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 Forum index » Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Ares 0.D is available
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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AlexB
Cyborg Commando


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Jun 11, 2017 6:25 pm    Post subject:   Ares 0.D is available Reply with quote

Here's the official Ares 0.D, which adds some big features like support to change mouse cursors, mechanics and ambulance vehicles, or to make the AI build more than one building of a type. Ivan death bombs are now included, after being cut from the original game, and multiplayer matches can now start with a deployed Construction Yard instead of an MCV.

There are many more minor features like Temporal weapons considering the victim's health, customizable fall rates, digging animations and so on. I think it goes without saying now that several bugs have been fixed also, and many old pieces of code have been modernized and previous features have been reworked.

Thanks once more to all testers involved!

Happy Modding, and see you very soon!

Website: http://ares.strategy-x.com/
Announcement: https://launchpad.net/ares/+announcement/14658
Download: https://launchpad.net/ares/+download
Documentation: http://ares-developers.github.io/Ares-docs/
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Last edited by AlexB on Thu Sep 14, 2017 3:49 am; edited 2 times in total

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PillBox20
Cyborg Commando


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

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

Thank you, AlexB! Honour and glory to your clan!... what did I just said...  Laughing

I appreciate the effort you put into Ares. Smile
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http://ares-developers.github.io/Ares-docs/
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chr0nicz420
Grenadier


Joined: 10 Feb 2016

PostPosted: Sun Jun 11, 2017 7:39 pm    Post subject: Reply with quote

I assume this doesn't include the AI paradrop/paradrop plane bug fix...

Well, still thanks for this and hoping for more features on the next release.

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BySc
Stealth Laser Trooper


Joined: 07 Jul 2013
Location: Anywhere In The World

PostPosted: Sun Jun 11, 2017 10:56 pm    Post subject: Reply with quote

Thank you.
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Jun 12, 2017 1:40 am    Post subject: Reply with quote

Nice one! Very Happy
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NucleiSplitter
Cyborg Cannon


Joined: 28 Oct 2016
Location: Somewhere in Asia

PostPosted: Mon Jun 12, 2017 2:51 am    Post subject: Reply with quote

FINALLY!!! The patience was worth it Smile

Is the 0.D docs complete and explains EVERY TAG that Ares uses?
Then, great job! The C&C Community will get farther with this one!

Still, what is the reason why Save Games can't be implemented? Too long codes? Or is it just completely impossible? Confused
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Jun 12, 2017 3:10 am    Post subject: Reply with quote

Something along the lines of how all the new stuff Ares makes possible is done by injecting the code prior to a game is created. When you load a save file the injected code isn't possible to inject. That or I think it was something along the lines that you would need to test every new feature if it would break the save/load on every new release.
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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Jun 12, 2017 11:11 am    Post subject: Reply with quote

Congratulations on a public release and thanks again for your commitment o this project AlexB

NucleiSplitter wrote:

Still, what is the reason why Save Games can't be implemented? Too long codes? Or is it just completely impossible? Confused


Full explanation by AlexB was explained a long time ago - https://forums.revora.net/topic/106955-mo-33-an-explanation-to-why-there-is-no-saveload-function-in-mental-omega-yet/
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m7
Commander


Joined: 17 Apr 2009
Location: The Fang

PostPosted: Tue Jun 13, 2017 2:04 am    Post subject: Reply with quote

Thanks for another awesome release AlexB, appreciation for your hard work and dedication to Ares is truly remarkable.
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IamInnocent
Rocket Infantry


Joined: 28 Dec 2010
Location: PC, My house, Malaysia, Earth, Solar System, Universe

PostPosted: Tue Jun 13, 2017 2:21 am    Post subject: Reply with quote

Thank you Alex. This new version will aid in the development of my mod even further than the previous. Very Happy
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Starkku
Tiberian Beast


Joined: 28 Dec 2007
Location: Finland

PostPosted: Tue Jun 13, 2017 6:48 am    Post subject: Reply with quote

Good job on the new release and thanks for your continued contributions to the modding community.
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NucleiSplitter
Cyborg Cannon


Joined: 28 Oct 2016
Location: Somewhere in Asia

PostPosted: Tue Jun 13, 2017 7:15 am    Post subject: Reply with quote

Atomic_Noodles wrote:
Something along the lines of how all the new stuff Ares makes possible is done by injecting the code prior to a game is created. When you load a save file the injected code isn't possible to inject. That or I think it was something along the lines that you would need to test every new feature if it would break the save/load on every new release.


