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 Forum index » Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
An intermezzo called Ares 0.D
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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TAK02
Cyborg Informer


Joined: 28 Jun 2015
Location: ERROR: This guy is out of this world!

PostPosted: Thu May 18, 2017 6:05 pm    Post subject: Reply with quote

Never heard of the AI being unable to control units off the play-area. Sure about this one? AFAIK, even RA2's AI has no problems what-so-ever handling such cases (unless play-area is terrain/overlay-walled). Not only that, but I've never seen the AI paradrop outside of it either.
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chr0nicz420
Grenadier


Joined: 10 Feb 2016

PostPosted: Fri May 19, 2017 3:11 am    Post subject: Reply with quote

Yes I'm very pretty sure about this because this happens to me A LOT OF TIMES when my enemy computer/s has/have a paradrop super weapon and always sending paradrops at the very edge of the map. I always have this problem for years.

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chr0nicz420
Grenadier


Joined: 10 Feb 2016

PostPosted: Fri May 19, 2017 5:40 am    Post subject: Reply with quote

Here's my proof, showing the 3 factions sent paradrops at the edge of the map.









So after cleaning up the enemy computer AIs, there, they're still not defeated. Even my ally computer can't find any more enemies and if it finds something, it should be using its super weapon to eliminate the remaining enemies but it couldn't.

Unfortunately I forgot to screenshot the minimap to show you a more solid evidence that I totally cleaned them up but if you want to since it's still not convincing enough for you, it's fine because I can totally replicate it to show more a concrete proof.

I really hope Ares will try to fix this bug.

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E1 Elite
Laser Commando


Joined: 28 May 2013

PostPosted: Fri May 19, 2017 6:13 am    Post subject: Reply with quote

In TS, hunter seeker can destroy units outside map area. If Ares has enabled
it the same way, it should work in YR too. There is also option of using
Insignificant on units that causes it.

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Fri May 19, 2017 7:23 am    Post subject: Reply with quote

AFAIK, the issue is Paradrop Planes not Paradroppers themselves. They are sometimes not correctly deleted after leaving the map. I remember getting that locked games too. It was pretty common on Alamo (2) for some reason.

You can check what AI has left by taking a map snapshot (was that what it is called) and checking the map file on such game. [Aircraft] section must have some stuff left.
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AlexB
Cyborg Commando


Joined: 31 May 2010
Location: Germany

PostPosted: Sat May 20, 2017 2:39 am    Post subject: Reply with quote

So, here's the first RC for Ares 0.D (currently available only on the Unstable Binaries page). I already know that there is gonna be a second one, because some bugs already emerged before I wrote this announcement post. Anyhow, this means I really should finish setting up the issues on Launchpad so they can be checked off as confirmed working, and also I'll have to start writing the documentation. No idea how long this will take. My goal is to release end of May or very early June.

Known issues (will be fixed in the next build):
- some cursors in waypoint mode are wrong
- UnitDelivery SW can't place water bound structures

Fixes and Minor Additions
  • Deliver.Buildups again. Does the hunt mission still work?
  • Promote infantry in occupiable structures immediately
  • Fixed the out of range cursor

Customizable move cursors
[TechnoType]Cursor.Move= (mouse cursor, defaults to Move)
The cursor to use for representing the move action.

[TechnoType]Cursor.NoMove= (mouse cursor, defaults to NoMove)
The cursor to use for representing the no-move action.

Both actions might be used as a fallback for representing no-* actions like "no attack", no-enter, ...

Removed old global cursor tags
Removed the global tags EngineerDamageCursor, TogglePowerCursor, TogglePowerNoCursor, InfantryHealCursor, and UnitRepairCursor.
This is a breaking change. The cursors can be customized using the [MouseCursors] section now.
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PePsiCola
Stealth Laser Trooper


Joined: 28 Dec 2010
Location: The United States

PostPosted: Sun May 21, 2017 5:47 pm    Post subject: Reply with quote

MustaphaTR wrote:
AFAIK, the issue is Paradrop Planes not Paradroppers themselves. They are sometimes not correctly deleted after leaving the map. I remember getting that locked games too. It was pretty common on Alamo (2) for some reason.

