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Phobos Build 39 is now ready for testing!
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Supreme Banshee

Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Apr 09, 2024 1:15 pm    Post subject:  Phobos Build 39 is now ready for testing!
Subject description: Warning: Do not feed the monster with Weeds.... or it will eat your vehicles!
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Howdy! Kerbiter and the other developers of Phobos published Phobos Build 39 in these days. Phobos extends the modding features from Red Alert 2: Yuri's Revenge and, unlike Ares, is completely open-source. Here are the official words about Phobos Build 39:

Disclaimer: development builds are inherently unstable and may contain improvements that will be changed and adjusted before the stable release (as well as bugs), with fewer stability guarantees.

Phobos development build 39 is up!

Changes compared to build 38:

Migration info:

  • Shadow for debris & meteor animations is changed to ExtraShadow.

New features:

  • In addition to PlacementGrid.Translucency, you can set the transparency of the grid when PlacementPreview is enabled using the PlacementGrid.TranslucencyWithPreview tag (by Belonit).
  • Show briefing screen on singleplayer mission start (by Starkku)
  • Allow setting mission par times and related messages in missionmd.ini (by Starkku)
  • Allow setting default singleplayer map loading screen and briefing offsets (by Starkku)
  • Allow toggling whether or not fire particle systems adjust target coordinates when firer rotates (by Starkku)
  • AmbientDamage warhead & main target ignore customization (by Starkku)
  • Flashing Technos on selecting (by Fryone)
  • Customizable DropPod properties on a per-InfantryType basis (by Trsdy)
  • Projectile return weapon (by Starkku)
  • Allow customizing aircraft landing direction per aircraft or per dock (by Starkku)
  • Allow animations to play sounds detached from the audio event handler (by Starkku)
  • Game save option when starting campaigns (by Trsdy)
  • Carryall pickup voice (by Starkku)
  • Option to have Grinding.Weapon require accumulated credits from grinding (by Starkku)
  • Re-enable the Veinhole Monster and Weeds from TS (by ZivDero)
  • Recreate the weed-charging of SWs like the TS Chemical Missile (by ZivDero)
  • Allow to change the speed of gas particles (by ZivDero)
  • Allow upgrade animations to use Powered & PoweredLight/Effect/Special keys (by Starkku)
  • Toggle for Explodes=true BuildingTypes to not explode during buildup or being sold (by Starkku)
  • Toggleable height-based shadow scaling for voxel air units (by Trsdy & Starkku)

Vanilla fixes:

  • Powered/PoweredSpecial buildings' powered anims will update as usual when being captured by enemies (by Trsdy)
  • Fixed a glitch related to incorrect target setting for missiles (by Belonit)
  • Skipped parsing [Header] section of campaign maps, which led to occasional crashes on Linux (by Trsdy)
  • Fixed units' turret rotation and jumpjet wobble under EMP (by Trsdy)
  • Fixed AmbientDamage when used with IsRailgun=yes being cut off by elevation changes (by Starkku)
  • Fixed railgun and fire particles being cut off by elevation changes (by Starkku)
  • Fixed teleport units' frozen-still timer being reset after load game (by Trsdy)
  • Fixed teleport units being unable to visually tilt on slopes (by Trsdy)
  • Fixed teleport and drill units being unable to be visually flipped (by Trsdy)
  • Aircraft docking on buildings now respect [AudioVisual]->PoseDir as the default setting and do not always land facing north or in the case of pre-placed buildings, the building's direction (by Starkku)
  • Spawned aircraft now align with the spawner's facing when landing (by Starkku)
  • Fixed infantries attempted to enter buildings when waypoints together with engineer/agent/occupier/etc. (by Trsdy)
  • Fixed jumpjet crash speed when crashing onto buildings (by NetsuNegi)

Phobos fixes:

  • Fixed heal/repair weapons being unable to remove parasites from shielded targets if they were unable to heal/repair the parent unit (by Starkku)
  • Fixed Inviso=true interceptor projectiles applying damage on interceptable, armor type-having projectiles twice (by Starkku)
  • Laser trails are now correctly reset first when parsed from maps, etc (by Trsdy)
  • INI keys with no preset default values can now be reset to this state by setting the value(s) to <none> or <default> (for lists  clears the entire list) (by Starkku)
  • Further optimization on map/superweapon retint fix on color schemes (by Starkku)
  • Fixed ApplyModifiersOnNegativeDamage not working correctly (by Starkku)
  • Fixed a potential regression with tunnels & shield animation interaction (by Starkku)
  • Fixed AAOnly not working correctly (by Starkku)
  • Attempting to combine Trajectory with other projectile logics (Arcing, ROT, etc) will now disable the other logics and output a warning in debug log (by Starkku)
  • Potential fix to some digital display alignment issues (by ststl)

For further information about Phobos, visit its Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. Download Phobos Here and provide them feedback in their Discord channel. That's all, folks! Stay tuned at PPM for more news coverage on Phobos!

Key Words: #News #PlayTest #RedAlert2 #YurisRevenge #Ares #Phobos 


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Mig Eater
Defense Minister

Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Apr 11, 2024 9:07 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm thinking it's about time I add Phobos to D-day, there are several of these new features that could be quite useful.


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