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Phobos project :: Ares-compatible YR engine expansion
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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Fri Apr 30, 2021 12:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
Kerbiter wrote:

 - Full support for unit-to-unit and unit-to-building conversion

Can you elaborate more?


This means that both Ares convert tags to allow converting to another unit and deploy to building work properly, i.e. if the techno which is the unit being converted to has no shield - the shield state would be preserved, otherwise it's percentage would be transfered to the new techno's shield.

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Fri Apr 30, 2021 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Phobos Build 13 released! This is most likely the last build before stable release 0.2, unless some bugs crop up.

Also you may have noticed that I'm a bit inactive in regards to responding here and to Phobos changes, most of which are being carried out by our contributors atm, that's because I have to spend more time on my diploma project as I am graduting soon. I am not abandoning Phobos, don't worry #Tongue

Changes compared to build 12:
- Fixed magnetronned unit not dying when killed in air (by Uranusian)
- Fixed IsDesolator Ares tag not working without RadLevel set to values greater than 0 (by Uranusian)
- Fixed units causing desync when going out of mind control range (by Uranusian)
- Added AnimList.PickRandom for usage instead of EMEffect as it's causing side issues (by secsome)

Download at https://github.com/Phobos-developers/Phobos/releases/tag/build-13

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Apr 30, 2021 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kerbiter wrote:

Also you may have noticed that I'm a bit inactive in regards to responding here and to Phobos changes, most of which are being carried out by our contributors atm, that's because I have to spend more time on my diploma project as I am graduting soon.


Just do it, get your diploma! If you wish, I can write and print one diploma for you.  Very Happy  Very Happy  Very Happy

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Fri Apr 30, 2021 4:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Just do it, get your diploma! If you wish, I can write and print one diploma for you.  Very Happy  Very Happy  Very Happy


Hmm a dangerously delicious preposition  #Tongue

Good luck Kerbs Smile thanks for all the hard work you have done for this logic expansion.

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sun May 30, 2021 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I am so happy with Phobos as much as Ares. I wish to have tint color in game via warhead such as
Tint.Color=255,0,255
Tint.Duration=60

This should be perfect to work along with attacheffect. It's like unit tint by Chaos gas but this time customizable and can add effect to it.

BTW can you help me wiith this tag.
"BuildingDamageSound" So every building that reached around 50% and 25% will hear the cracking damaging sound and it is not possible to customizable.

[TECHNO]
BuildingDamageSound=none
BuildingDieSound=none

Doesn't override the sound at all because I am making sound building that use as a part of defense such as landmine etc, they shouldn't be able to hear the damaged sound but rather specific sound.

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sun May 30, 2021 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry I am abit confuse about shield

First number,second number I dunno.
For example if I want shield to heal 2% per 0.016 (minute)
What value should I use. And if I want shield to wait for 30 seconds after it breaks and respawn at 100% full capacity.

Shield.SelfHealing=0,5%
Shield.SelfHealing.Rate=0,0.016
Shield.Respawn=1,100%
Shield.Respawn.Rate=0,0.25


Can someone please help me explain this.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun May 30, 2021 6:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is no second number, you're reading it wrong.
; double, percents or absolute - this means use 0.00 or 0% as the value, respectively.

Shield.SelfHealing=2%
Shield.SelfHealing.Rate=0.016
Shield.Respawn=100%
Shield.Respawn.Rate=0.5

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sun May 30, 2021 6:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
There is no second number, you're reading it wrong.
; double, percents or absolute - this means use 0.00 or 0% as the value, respectively.

Shield.SelfHealing=2%
Shield.SelfHealing.Rate=0.016
Shield.Respawn=100%
Shield.Respawn.Rate=0.5


I am sorry because I tried this but only the respawn is working incorrectly. it should be 100% but it's only come as 10% So I think I must confused on something.

Updated: I see what did I missed I forgot to put % the first time.

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sun May 30, 2021 6:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

BTW I just have some thought about the shield, should we have another tag saying. Should let the shield to work when on low power or under EMP?

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maestro21
Soldier


Joined: 25 Feb 2008
Location: Philippines

PostPosted: Tue Jun 01, 2021 3:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Mr.Hymn wrote:
BTW I just have some thought about the shield, should we have another tag saying. Should let the shield to work when on low power or under EMP?