Well, then I guess we'll all have to wait until the final FINAL last release of Ares... (9.Z)
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PePsiCola
Stealth Laser Trooper


Joined: 28 Dec 2010
Location: The United States

PostPosted: Tue Jun 13, 2017 4:18 pm    Post subject: Reply with quote

Thank you very much AlexB. The progress you've made over the years is incredible, and is much appreciated!

I know it's a big official release you've been working hard on and all, so I genuinely HATE to be that guy to point this out, but I did notice one minor bug from 0.D that wasn't present in the test versions. I don't know if you changed/removed the coding at all (it doesn't appear so from the documentation), but AIBuildCounts is no longer working. I reverted back to 0.D RD2 and it worked (just to make sure I hadn't done anything wrong). Again, sorry about that.
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4StarGeneral
Commander


Joined: 14 Sep 2006
Location: Constant Flux

PostPosted: Tue Jun 13, 2017 5:26 pm    Post subject: Reply with quote

Thank you for continuing to spend so much time and effort into this project, I know how hard it is just to implement everything without breaking everything else in something as low-level as ASM and it's very appreciated, as it has always been even if only silently.

PePsiCola wrote:
I know it's a big official release you've been working hard on and all, so I genuinely HATE to be that guy to point this out, but I did notice one minor bug from 0.D that wasn't present in the test versions. I don't know if you changed/removed the coding at all (it doesn't appear so from the documentation), but AIBuildCounts is no longer working. I reverted back to 0.D RD2 and it worked (just to make sure I hadn't done anything wrong). Again, sorry about that.


Can't really be helped since there's always been a wide canyon between # of testers vs # of new functions. #Tongue
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Starkku
Tiberian Beast


Joined: 28 Dec 2007
Location: Finland

PostPosted: Tue Jun 13, 2017 5:28 pm    Post subject: Reply with quote

4StarGeneral wrote:

Can't really be helped since there's always been a wide canyon between # of testers vs # of new functions. #Tongue


It's bit different this time since it's apparently a bug introduced in the stable release, thus there's no way testers could have found it before it was released. Unfortunate but such things happen.

I can confirm the report as well, though.
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IamInnocent
Rocket Infantry


Joined: 28 Dec 2010
Location: PC, My house, Malaysia, Earth, Solar System, Universe

PostPosted: Wed Jun 14, 2017 1:05 am    Post subject: Reply with quote

NucleiSplitter wrote:
Well, then I guess we'll all have to wait until the final FINAL last release of Ares... (9.Z)


I predict that it will support 3D models and delivers a renewed game engine for RA2. Might even support Super Weapons operating on units. What's more hyped, more than 2 weapons on a unit! Gattling logic also works with Infantry. Prism Support units!

I can only imagine madness.  Crowded
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AlexB
Cyborg Commando


Joined: 31 May 2010
Location: Germany

PostPosted: Wed Jun 14, 2017 10:57 pm    Post subject: Reply with quote

Thank you, guys! Smile

chr0nicz420 wrote:
I assume this doesn't include the AI paradrop/paradrop plane bug fix...
I had no time to look into this yet, sorry.

PePsiCola wrote:
I know it's a big official release you've been working hard on and all, so I genuinely HATE to be that guy to point this out, but I did notice one minor bug from 0.D that wasn't present in the test versions. I don't know if you changed/removed the coding at all (it doesn't appear so from the documentation), but AIBuildCounts is no longer working. I reverted back to 0.D RD2 and it worked (just to make sure I hadn't done anything wrong). Again, sorry about that.
Thanks, and don't worry. It's not your fault. Also, I wouldn't call it minor bug, if one of he biggest selling points just doesn't work. At all. Good that Ares isn't sold. I would even say this is big enough to warrant a patch immediately. Oh hey, and it's already available. Wink

IamInnocent wrote:
I predict that it will support 3D models and delivers a renewed game engine for RA2. Might even support Super Weapons operating on units. What's more hyped, more than 2 weapons on a unit! Gattling logic also works with Infantry. Prism Support units!
Just wait a bit. I still have to do some code management, but it won't be that long.
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PePsiCola
Stealth Laser Trooper


