Builder and open those wall SHP files and save once. That will add the radar colors.

Uhh... It fixed the 0x1a, but still not remapped.

I used SHP Builder 3.38 Beta 26. Is that correct?

Quote:
Are you using any other Ares and Phobos features? To make sure Ares/Phobos have loaded correctly.


I'm using the stable version of Phobos and Ares 3.0p1. What other features exactly? I just downloaded the files I didn't try to add any other files anywhere

I just tested removing Phobos.dll and Phobos.pdb and still not working. The walls are still not remapped but again they still work in skirmish.



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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Sep 24, 2023 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Sep 24, 2023 3:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Right the walls are pre-placed on the map so they probably have the default civilian owner. Just to check tho, If you build walls in a normal skirmish game are they remapped?

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Ousagi
Cyborg Soldier


Joined: 02 Nov 2022

PostPosted: Sun Sep 24, 2023 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Reinstalled Final Alert 2. Now it uses the players color for remapping.

Also, yes it works with skirmish. I think I already said this a couple of times in the replies.

In your guy's Final Alert 2, can you remap walls? Or is this problem the same.



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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Mon Sep 25, 2023 12:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

i recall that walls are handled differently between campaign and skirmish in that skirmish ones would always default to being civilian upon map loading but campaign
ones would respect their ownership. maby the fact that they are loaded differently is causing some kind of issue.

im curious to know if they dont work only when pre-placed in campaign, or if they also dont work when built or spawned in via action 125

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Ousagi
Cyborg Soldier


Joined: 02 Nov 2022

PostPosted: Mon Sep 25, 2023 9:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

They work when built and spawned just not pre-placed. Which is interesting since pre-placed buildings also respects ownership its just the walls that are behaving differently. Maybe there's a code needed somewhere for them to work properly.



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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Mon Sep 25, 2023 11:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

strange. i guess spawning the walls via waypoint could be a solution, though not as ideal as having them work properly in the first place.

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Ousagi
Cyborg Soldier


Joined: 02 Nov 2022

PostPosted: Tue Sep 26, 2023 6:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Comparing to Mental Omega, I found in the second mission of Act 1 where a wall is still gray. Then I tried making a mission map to see if I could make the walls have owners but it just automatically gave ownership to the player.

Now I understand that a building is required to be near the walls to own it. I guess I need guard towers now. But I'm confused about the reach. How far does a building need to be until it can't own the wall? I thought I could only reach 7 cells but if you check the attachments, the other side is also owned by the Soviets.



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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Wed Sep 27, 2023 12:15 am    Post subject: Reply with quote  Mark this post and the followings unread

mmm yes another obscure red alert 2 bug i didnt know to add to my encyclopedic knowledge of obscure red alert 2 bugs.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Sep 27, 2023 4:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Glad to see you've figured it out Smile

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Wed Sep 27, 2023 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Doesn't the game calculate Radiation spread weirdly too? might be an issue with how it calculates distance.

Also, is it related to Sight=? as NALASR has a sight of 7, so it might be related to it claiming everything it can "see"

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