In future, shield logic, and even more logics will be upgraded, I think.

If "system to modify params via warheads" comes out, I can't imagine the possibilities.Like Ares' AttachEffect, but on new logics,via WHs.
Shocked

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sat Jun 05, 2021 7:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

One more thing after consulting with LICH modder. He made the vienamese soldier but he put the brush as a part of infantry sequence to make a unit turn into a bush not a tree when deployed. It has a good appearance but no use in term of usage. So what I think is

Do you guys interested into making a enhancement of disguise logic?
Disguise to specific things for infantry such as disguise when still or disguise when deployed. Like disguise as a tree or a bush or specific things.

And disguise for vehicle like GLA bomb truck in Generals that can disguise itself to any vehicles (except aircraft)

Last thing about Spawn, this game only allow spawning the aircraft, it would nice if we can do spawn to support vehicles or infantries.

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sat Jun 05, 2021 7:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

The game changer would be a remove the hardcode or force paradrop for aircraft if there're any passengers in them. By doing this we can actually do AC-130 and so much more without a limit. Spawn from the edge of the map and starting to picking off the enemies in the area etc.

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Tue Jun 15, 2021 9:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

two horrible ideas that would be too hard to implement:  
a superweapon and/or build que that does nothing but call for a team from AI.ini via trigger action 7. would allow for a plethora of cool game dynamics assuming people know how AI.ini works.  
a tag to go along with enslaves= that gives control of what mission the slaves default to. would allow for repair drones, defense drones, etc

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maestro21
Soldier


Joined: 25 Feb 2008
Location: Philippines

PostPosted: Tue Jun 15, 2021 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Your  second idea was lost against something else Renegade's DFT in years ago for Ares, when Ares was just started after NPatch... I really like the  idea that  enslaves could  be used as guards,repair drones e.t.c. anything else than harvesters.(with any locomotor) But it must be very hard to code that,the drones can not be selectable but will obey the main unit,and stay always around of it. (Generals USA tank drone logic) Severity...Too hard... I have no hope about it.  Sad

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Tue Jun 15, 2021 10:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Throw in the ability to designate ownership based on unit/structure it targets, sw launched owner, or civilian, and I would love this. This could enable a lot of possibilities (wildlife mutations, mercenaries, etc.) and, oddly enough, might make hunter-seekers outdated.

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Tue Jun 15, 2021 10:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

even if the slaves spawn and use the aircraft carrier spawn's logic of attacking until 0 ammo then returning, that right there would be enough for TW style repair drones and more
the team spawning via trigger action 7 should be done with the firers house. if you know how to do AI this will mean everything from dropships to hunter seekers to crate deliveries

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Zorbung
Soldier


Joined: 04 Jun 2021

PostPosted: Sun Jun 20, 2021 6:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Phobos looks more and more interesting, I'm looking forward for the big release so I can include it in my mod! One question though, will Soviet Siege Chopper ever be usable/deployable by the AI? If somehow this has already been fixed please let me know so I can look into it!

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Mikesari Itten
Vehicle Driver


Joined: 04 Mar 2015
Location: Notso "The Finale" Airship

PostPosted: Mon Jun 21, 2021 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Zorbung wrote:
Phobos looks more and more interesting, I'm looking forward for the big release so I can include it in my mod! One question though, will Soviet Siege Chopper ever be usable/deployable by the AI? If somehow this has already been fixed please let me know so I can look into it!

Add BalloonHover=yes for SCHP

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Thu Jun 24, 2021 10:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

After a long silence (during which I've finally acquired BSc degree in software engineering, woo) Phobos development build 14 is released!

New stuff since build 13:
- Reworked and improved shields, now they don't crash under mysterious circumstances and are now a separate enumerated type, see docs (by Belonit, Uranusian)
- Maximum waypoints amount increased from 702 to 2147483647 (by secsome)
- Customizeable Missing Cameo file (by Uranusian)

Vanilla fixes:
- Fixed the bug that script action Move to cell was still using leftover cell calculations from previous games (by secsome)
- Fixed the bug when trigger action 125 Build At... didn't play buildup anim (by secsome)
- Fixed DebrisMaximums (spawned debris type amounts cannot go beyond specified maximums anymore) (by Otamaa)
- Fixes to DeployFire logic (DeployFireWeapon, FireOnce, stop command now work properly) (by Starkku)

