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Future Ares 0.9 revisits the Past
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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Sun Nov 16, 2014 1:14 am    Post subject: Reply with quote  Mark this post and the followings unread

well, AI Engineers/Medics on YR had a walking problem, sequences were correct. But if we used Engineer/Medic, their walking was normal.

So, Player's Engineers/Medics were walking normal, but the AI's weren't

Does anybody had the same problem?

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Nov 16, 2014 1:38 am    Post subject: Reply with quote  Mark this post and the followings unread

mevitar: I don't think the game supports AuxBuilding and animations on the same building. So for me the best solution is to ignore that case for now.

deathreaperz: I know that sometimes Engineers look like they are standing on a place or being frozen while walking, but they do move. I don't know why that is.

Mines: Someday, maybe. The IsPassable feature allows to create buildings units can walk over already, but placing them down and also refilling the mine layer on a service depot is still missing.

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Sun Nov 16, 2014 2:49 am    Post subject: Reply with quote  Mark this post and the followings unread

For detailed info

[youtube]https://www.youtube.com/watch?v=EkaNujx4ubY&feature=youtu.be[/youtube]
Sorry for the bad quality, but it was little clear enough that the Engineer walking bugged

AlexB: Maybe you should check Engineer tag on TechnoTypes at GAMEMD.EXE or others

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Nov 16, 2014 6:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Moderation notice:
I split out the discussion about Mine Layers and the Ares Builder, because they are not immediately related to Ares 0.9. Please stay on topic here. This is about future plans, the description of new features as well as bug reports.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Sun Nov 16, 2014 8:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Any chance the Mobile Gap Generators could see a return? Or maybe trying them out again? I remember they lagged, but I was hoping such a feature would come back one day.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Mon Nov 17, 2014 4:42 am    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
Any chance the Mobile Gap Generators could see a return? Or maybe trying them out again? I remember they lagged, but I was hoping such a feature would come back one day.


Certainly interesting in gameplay terms they are and I recall the talk was that lag was insanely immense or something of the sort due to continually updating the radar view given gap would reposition all the time being made mobile...

Maybe if the radar updating issue could see new approach... Else chances don't look good me thinks but thats for AlexB to judge.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Nov 17, 2014 9:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

To judge I'd have to work on it first, otherwise I could flip a coin. At the moment I'm not planning to do that.

The next featues will be related to drawing and facings. It's done, I think, but I currently can't work on a new binary for testing productively. I hope I'll be able to soon.

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Mon Nov 17, 2014 10:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Umm... im going to say this but i dont know this is true or not because i was concentrating on my attacked base when playing, but the accident happened when im playing. ShroudGrow will grow if GapGen using ExtraPower destroyed

Short Story:
Well, last night i was play 2 hours marathon against 6 AI with an AI assist. 4 enemy AI defeated, 2 left (American and Russian), the American Allied using SuperGapGenRadius (or something like that) defeated by friendly AI. After concentrating on attacked base, i was checking radar. On radar, defeated Allied AI with SuperGapGen leaves their shroud, even im using SpySat Uplink. I send Tanya to go there to reveal the shroud, but after 5 minutes concentrate on attacking, checking the radar again and the shroud was there and keep growing

Someone understand this?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Nov 18, 2014 8:39 am    Post subject: Reply with quote  Mark this post and the followings unread

ShroudGrow works very randomly, gap gens or shroud reveal SW can help to trigger it tho.

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Black Temple Gaurdian
Soldier


Joined: 08 Aug 2010

PostPosted: Thu Nov 27, 2014 5:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Don't know how this one was missed:
Cloneable= is ignored.
It might be a case of the document being wrong though because I could swear it was working in my other mod. Or it might of been updating to 0.8, although I doubt that.

Or it's me missing an E every now and again >.<

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Askeladd
Light Infantry


Joined: 29 Dec 2013

PostPosted: Mon Dec 01, 2014 11:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Have you noticed that the take off sound of spawned units has stopped playing since I believe Ares 0.6 (the landing sound still plays)? Maybe you could look into fixing that.