Joined: 28 Dec 2010
Location: The United States

PostPosted: Wed Jun 14, 2017 11:51 pm    Post subject: Reply with quote

AlexB wrote:
Thanks, and don't worry. It's not your fault. Also, I wouldn't call it minor bug, if one of he biggest selling points just doesn't work. At all. Good that Ares isn't sold. I would even say this is big enough to warrant a patch immediately. Oh hey, and it's already available. Wink


OK, I actually did think it was a pretty big deal, since it's a huge feature in my mod, but I didn't want to have that attitude seeing how much good has come from all the time and effort you've put into Ares haha. Thank you very much for the fix Very Happy
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IamInnocent
Rocket Infantry


Joined: 28 Dec 2010
Location: PC, My house, Malaysia, Earth, Solar System, Universe

PostPosted: Thu Jun 15, 2017 1:35 am    Post subject: Reply with quote

It's okay Alex, take your time. I'm not requesting any of these functions.  Razz  But I do request fixing the black screen and alt+tab bug for Yuri's Revenge of Windows 10, if that is possible. You already did great work for the modders of YR and PPM.
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4StarGeneral
Commander


Joined: 14 Sep 2006
Location: Constant Flux

PostPosted: Thu Jun 15, 2017 2:34 am    Post subject: Reply with quote

IamInnocent wrote:
It's okay Alex, take your time. I'm not requesting any of these functions.  Razz  But I do request fixing the black screen and alt+tab bug for Yuri's Revenge of Windows 10, if that is possible. You already did great work for the modders of YR and PPM.


I'm 90% sure that's a DirectDraw problem, something too old for Windows 8 - 10 and has to be emulated.
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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Thu Jun 15, 2017 3:38 am    Post subject: Reply with quote

Thanks as always Alex! Keep up the good work. Ares is really the only thing keeping me modding in my spare time.
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E1 Elite
Laser Commando


Joined: 28 May 2013

PostPosted: Thu Jun 15, 2017 3:51 am    Post subject: Reply with quote

AI counts work again with 0.Dp1.

chr0nicz420 wrote:
I assume this doesn't include the AI paradrop/paradrop plane bug fix...

Did you try giving high ROT values for your planes like 5 or 6. It may not
look good but if the problem doesn't occur, we would know the reason.

IamInnocent wrote:
But I do request fixing the black screen and alt+tab bug for Yuri's Revenge of Windows 10

Try - http://www.ppmsite.com/downloads/ts-yr_proxy.zip
Topic - http://www.ppmforums.com/viewtopic.php?t=41633

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alhezronashkenaz
Vehicle Driver


Joined: 08 Apr 2017

PostPosted: Fri Jun 16, 2017 12:50 am    Post subject: Reply with quote

guys pls help .. the diplomacy button is freezing the game......
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cxtian39
Cyborg Firebomber


Joined: 11 Feb 2016
Location: The United States of China

PostPosted: Sat Jul 01, 2017 5:29 am    Post subject: Reply with quote

Is there a official forum?
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Jul 02, 2017 3:32 am    Post subject: Reply with quote

The official forums used to be at:
http://forums.renegadeprojects.com/forumdisplay.php?fid=19

However, it is abandoned for some time already while AlexB posts all announcements here for some time already.

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cxtian39
Cyborg Firebomber


Joined: 11 Feb 2016
Location: The United States of China

PostPosted: Sat Jul 29, 2017 8:00 pm    Post subject: Reply with quote

Right now SW.NegBuildings ignores DontScore Buildings. One of my features broke.
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AlexB
Cyborg Commando


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Jul 30, 2017 9:52 pm    Post subject: Reply with quote

DontScore and/or Insignificant buildings are neither traced nor counted by the game. They cannot reliably be used for prerequisites, AuxBuilding, and so on. This includes SW.NegBuildings. Sorry, it's by design.
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cxtian39
Cyborg Firebomber


Joined: 11 Feb 2016
Location: The United States of China

PostPosted: Mon Jul 31, 2017 9:30 pm    Post subject: Reply with quote

AlexB wrote:
DontScore and/or Insignificant buildings are neither traced nor counted by the game. They cannot reliably be used for prerequisites, AuxBuilding, and so on. This includes SW.NegBuildings. Sorry, it's by design.
Then what's the different between the two...
Can I request a DontScoreButSignificant tag which makes a building constitute a zero on the score board?
ATM there's no way to hide aux invisible superweapon buildings completely from the players...

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