Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Sat Apr 20, 2024 2:16 pm
All times are UTC + 0
Some features from NPATCH
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [21 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Sat Mar 07, 2015 5:27 pm    Post subject:  Some features from NPATCH
Subject description: NPATCH features needed in areds
Reply with quote  Mark this post and the followings unread

i think there is some features as real aircrafts(no like helicopters) that need to be added NPATCH already did it so....

Back to top
View user's profile Send private message Send e-mail
ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sat Mar 07, 2015 6:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's repurposed hunter seeker flight code I think.

Back to top
View user's profile Send private message
unknown_men
Cyborg Soldier


Joined: 09 Apr 2015
Location: Vi?t Nam

PostPosted: Sat Apr 25, 2015 3:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Npatch sometime was restored the airstrip code from RA1, Ares doesn't.
The code is:
- IsNormalPlane=yes     ; You must set it to yes if you want to use new logic. If they are not S/VTOL
- DescendProximity=1320  ; The distance, in leptons, that a aircraft will start descend.
- AscentSpeed=24         ; The speed that a aircraft will ascend to its FlightLevel=.

In RA2 Westwood was removing airstrip feature because all RA2 aircraft is S/VTOL, so they doesn't need run in airstrip way before fly. In real life the world have popular 3 S/VTOL are: Yak-141, Harrier and V-22 Osprey.

_________________
Under 2 year in conscription for socialism.

Back to top
View user's profile Send private message ModDB Profile ID
Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sat Apr 25, 2015 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, apart from IsNormalPlane, those are re-purposed HunterSeeker tags. I don't know what happens if you use them on ordinary aircraft in RA2/YR, but it does seem like the most promising method for making non-VTOL aircraft. I think they should work on aircraft without IsNormalPlane, though.

Also perhaps it's important to modify the facing depending on the longitudinal facing of the structure it's trying to dock with, ie an airfield with its short side facing N should have aircraft also face N during landing, while an E-facing airstrip should also have aircraft face E during landing. Unless this is going to be hardcoded to only work properly with a particular Foundation/Facing on the airfield.

_________________
Mao Zedong wrote:

Our mission, unfinished, may take a thousand years.  

Back to top
View user's profile Send private message
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Apr 25, 2015 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

The goal of Ares was never to remake NPatch, so just because it has a feature it doesn't mean Ares should have it.

Back to top
View user's profile Send private message Send e-mail
PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sat Apr 25, 2015 7:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe not, but why not? It would be useful and fun to see different types of aircraft. I would vote for that when we start to test the new Ares stuff.

_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

Back to top
View user's profile Send private message Visit poster's website YouTube User URL Skype Account
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Apr 25, 2015 7:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

It might be fun to see but approaching it by saying "it needs to be added" and because "NPatch did it" is a bad reason. I'd also say there are more important gameplay additions that could be added first, I'm not sure what good gameplay real aircraft motion would add.

Back to top
View user's profile Send private message Send e-mail
DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Sun Apr 26, 2015 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

It would add diversity and make mods more interesting.

Back to top
View user's profile Send private message
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Apr 26, 2015 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have 17 aircraft in my mod, and honestly couldn't care less about how they take off or land, except possibly their inability to land on a moving carrier.

If anything, I would rather see the turning in flight fixed so that faster aircraft also roll in turns like the cargoplane, not just strafe in a circle (often backwards) like they do now.

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Mon Apr 27, 2015 9:36 am    Post subject: Reply with quote  Mark this post and the followings unread

It's not any big feature to be honest but given its a most likely quickie adaptation of hunter seeker flight logic but all else stripped off, wouldn't be too much effort to implement me thinks granted there are bigger things to focus at primarily.

Back to top
View user's profile Send private message
Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sat May 02, 2015 10:27 am    Post subject: Reply with quote  Mark this post and the followings unread

I think there are numerous small fixes that I'd like to see that have been just kinda been rushed past because of the focus on making absolutely new content/features.

Non-VTOL aircraft are a small fix that I'd really love to see, and also the vehicle-to-vehicle transformations from NPatch (those ARE getting implemented I think? I read something to that end somewhere), and also DeathWeapon suppression and Bounty.  

As for the rest of NP, I think they're not really useful. The different factory types NP had should be adressed from a totally different angle in Ares I think - by making production events tie with certain TaskForces, so you can, I don't know, produce a squad of 5 Rhino Tanks and they will _drive_ onto the map. Or else, set them to use some transport or teleport, and they will arrive that way.