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Black Temple Gaurdian
Soldier


Joined: 08 Aug 2010

PostPosted: Tue Dec 02, 2014 1:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Some more observations (actually only 1), and this time I checked my code first:
● Miners no longer seek out Ore that is covered by shroud.

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Tue Dec 02, 2014 4:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Askeladd, it's a known bug with airborne aircraft carriers spawnees (i didn't notice it with normal ground carriers, so i assume you tried with flying carriers).
https://bugs.launchpad.net/ares/+bug/1286218

BTG, are you sure? My miners still seek new resource patches when the old one is depleted, even if it's under shroud. Maybe the issue isn't the shroud, but the distance to the patch.
As for spies, i don't know if they work correctly or not.
Also, Cloneable=yes/no works fine. Check if you have the correct ClonedAt= structure set, or whatever you need there.

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Askeladd
Light Infantry


Joined: 29 Dec 2013

PostPosted: Tue Dec 02, 2014 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

mevitar wrote:
Askeladd, it's a known bug with airborne aircraft carriers spawnees (i didn't notice it with normal ground carriers, so i assume you tried with flying carriers).
https://bugs.launchpad.net/ares/+bug/1286218

The vanilla Aircraft Carrier is also affected. So are building spawners. The bug appears to affect all kinds of spawners.

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Wed Dec 03, 2014 6:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

MoveSound=, AuxSound1= and AuxSound2=, all work fine. Tested with the newest unstable build and 0.7 Ares. I only keep getting issues for flying carriers.

Try with a sound that works for sure, or post your code here.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Dec 03, 2014 8:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Also make sure there aren't too many sounds playing at the same time. The game is old enough that it has a limit on how much sounds can be played at one time (Not sure if its 16 or 32 sounds)

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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Thu Dec 04, 2014 5:56 am    Post subject: Reply with quote  Mark this post and the followings unread

14.322.1334

If SuperWeapon not specified, the EMP does not disable the SW specified in SuperWeapons. If SuperWeapon specified, the EMP disables all SW.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Dec 14, 2014 5:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow, that was a long time without news... I wasn't in the mood to work on Ares that much, and later busy with other stuff.

There are only a handful of new features to play with, and a few older things changed recently. Some of the latter are bug fixes as well as breaking changes, so you should test for those.

I think I'm almost done, and though I have a few more things to add to Ares, I'm positive a Release Candidate is pretty close. Soon I'll start to throw all the stuff together on LaunchPad, to check what needs more testing and what's confirmed.

  • Deactivated EMP logging (which wasn't enabled by default anyhow)
  • Fixed a crash related to Temporals, which has been there forever
  • Make "none" a valid values for SuperWeaponTarget and SuperWeaponAffectedHouse
  • Broken PrismSupportModifier fix fixed (Thanks to Iran for reporting this)
  • Wrong coords used for ring anim with perma-MC warheads
  • Perma-MC ring animation now plays on top of buildings
  • Play the EMPulseSparkles on top of buildings

Possibly breaking changes

Use the exact detonation position to apply the new Ares weapon effects
This fixes the issue that no matter where the bullet detonates, the effects are always triggered on the actual target. This means EMP, IC, AE and KillDriver could shoot through walls.

Changed Abduction, OccupantDamage, and KillDriver logics to only apply in case the target is hit (within some small bounds). Previously, the bullet could hit a wall many cells away from the target and the effects would be applied anyhow.

Ripple effects stay at the exact detonation position, which isn't too far off the actual target position.

If the detonation location is close to the target, then this still counts as a direct hit, meaning zero-range EMP, IC, and AE should still work.


Support multiple buildings of a type to power units
This allows multiple powering buildings, while previously if the first found building was deactivated the result was false, no matter how many active powering buildings there were.

If you got two Control Centers for the new Powered Unit logic, and the first was deactivated by EMP or whatever, then Ares previously didn't even check the second one. Also, EMPing the second one alone did not have this effect, because it wasn't checked.