Phobos fixes:
- Properly fixed double death bug without side consequences (by Uranusian)
- Fixed some more issues with custom warheads behavior (by Belonit)

Download the build at: https://github.com/Phobos-developers/Phobos/releases/tag/build-14
Also some more project news:
- Added improved templates for issues (by Kerbiter, CCHyper)
- VSCode is now a supported way of working with Phobos sources (by Kerbiter)
- Added dependencies to .vsconfig for automatic installation with VS Installer / VS itself (by Kerbiter)
- Added build scripts for building outside of IDE (by Kerbiter)
- Added styleguide, project structure and git model info to docs (by Kerbiter)
- Refactored project structure to be more logical and understandable (by Kerbiter)
- Added problem matcher to nightly build runner so that the issues in build runs would be highlighted (by Kerbiter)

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Culverin!
Medic


Joined: 29 Jan 2021
Location: Rusting in a museum

PostPosted: Sat Jun 26, 2021 12:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Kerbiter

I have some issues with the updated Shield logic in build 14 and had to revert back to build 13. Can you help look into the code?

This one did not regenerate, but it did respawn after being depleted.
Code:
Strength=300
Armor=ShieldPsychic
Powered=false
AbsorbOverDamage=false
SelfHealing=5
SelfHealing.Rate=0.0167
Respawn=1%
Respawn.Rate=0.5
IdleAnim=SHIELD_PSY
IdleAnim.OfflineAction=Paused
IdleAnim.TemporalAction=PausedTemporal
BreakAnim=SHIELD_PSY_DEP
HitAnim=SHIELD_PSY_HIT


The following one did not regenerate either. Moreover, it disappeared once depleted and never respawned.
Code:
Strength=450
Armor=ShieldTesla
Powered=false
AbsorbOverDamage=false
SelfHealing=7.5
SelfHealing.Rate=0.0167
Respawn=50%
Respawn.Rate=1.0
IdleAnim=SHIELD_TESLA
IdleAnim.OfflineAction=Hides
IdleAnim.TemporalAction=Hides
BreakAnim=SHIELD_TESLA_DEP
HitAnim=SHIELD_TESLA_HIT


The shields did work at absorbing damage and their armor functioned correctly.

Thank you in advance.

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Mikesari Itten
Vehicle Driver


Joined: 04 Mar 2015
Location: Notso "The Finale" Airship

PostPosted: Sat Jun 26, 2021 1:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Culverin! wrote:
@Kerbiter

I have some issues with the updated Shield logic in build 14 and had to revert back to build 13. Can you help look into the code?

The shields did work at absorbing damage and their armor functioned correctly.

Thank you in advance.

Thanks for your testing. That's a bug due to the update. We've fixed that and you could try the new nightly build or wait the next devbuild/release

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Culverin!
Medic


Joined: 29 Jan 2021
Location: Rusting in a museum

PostPosted: Sat Jun 26, 2021 1:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mikesari Itten wrote:

Thanks for your testing. That's a bug due to the update. We've fixed that and you could try the new nightly build or wait the next devbuild/release


That's good news. I'm looking forward to any new features too, cheers.

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Thu Jul 01, 2021 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Phobos build 15 is released!

Bugfixes since build 14:
- Fixed trigger action 98 for unlimited waypoints (by secsome)
- Fixed wrong shield tags (ArmorType, Respawn and rate tags) behavior (by Uranusian)
- Fixed regression in new script actions' logics introduced by code changes (by Uranusian)
- Fixed infantry not keeping the shield on ungarrison/unload (by Uranusian)
- Fixed log getting spammed with waypoint errors when in reality there isn't any (by Uranusian)

Download build here: https://github.com/Phobos-developers/Phobos/releases/tag/build-15

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Thu Jul 01, 2021 2:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

nice one

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Sun Jul 18, 2021 10:40 pm    Post subject: [Phobos] Critical Hits broken in 0.2.1 Reply with quote  Mark this post and the followings unread

Critical damage appears to not be working right in Phobos 0.2.1.
After one critical hit happens, no matter which unit had it happen, nobody else's crit damage happens. For example, take the vanilla rulesmd, and replace the [SA] warhead with this, then start up a skirmish game as any Allied country, get a few GIs and Grizzly Tanks. Have one of the GIs, undeployed, fire at the Grizzly until the explosion happens. Then have another GI attack another Grizzly. Despite #2's critical hit showing the animation, no extra damage is dealt.