You can check what AI has left by taking a map snapshot (was that what it is called) and checking the map file on such game. [Aircraft] section must have some stuff left.


Yep. I haven't played without Short Game being enabled in so long because of this. I wasn't able to finish a good third of all skirmishes. And checking with Map Snapshot, it was a Paradrop plane 9/10 times, and occasionally a pad aircraft or spy plane.
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Last edited by PePsiCola on Mon May 22, 2017 2:12 am; edited 1 time in total

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E1 Elite
Laser Commando


Joined: 28 May 2013

PostPosted: Sun May 21, 2017 7:58 pm    Post subject: Reply with quote

Most likely it is a known issue with planes having small ROT values like 2.
When the gap between the inner and outer boundary of maps (gap between
red and blue lines) is not enough for such planes to make a full turn, they
get stuck. It can be solved by either increasing the ROT value or editing the
map to increase the gap.

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AlexB
Cyborg Commando


Joined: 31 May 2010
Location: Germany

PostPosted: Sun May 21, 2017 9:01 pm    Post subject: Reply with quote

Can you get me a memory dump (from the Ares keyboard command in the Development group) at the point in time the game should be over but isn't?
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chr0nicz420
Grenadier


Joined: 10 Feb 2016

PostPosted: Tue May 23, 2017 3:51 pm    Post subject: Reply with quote

Sorry for the late reply but how can I do that?

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E1 Elite
Laser Commando


Joined: 28 May 2013

PostPosted: Tue May 23, 2017 5:51 pm    Post subject: Reply with quote

Goto Options -> Keyboard -> Category development - Assign hotkey for
dump memory and then use it.

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Pop000100
Vehicle Driver


Joined: 03 Jan 2016

PostPosted: Thu May 25, 2017 6:49 pm    Post subject: Reply with quote

Great to see you back at it Alex, don't have RA2 YR working right now, so can't play with these features.  Thank you ! Smile

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chr0nicz420
Grenadier


Joined: 10 Feb 2016

PostPosted: Fri May 26, 2017 9:44 am    Post subject: Reply with quote

So here's another one, this time with including minimap and my ally AI isn't firing his offensive/major super weapon/s.







And the memory dump of this game.

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AlexB
Cyborg Commando


Joined: 31 May 2010
Location: Germany

PostPosted: Fri Jun 02, 2017 7:06 pm    Post subject: Reply with quote

A bit late, as always, but finally nearing the end. Here's the second and most likely last release candidate for Ares 0.D. It contains no new features, just a few bug fixes and some internal changes. This one here comes with preliminary documentation, with only a few bits missing. Also included is a newer Syringe.

Thank you all for testing so far! Special thanks to mevitar, who already commented on several Launchpad blueprints and bug reports. I still have to check off all the features and bugfixes confirmed working, but for now I'd expect a release some time next week.

Fixes and Minor Additions
  • Deliver.Buildups has been deprecated. It now defaults to yes.
  • Unit Delivery SW placement of water bound buildings was broken
  • Hunter Seekers no longer target Iron Curtained or warping out objects
  • Wrong cursors appeared in waypoint mode
  • Verses should now be defaulted correctly if a warhead section is not defined
  • Carryall cargo facing after drop off improved

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mevitar
Cyborg Firebomber


Joined: 31 Dec 2010

PostPosted: Sun Jun 04, 2017 7:59 pm    Post subject: Reply with quote

TogglePower causes a crash with the newest build. Works fine in the 17.139.1131 build.


except.txt
 Description:
crash on toggle refinery

Download
 Filename:  except.txt
 Filesize:  5.29 KB
 Downloaded:  6 Time(s)


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AlexB
Cyborg Commando


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Jun 11, 2017 7:23 pm    Post subject: Reply with quote

A few last minute changes. I hope it doesn't blow up.

Anyhow: Ares 0.D has been released. I'd like to thank all testers for their work finding bugs and problems, or for confirming the features working. Thank You!

Fixes and Minor Additions
  • Unit Cost default ignored vehicles (bug reported by PePsiCola)
  • Fixed a crash with Toggle Power mode introduced in a previous build
  • Fixed bug in crew handling introducted in a previous build
  • Mechanics and medics can now be grinded

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