It may happen in future as it is in experimental stage for TS engine.
TS engine?
Also, does "experimental stage" mean someone is currently working on adding it to the game or
it is in the game, but is just in the experimental stage?
It would be nice to have the sidebar fully customizable. With the map being bigger, having more buttons,
changing the sizes for the cameo boxes, etc.
Phobos was already able to add new cameo boxes for the superweapons, and specifically let only superweapons be there.
It was also collapsible, which is the first time I saw that type of feature in the game. There was also the mission text.
You can have it in the middle and is scrollable. I guess it's just a matter of time before we get a full UI customization feature. QUICK_EDIT
Superweapon icons is addon/overlay and doesn't disturb the UI layout of the viewport + sidebar pixel calculations. Without changing the size, the category strips can be altered in limited ways. Any change in sidebar size affect the radar above, button placements and also the viewport size. Its a big effort/change for engine extensions. For Phobos, there are hiccups like Ares touches that part of the code and is not open source.
That looks absolutely amazing! Reading everything in the Sidebar Layout Settings is all I wanted!
E1 Elite wrote:
Superweapon icons is addon/overlay and doesn't disturb the UI layout of the viewport + sidebar pixel calculations. Without changing the size, the category strips can be altered in limited ways. Any change in sidebar size affect the radar above, button placements and also the viewport size. Its a big effort/change for engine extensions. For Phobos, there are hiccups like Ares touches that part of the code and is not open source.
I see. So this would be more difficult for Phobos since they can't look at the code unlike TS where it's freeware.
I respect the overlay nonetheless. And it was cool when I saw it added in the docs.
Overall, big respect for these engine extensions! I'll try to help by creating a great mod to showcase everything we have right now.
And also provide some tools for others to speed up/ease their modding to maybe showcase Phobos using their mod.
Thanks for the Vinefera link as well! I loved everything I saw in there! QUICK_EDIT
Though TS is freeware, its source code is not available. So it is difficult for both TS and YR.
People use both Ares and Phobos for YR and Ares is not open source. So, if some changes are done in Ares, to maintain compatibility, Phobos has to take additional care. QUICK_EDIT
Though TS is freeware, its source code is not available. So it is difficult for both TS and YR.
Looking at how freeware works. I see that you can't just break it apart and look into the code.
It just means you can have it for free, but it is still owned by the copyright holder.
So, that's impressive for Vinefera then!
E1 Elite wrote:
People use both Ares and Phobos for YR and Ares is not open source, So, if some changes are done in Ares, to maintain compatibility, Phobos has to take additional care.
Oh you meant Ares isn't open source, my bad!
Also, hmm... it's been so long I guess, but I remembered when making people use Ares was difficult,
but I guess many people are using it now. I'm guessing it's more from the Chinese users that's using Ares, and Phobos is making it compatible for them.
I guess that's alright. China does have a bigger and more active RA2 community. Plus they do make greater looking mods + amazing free assets.
Also Mental Omega is popular in China, and that had helped give MO more recognition from their works. Probably boost morale to continue to work on it til the coming future.
So overall, it's either letting go of Ares and starting over to convince the Chinese users to use only Phobos or just make it compatible with Ares as at least an option for them to use.
With MO using Phobos, hopefully that helps with Phobos move away from Ares. Ares being closed would've been kind of irritating to work on, if not for Chinese users using it.
Ares was also the more recognizable engine extension for me. But if it's going to become a crutch or is slowing down the development for Phobos,
then I'll try to help with making it more recognizable as well then.
I guess I don't know much about development! So there might be something I misunderstood or just guessing. But if there are anything specific that I could do,
that you could tell me, to support Phobos better. Please tell me, and I could focus on that more! QUICK_EDIT
Phobos features are only a shadow of what can Ares more easily do IMO... less documented and much harder to use.
If Ares is removed then Phobos loses much functionality. In fact it's just named for one of Mars's moons (Mars=Ares)
And, its another debate but I think MO is popular in China for the anime girls and chinese faction.
Yet I think anime girls and anime mods/designs (common in Chinese circles) ruin RA2 cold war vintage feel, and yes this applies to MO as well. _________________ QUICK_EDIT
Phobos features are only a shadow of what can Ares more easily do IMO...
But I prefer Phobos features tho. I don't know which specific thing about Ares can do,
but having features I want or most people want is better. Plus I do use Phobos features more than Ares now.
NimoStar wrote:
less documented and much harder to use.
Which one? Ares documentation was very difficult to read, just setting the IFV was confusing and painful.
Of course, I know how to set it up now. But trying to understand it back then was painful.
NimoStar wrote:
If Ares is removed then Phobos loses much functionality. In fact it's just named for one of Mars's moons (Mars=Ares)
I know there are parts of Phobos that uses Ares. I didn't know it was required.
I thought Phobos can run as a standalone and is just made to be compatible with Ares
NimoStar wrote:
And, its another debate but I think MO is popular in China for the anime girls and chinese faction.
But there are more mods in China that has more overt aspects like this.
They had better Chinese faction just based on looking on different mods,
with even specific and their own design of the Conyard. There's a Soviet,
Generals and just based on interpretation designs there.
The "anime" girls were also toned down in MO. I don't know specifically what made them anime
(As someone who does watch anime), but that is what I get from the complaints from the community.
I mean all of the heroes are actually more in line with anime with their way of attacking.
But the female ones gets complaints.
All of the versions of the heroes could've been more cold war-esque in their design.
But the designs we got were on par with how anime characters are usually designed to have.
NimoStar wrote:
Yet I think anime girls and anime mods/designs (common in Chinese circles) ruin RA2 cold war vintage feel, and yes this applies to MO as well.
Didn't know it had a vintage feel to it. Comparing it to every other RTS that does focus "cold war vintage feel",
RA2 isn't even something I considered vintage. Even comparing it to RA1 is different. Or D-Day.
It is the only war game that either doesn't feel like war themed or even parodying it like some of the new RTS.
I'm guessing the complain is more about anime being part of mods than anything.
Would anime mods also be difficult to see when they have good assets being made like it was nothing? QUICK_EDIT
To me it's not about the quality of the assets but about the look and feel.
When I see apocalypse tank next to preteen magical touhou girl who shoots 10.000 sparkling projectiles and shiny forcefields, immersion is ruined. The world no longer feels lived in. _________________ QUICK_EDIT
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