[SA]
Verses=100%,100%,100%,10%,10%,10%,100%,100%,100%,100%,100%
InfDeath=1
AnimList=PIFFPIFF
Crit.Chance=0.5
Crit.Affects=units
Crit.ExtraDamage=7500; 750 is enough to instakill a grizzly tank.
Crit.AnimList=EXPLOSML
CellSpread=0.5
PercentAtMax=1.0



SCRN.20210718-162625-00363.png
 Description:
GI #1 about to start attacking Grizzly #1.
 Filesize:  81.05 KB
 Viewed:  6137 Time(s)

SCRN.20210718-162625-00363.png



SCRN.20210718-162627-00571.png
 Description:
GI #1's critical hit destroyed Grizzly #1, as expected.
 Filesize:  73.05 KB
 Viewed:  6137 Time(s)

SCRN.20210718-162627-00571.png



SCRN.20210718-162636-00516.png
 Description:
GI #2 about to start attacking.
 Filesize:  24.35 KB
 Viewed:  6137 Time(s)

SCRN.20210718-162636-00516.png



SCRN.20210718-162650-00068.png
 Description:
GI #2's crit should've destroyed the tank.
 Filesize:  22.64 KB
 Viewed:  6137 Time(s)

SCRN.20210718-162650-00068.png



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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Sun Jul 25, 2021 9:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Phobos development build 19 is released!

New changes since 0.2.1.1:
- Customizable producing progress "bars" like CnC: Remastered did (by Uranusian)
- Customizable cameo sorting priority (by Uranusian)
- Customizable harvester ore gathering animation (by secsome, Uranusian)
- Allow making technos unable to be issued with movement order (by Uranusian)

Vanilla fixes:
- Fixed non-IME keyboard input to be working correctly for languages / keyboard layouts that use character ranges other than Basic Latin and Latin-1 Supplement (by Belonit)

Phobos fixes:
- Fixed the critical damage logic not functioning properly (by Uranusian)
- Fixed the bug when executing the stop command game crashes (by Uranusian)

Download at https://github.com/Phobos-developers/Phobos/releases/tag/build-19

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Mon Jul 26, 2021 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sounds good, would appreciate a little more detail with the custom progress bars though, going "You need to draw your own assets (tab0xpp.shp, x is replaced by 0-3) and put them into sidec0x.mix." doesn't really help much, I assume the SHP needs multiple frames showing the progress, but does it need to be the same amount as the actual progress bar though?

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Mikesari Itten
Vehicle Driver


Joined: 04 Mar 2015
Location: Notso "The Finale" Airship

PostPosted: Tue Jul 27, 2021 12:28 am    Post subject: Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:
Sounds good, would appreciate a little more detail with the custom progress bars though, going "You need to draw your own assets (tab0xpp.shp, x is replaced by 0-3) and put them into sidec0x.mix." doesn't really help much, I assume the SHP needs multiple frames showing the progress, but does it need to be the same amount as the actual progress bar though?

the tap0xpp.shp can contain up to 55 frames. Like gclock2.shp but can be less than 55 frames. (I haven't tested what happened with gclock2.shp less than 55 frames)
Do you have more questions?

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Tue Jul 27, 2021 4:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope, that's about it, might be an idea to include that in the documentation though.

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Tue Jul 27, 2021 5:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

What about the shp's size (not file size but the height & width of the images) and whether it uses compression 1 or 3?

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Mikesari Itten
Vehicle Driver


Joined: 04 Mar 2015
Location: Notso "The Finale" Airship

PostPosted: Tue Jul 27, 2021 10:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

gameaddict11707 wrote:
What about the shp's size (not file size but the height & width of the images) and whether it uses compression 1 or 3?

The easiest method is same as tab0x.shp (you can even copy them and edit them)

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Sat Jul 31, 2021 9:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

0. As you may have noticed we did a few stable patches. You can read about them at GH or an announcement post here at PPM mainpage.