Additions

Support more than 8 facings for SHP units
In artmd.ini:
[Image]Facings= supports other powers of 2, not just 1 and 8. But not 4. And not 2. And don't use too large values. You'll figure the rest out yourself. Tip: try 32 with an appropriate SHP.


Support more than 8 muzzle flash Anim= on weapons when firing
The highest power of 2 less than or equal to the count of items in Anim= is used automatically. Iow, put 16 or 32 anims there, and they will be picked up without further changes.

Untested. Be aware the limit on the INI value length.


Support animations on Rotates=yes projectiles
[Projectile]AnimLength= (integer - frame count, defaults to 1)
The number of frames the animation for each facing has. Playback speed is one frame every AnimRate frames. The animation is not guaranteed to be played from the first frame on.

Completely untested.


KillDriver can assign units to another neutral house
There were problems with the decision to assign units to Special, as there is a difference between singleplayer and multiplayer game modes. This does not change the default behavior, but allows to optionally customize the house.

[Warhead]KillDriver.Owner= (enum - civilian,special,neutral, defaults to Special)
Change the house that units that have their driver killed will belong to.

CanDrive now works for any MultiplayPassive country. That means you can recover units from Neutral and Special.

---

Glukv48: I'm not sure I want to add a SuperWeapons check on EMP. You can just disable immunity manually.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Dec 15, 2014 9:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Does Facings= also work for infantry or just vehicles?

I'll make some simple 3D anims & test all the new additions this week.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Mon Dec 15, 2014 10:51 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm quite sure Alex already mentioned it wont't work on infantries. Feel free to correct me though.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Dec 15, 2014 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Units only. Infantry snaps to 8 facings in various circumstances, so you wouldn't see the new facings that often; and if you had to provide all sequences for 32 facings, the SHP would just get huge without much benefit. (Actually, I haven't tested how often this snapping happens.)

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BaRaka
Medic


Joined: 09 Jun 2014

PostPosted: Tue Dec 16, 2014 8:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Any chance of KillDriver=yes working with larger CellSpread= warheads ?

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Tue Dec 16, 2014 11:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Umm... AlexB, i think LaserThickness wont work if IsHouseColor is not available in the laser weapon

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Tue Dec 16, 2014 11:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, it won't.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Dec 17, 2014 10:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Is the fixed crash the Temporal-opentopped IFV interaction?

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Wed Dec 17, 2014 12:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

BaRaka: Not yet possible. I changed the design to more easily allow this later, but currently I have enough to do with hoping I didn't break anything that should work. CellSpread and KillDriver not for 0.9.

deathreaperz: You mean IsHouseColor=no? I'll look into it.

Graion Dilach: What crash is that? The crash I fixed was related to updating the temporal which Ares hooked for Rdar Jammers, AE and WarpAway. It used the ExtData of the Temporal's victim, even if that was allowed to be null.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Dec 17, 2014 1:12 pm    Post subject: Reply with quote  Mark this post and the followings unread


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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Dec 21, 2014 6:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

New version soon. I'm still trying to get out an RC before the holidays. The "none" bugfix didn't work correctly, as it reported an error whenever the value was not "none" and vice versa. This will be fixed. Plus some more optimizations.

deathreaperz: That is indeed by design, thus not a bug.

Graion Dilach: I guess this is because the CLEG transfers the Temporal to the Gunner, and thus it doesn't have one when it is also allowed to fire out of the vehicle if it also is OpenTopped. Has this ever worked? It sounds like this shouldn't have worked in the first place, as the Temporal transfer is what the original game did like forever.

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Mon Dec 22, 2014 3:29 am    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
deathreaperz: That is indeed by design, thus not a bug.