_________________
Mao Zedong wrote:

Our mission, unfinished, may take a thousand years.  

Back to top
View user's profile Send private message
PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sat May 02, 2015 11:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Millennium wrote:
...produce a squad of 5 Rhino Tanks and they will _drive_ onto the map...


Welcome to Company of Heroes 2!  Laughing

_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

Back to top
View user's profile Send private message Visit poster's website YouTube User URL Skype Account
GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Sun May 03, 2015 8:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Millennium wrote:
Or else, set them to use some transport or teleport, and they will arrive that way.
all hail the dropship loadout!

_________________
????????           MyAnimeList            my Last.fm

Back to top
View user's profile Send private message
Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Mon May 11, 2015 9:56 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah that what i ment is that possible

Back to top
View user's profile Send private message Send e-mail
Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Tue May 12, 2015 9:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Possible yes.
But Ares does not have them now and I have not seen anywhere that they are planned.

GenesisAria wrote:
Millennium wrote:
Or else, set them to use some transport or teleport, and they will arrive that way.
all hail the dropship loadout!

Quite so!
I don't know how much residual code from the DShip feature is left in RA2, but this would be a good starting point.
It would even be easier, because unlike the Dship thing, you wouldn't need an extra interface screen.

_________________
Mao Zedong wrote:

Our mission, unfinished, may take a thousand years.  

Back to top
View user's profile Send private message
RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Tue May 12, 2015 11:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Dropship loadout is entirely broken in RA2 and YR.
From what I recall it doesn't even function 100% in TS either.

_________________


Mental Omega 3.0 Mission creator - Creator of FinalOmega: APYR 3.0 Map Editor

/ppm/'s stupidity

Back to top
View user's profile Send private message
Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Tue May 12, 2015 11:27 am    Post subject: Reply with quote  Mark this post and the followings unread

In TS, the dropship screen is just missing its' cursor afaik, so you can't actually click on units to be delivered, but the rest is functional.

_________________
Mao Zedong wrote:

Our mission, unfinished, may take a thousand years.  

Back to top
View user's profile Send private message
GenesisAria
Cyborg Firebomber


Joined: 10 Mar 2015
Location: Canaderp

PostPosted: Wed May 13, 2015 6:06 am    Post subject: Reply with quote  Mark this post and the followings unread

RP wrote:
Dropship loadout is entirely broken in RA2 and YR.
From what I recall it doesn't even function 100% in TS either.
No it worked 100% (when i was on winxp). I used to enable it when i made nonsense mods years ago (made it drop off a bunch of tib fiends and Mk.II or something).  However, i had no idea what process it used for choosing which units went in the list, but it always gave me exactly what i called for.  There was a limited amount of credits, and you just filled up the left boxes with the cameos of units you ordered.

But what i meant is just using the dropship idea has a special power or something as an alternative to paradrop.  A transport loaded aircraft flies in, lands, unloads, flies away.  The loadout screen obviously wouldn't work in anything other than a singleplayer campaign environment.

_________________
????????           MyAnimeList            my Last.fm

Back to top
View user's profile Send private message
Algerian Major
Rocket Infantry


Joined: 07 Mar 2015
Location: Drinking Vodka with Lenin, Stalin and Putin

PostPosted: Wed May 13, 2015 11:28 am    Post subject: Reply with quote  Mark this post and the followings unread

and how about airstrikes taking off from units(Airstrike taking off from a carrier or an airfield)

Back to top
View user's profile Send private message Send e-mail
Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Wed Jun 24, 2015 5:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think that would work as a general expansion of the EMPulse SW - recruit eligible UnitTypes/AircraftTypes into firing on a target, rather than just BuildingTypes.
Use Airstrike SW, it recruits all planes of a certain type and puts them into attack mission vs the SW target.

Would also allow for a re-creation of the battleship cannons from Generals, which only fire when a SW is used.
In RA2 terms, it would recruit the battleships and give them an attack mission against the SW target.

The SW itself would still have to be granted by a structure, rather than by the attacking units, unless it will be a very fundamental rewrite.

But all of that ties back into a more generalized Taskforce SW...

_________________
Mao Zedong wrote:

Our mission, unfinished, may take a thousand years.  

Back to top
View user's profile Send private message
CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Jun 24, 2015 6:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

The one thing Ares has over the previous revisions of binary patches ("hacks"), is that its open source.

Get involved.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [21 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot 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


Powered by phpBB © phpBB Group

[ Time: 0.2005s ][ Queries: 11 (0.0085s) ][ Debug on ]