1. We released another stable patch, v0.2.2! This is effectively a build 19 with all of it's features and fixes.
https://github.com/Phobos-developers/Phobos/releases/tag/v0.2.2

2. DevBuild 20 is up!

New:
- LaserTrails initial implementation (by Kerbiter, ChrisLv_CN)
- Anim-to-Unit logic and ability to randomize DestroyAnim (by Otamaa)

Vanilla fixes:
- Fixed laser drawing code to allow for thicker lasers in house color draw mode (by Kerbiter, ChrisLv_CN)

https://github.com/Phobos-developers/Phobos/releases/tag/build-20

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Mon Aug 02, 2021 3:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good good, I will check something as well...
https://github.com/Phobos-developers/Phobos/wiki that link is not working, it brings me to Phobos page, not its wiki. Did you change something recently? How do I see whats new and what belongs to which build/version now?

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Mon Aug 02, 2021 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think it has been almost half a year since we moved to Read the Docs. This is also stated at main page, no idea how did you not notice. But oh well, I added a "docs has moved" notice to main wiki page.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Mon Aug 02, 2021 4:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm... most likely because I am used to those old, (I have been using them for hours daily back then when we were testing stuff a lot). And because I haven't been active that much since June, I forgot that it has been changed.  
Nevermind, I will try to find time to check out of some new features and post comments, just give me link of features.

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Mon Aug 02, 2021 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Using MagicaVoxel to create voxel models :: Phobos YR Engine Extension

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Tue Aug 03, 2021 11:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh I just tested that Anim to Unit feature, and I encounter several issues already:
[MININUKE]
Normalized=yes
Report=ExplosionBarrel
CreateUnit=MIND
CreateUnit.Owner=Invoker <--- here I test various owners


- When I put [LTNK], each time lasher tank got destroyed, it plays mini nuke anim and I got MasterMind as supposed. Under my command of course.

- When I put on [YABRCK] it becomes weird. Once it got destroyed, mini nuke is played but with some corrupted palette or something

As you can see. Also it seems to ignore Owners, and it always spawns neutral master mind

-When I put on Infantry type, it does not work at all. Infantry dies normally without that anim even if I put Explodes=yes

-When I put this on weapon warhead it works, but MasterMind is always neutral as well, it also seem to ignore owners.
That one feature can be very useful, if randomized and works on active anims, one can put on neutral building to spanw periodically civilians! But I have yet to check if this works on active anims.

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Tue Aug 03, 2021 1:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Explodes=yes disables perish animations and makes the unit use a weapon on death. Do not use it with DestroyAnim=.

DestroyAnim= is not used by InfantryTypes, you need to use DeathAnims= for them.

I was under impression that this logic was meant specifically for units, so no wonder it doesn't work properly on buildings.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Tue Aug 03, 2021 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh yes, for units. They specifically meant UnitType, but the unit is both vehicle and infantry, (air and ground) it was not specifically noted, and how to be used on infantry types when tested.

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Wed Aug 18, 2021 1:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is ImmuneToCrit=no supposed to disable the critical damage animation when hitting an immune target? Or is it just a chack for extra damage and isn't meant to affect critical hit animations?

Crit.Affects= doesn't seem to work at all. Whether i put none, allies or enemies, critical hits still do extra damage to anything without ImmuneToCrit=yes. Tested with build 20.

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Sun Aug 22, 2021 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. Phobos stable version hotfix v0.2.2.1 is released! Includes the following fixes:
- Fixed random crashes about CameoPriority (by Uranusian)
- Fixed trigger action 125 not functioning properly (by Uranusian)
- Fixed area warhead detonation not falling back to firer house (by Otamaa)
- RadSite hook adjustment for FootClass to support Ares RadImmune; also various fixes to radiation / desolators (by Otamaa)
- Fixed Crit.Affects not functioning properly (by Uranusian)
- Fixed improper upgrade owner transfer which resulted in built ally / enemy building upgrades keeping the player who built them alive (by Kerbiter)

Download at https://github.com/Phobos-developers/Phobos/releases/tag/v0.2.2.1

2. Phobos Development Build 22 is released! This release also includes fixes from hotfix v0.2.2.1.

New changes since build 20:
- Initial Strength for TechnoTypes (by Uranusian)
- Re-enable obsolete JumpjetControls for TechnoTypes' default Jumpjet properties (by Uranusian)
- Weapon targeting filter (by Uranusian)
- Burst-specific FLHs for TechnoTypes (by Starkku)
- Burst delays for weapons (by Starkku)
- PowerPlant Enhancer (by secsome)
- Unlimited Global / Local Variables (by secsome)
- Allow NotHuman=yes infantry to use random Death anim sequence (by Otamaa)
- Ability for warheads to trigger specific NotHuman=yes infantry Death anim sequence (by Otamaa)