So it's not a bug, for honest it's not cool if LaserThickness only depends on IsHouseColor enabled Sad

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Kamuix
Rocket Infantry


Joined: 02 Nov 2012
Location: Canada

PostPosted: Mon Dec 22, 2014 6:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Would it be possible to do something allowing being able to have more than one kind laser fence wall? just throwing out ideas =]


EDIT: Their might be something wrong with the sensor array logic in ares8. It seems to work ok for most part but what I noticed is if a stealth unit with sensors detects something and uncloaks something far outside the sensor array range it will still keep saying "cloak unit detected" over and over, it's no big deal for me I just thought ide report it for you.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Dec 22, 2014 10:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

deathreaperz: Yeah, I understand that, but that's a feature request, and this is neither the place not the time for feature requests. Ares 0.9 is almost done.

Kamuix: I don't know what it would take to unlimit this. You mean two post building types with different fence section building types, not connecting to each other?

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Black Temple Gaurdian
Soldier


Joined: 08 Aug 2010

PostPosted: Tue Dec 23, 2014 10:09 am    Post subject: Reply with quote  Mark this post and the followings unread

What's the next version? 0.A, 0.10 or the fabled 1.0? #Tongue
Jokes about save compatability never happening asides, [insert words of encouragement that don't sound fake when I read them].

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Tue Dec 23, 2014 10:55 am    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
deathreaperz: Yeah, I understand that, but that's a feature request, and this is neither the place not the time for feature requests. Ares 0.9 is almost done.

Okay then, im just hoping its enabled on Ares 1.0

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Kamuix
Rocket Infantry


Joined: 02 Nov 2012
Location: Canada

PostPosted: Wed Dec 24, 2014 12:40 am    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
deathreaperz: Yeah, I understand that, but that's a feature request, and this is neither the place not the time for feature requests. Ares 0.9 is almost done.

Kamuix: I don't know what it would take to unlimit this. You mean two post building types with different fence section building types, not connecting to each other?


yes because you can already different posts but they have to use the same laser fence section with

LaserFence=yes

but if you think it'll be too hard to do then probably not worth the time.

even if you could add another laser fence art section that would connect to the other type that would work just as good,

The thing is I put a laser fence on my team and I had made another post and section and changed the laser color for another team.

I just thought of an idea though i'll make an shp for the fence section where the laser is the team color, i'll do that for now Smile

just an idea though no pressure

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013

PostPosted: Wed Dec 24, 2014 7:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

May be like
LaserFence=TYPEA
LaselFencePost=TYPEA ;would connect to each other

LaserFence=TYPEB
LaselFencePost=TYPEB ;would connect to each other

But 2 different ones wouldn't

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What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Wed Dec 31, 2014 12:09 am    Post subject: Reply with quote  Mark this post and the followings unread

A new binary, maybe the last one of this year. Lots and lots of changes (you really wouldn't believe it). If you find that the Ares.dll got smaller with each recent release, consider it's getting cold outside (south earth might experience this differently). It should still work normally.

I'm a bit behind schedule, and I can't keep the 3 month cycle this time -- otherwise Ares 0.9 would have to be released in four days. There is no RC yet, and I still have to write the documentation. Also, it's getting cold and I like to have some time to relax, too. From what I see, Ares 0.9 is almost done, and with a little bit of luck I'll just have to remove about 30 lines and add maybe two new. Not much work, but that will be a new binary.

Also, Happy New Year, to all whom it may concern.


Also print an optional text message when the Silos Needed EVA event is played
[General]Message.SilosNeeded= (CSF label, defaults to none)
Set this to a text that shall be printed whenever EVA_SilosNeeded is played. You cannot unset this later. If you want to disable this message in a game mode or map, you will have to a label of an empty text.

Do not apply SW_RequiresTarget to AI players
This fixes a bug that happened because the AI now also checks the same requirements as for humans, and the ForceShield still assumed only humans did. AI players can now fire the ForceShield on buildings with ForceShield.Modifier<=0.0 again.

AI was not bound to this requirement in vanilla YR.


Message List changes
Instead of using MessageDelay defined in rulesmd.ini, Ares used a constant duration for displaying certain text messages. All SW messages and the new Tech Capture message now respect MessageDelay properly.


"none" does not generate a parsing error
This is a fix for one of the last fixes. Now it should really work if you use "none" as a value for some super weapon tags.

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013

PostPosted: Wed Dec 31, 2014 12:23 am    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
Also, Happy New Year, to all whom it may concern.

Thanks! I'm sure there are other people who are concirned about this. Gluk, Astral,Gangster, may be someone else.

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DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Dec 31, 2014 7:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Happy New Year!

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Wed Dec 31, 2014 8:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Happy New Year, to all of you!

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"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

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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Wed Dec 31, 2014 8:54 am    Post subject: Reply with quote  Mark this post and the followings unread

It seems this topic has become a topic for congratulations. Happy New Year to all. I wish you all success in your projects and just in life.

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Thu Jan 01, 2015 2:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Happy New Year guys! Very Happy

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sun Jan 04, 2015 1:06 pm    Post subject: Reply with quote  Mark this post and the followings unread


1. Text messsage when you capture Tech Building works
[CAOILD]
Message.Capture=msg:oilrefinerycaptured

2. My request text message for silos needed works
[General]
Message.SilosNeeded=NOSTR:Silos Needed

3. Multiple superweapons on one building works
[CAAIRP]
SuperWeapons=ParaDropSpecial,TankDropSpecial,AmericanParaDropSpecial,PsychicRevealSpecial
___________________________________________
I do not know why I can't get working Oil derrick logic on upgrade:
[ICCPPUP]
UIName=NOSTR:Charge Collector
Name=Charge Collector
Prerequisite=RCNST,RTECH
Image=ICCPP_C
TechLevel=7
Armor=wood
Sight=1
Owner=Aliens
Cost=200
Points=30
Power=100
Crewed=no
Capturable=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
PowersUpBuilding=RPOWR ;ICCPP
PowersUpToLevel=-1
ThreatPosed=0 ; This value MUST be 0 for all building addons
BuildCat=Combat
AIBasePlaningSide=3
;ProduceCashStartup=1000 ; credits when captured from the Neutral house
ProduceCashAmount=20 ; Amount every Delay
ProduceCashDelay=100 ; Frame delay between Amounts

It gives me power normally, but not money over time.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Jan 05, 2015 10:45 am    Post subject: Reply with quote  Mark this post and the followings unread

I didn't intend to release a new build so soon, but there were plenty of things to fix -- some issues introduced in Ares versions as early as 0.5, some only a few weeks ago.

Some more changes were made, and they shouldn't affect how Ares works, but again reduce the size of the dll. I'll still have some lines of code to add, and some more to delete, and next time the dll will get a bit bigger again. Anyhow, it's nice to get rid of a large share of unused bits. Considering that Ares 0.7 was 2523 kB, Ares 0.8 was 1009 kB already, 0.9 is now at 935 kB (losing another 33 kB just today) while each version added more and more features, I think that's a good way to go. Ares 0.9 will grow back to about 1 MB again until it will be done, but without all these changes it would be about 3 MB already. So much for the numbers.

And soon it's documentation time for me and testing time for you. With not that many things to add, this shouldn't take long to explain all that (though the SW targeting types will cause headaces), but still I'd like to have a reasonably sized Release Candidate phase.

The fixes of today:

  • Support Temporal=yes weapons on passengers for units that are both Gunner=yes and OpenTopped=yes
  • ProduceCash upgrades used the wrong UpgradeLevel and the timers weren't started correctly
  • Give ProduceCashStartup to the new owner, not the house the building is taken away from
  • Crush command (force move) not working any more has been fixed
  • Paradrop and cloak issue resolved, so units with parachutes cannot cloak as in vanilla YR

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Jan 05, 2015 11:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh, Crush was Ares bug? I noticed that one but I thought it was me at ini level...

The fixes sound cool.

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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Mon Jan 05, 2015 12:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hehe I already tested this last night, before its officially released, because I was in chat Smile
Oil Derrick on upgrades are working, crush is working, and yeah, I noticed smaller size.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Jan 12, 2015 9:29 am    Post subject: Reply with quote  Mark this post and the followings unread

No more bugs found, or no more testing commenced? It's difficult for me to interprete your week-long silence, dear community! If this goes on, I'll call it a day on Ares 0.9. I'll decide about this the next three days.

In the meantime, I reviewed some older code, as this release really is about finally fixing old stuff that should have been working already... thus, nothing new at all today.

  • Reworked the Sight code. Check whether units can still see as usual, please.
  • PsychicReveal with Reveal.FullMap=yes should now behave as the ranged version when it comes to Gap Generators and regrowing shroud
  • PsychicReveal should now be much faster, even with large ranges
  • PsychicReveal should not show jagged shadow edges any more
  • Prism support beams didn't support negative Intensity (meaning absolute value). Now it does.
  • A display error with larger positive intensity and zero support towers has been fixed.
  • Prism master towers' laser thickness sometimes erroneously rendered as if it wasn't supported
  • All lasers were set as if they were supported. This drew them too big.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Jan 12, 2015 10:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh I was stupid, for some reason I thought the changelog doesn't brought in an actual beta update. -_-'

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Mon Jan 12, 2015 11:47 am    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
No more bugs found, or no more testing commenced? It's difficult for me to interprete your week-long silence, dear community!


People, he is right. Very few people generally were testing Ares last period, and see how many small bugs have been discovered.
http://ares-developers.github.io/Ares-docs/credits.html#testers
As you can see, here is my name now, AlexB put it. If you do not see me here posting much at PPM that does not mean that I am useless as some may think.
Every single night I spent my time with AlexB, few hours per day, working on Ares, testing as I can. Sometimes we are awaken until 4:30 Am and more. And yet again I can only test when my abilities are limited, I will not have much free time soon, I have old crappy computer, I am not awesome coder, just decent, I do not have great mod to support Ares with, I am not awesome in English as some people..... And yet again i was willing to work.
You maybe do not see me always posting bugs on PPM, but in chat with AlexB he gets reports all time.
You do not need to copy me to spend hours and hours daily, you just need to spent time once in few days, to test and report bugs or features working. Especially, like in those latest cases, AlexB made binary with bug fixes and expects from us to confirm if they are working or not so he can either fix those not working bugs or keep working further.
Great majority just request features and expect them working and be stable without tests, leaving just few of us to test. Few people cannot successfully cover whole community without leaving some flaws.
Now lets work.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Mon Jan 12, 2015 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Double post with purpose. Now report:
Sight seems to work faster, better.
But I noticed small problems, from previous Ares versions as well.

As you can see, when you capture tech building somewhere, it's sight reveals immediately around building. But if you capture at corner, sight is not working. Any building will be partially revealed, so you cannot see your own building.

Now, regarding prism lasers. Yeah after many versions of Ares, finally got fixed.
Now default house colored lasers are no that bold or wide any more.

As you can see, Prism Tank and Prism Tower has standard laser (ignore dark color, its because I took screenshot on slowest game),  while supporting Prism towers have bigger lasers.
AlexB, I do not know if its supposed to be, you see that single prism tower shooting in left side, there is some weird revealed lines into shourd. I do not see if that is how its supposed to be, its not dark shroud line, but some revealed lines as well.
When I tok that screenshot and minimized game I got internal error, perhaps some drawing issue

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Mon Jan 12, 2015 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm getting no jagged edges from the psychic reveal, but that still remains to be seen as it could not show up for a long time #Tongue . But PsychicReveal is now equally as fast, if not faster, than the crate reveal which was already almost instantaneous.

Having a LOT of prism towers firing for about 15 mins, I saw none firing the wrong beam width, though the support beams do seem to go under any ActiveAnim (whether or not that's normal, I don't remember lol). So I can confirm all the Prism changes to be fixed.

Haven't had the time to look at Sight issues, will test later.

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