Vanilla fixes:
- Fixed DeathWeapon not detonating properly (by Uranusian)
- Fixed lasers & other effects drawing from wrong offset with weapons that use Burst (by Starkku)
- Fixed buildings with Naval=yes ignoring WaterBound=no to be forced to place onto water (by Uranusian)

Phobos fixes:
- Fixed extended building upgrades logic not properly interact with Ares' BuildLimit check (by Uranusian)

Download at https://github.com/Phobos-developers/Phobos/releases/tag/build-22

Project updates:
- We now have official Chinese translation of documentation which you can access at https://phobos.readthedocs.io/zh_CN/latest/ (by Uranusian)
- The debug config now supports attaching a debugger on game start. You need to detach Syringe first, can do via Process Hacker or VS itself (by Kerbiter)
- Added VSCode configs to attach debugger to gamemd.exe and to debug a dump (by Kerbiter)
- Added a VSCode task/script to update localization files (by Uranusian)

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fsolisiii
Vehicle Drone


Joined: 05 Apr 2021

PostPosted: Mon Aug 23, 2021 10:39 am    Post subject: Reply with quote  Mark this post and the followings unread

I Tried the LaserTrail.Types, it doesn't render at all

Here's my Code
[LaserTrailTypes]
00=SOMETRAIL
01=PRSMTRAIL

[SOMETRAIL]                 ; LaserTrailType name
IsHouseColor=no             ; boolean
Color=255,0,0               ; integer - Red,Green,Blue
FadeDuration=64             ; integer
Thickness=4                 ; integer
SegmentLength=128           ; integer, minimal length of each trail segment
IgnoreVertical=no           ; boolean, whether the trail won't be drawn on vertical movement
IsIntense=no                ; boolean, whether the laser is "supported" (AKA prism forwarding)


[PRSMTRAIL]
IsHouseColor=yes
Color=255,250,250
FadeDuration=64
Thickness=8      
SegmentLength=128
IgnoreVertical=no  
IsIntense=no

[PRIS]
Translucent=yes
LaserTrail.Type=PRSMTRAIL

Has The LaserTrail already been implamented on 0.2.2.1?

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Mon Aug 23, 2021 10:51 am    Post subject: Reply with quote  Mark this post and the followings unread

fsolisiii wrote:
I Tried the LaserTrail.Types, it doesn't render at all

Here's my Code
[LaserTrailTypes]
00=SOMETRAIL
01=PRSMTRAIL

[SOMETRAIL]                 ; LaserTrailType name
IsHouseColor=no             ; boolean
Color=255,0,0               ; integer - Red,Green,Blue
FadeDuration=64             ; integer
Thickness=4                 ; integer
SegmentLength=128           ; integer, minimal length of each trail segment
IgnoreVertical=no           ; boolean, whether the trail won't be drawn on vertical movement
IsIntense=no                ; boolean, whether the laser is "supported" (AKA prism forwarding)


[PRSMTRAIL]
IsHouseColor=yes
Color=255,250,250
FadeDuration=64
Thickness=8      
SegmentLength=128
IgnoreVertical=no  
IsIntense=no

[PRIS]
Translucent=yes
LaserTrail.Type=PRSMTRAIL
Didn't try hard enough apparently #Tongue You have a typo in your code.

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fsolisiii
Vehicle Drone


Joined: 05 Apr 2021

PostPosted: Mon Aug 23, 2021 10:58 am    Post subject: Reply with quote  Mark this post and the followings unread

I Just copied and pasted this, i tried everything just to see the Laser Trail

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Mon Aug 23, 2021 11:02 am    Post subject: Reply with quote  Mark this post and the followings unread

yes



zerooutoftenphoboshardtoread.png
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fsolisiii
Vehicle Drone


Joined: 05 Apr 2021

PostPosted: Mon Aug 23, 2021 11:09 am    Post subject: Reply with quote  Mark this post and the followings unread

I Tried with and without s, still nothing, i'm guessing the current version doesn't implement LaserTrails fully

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Mon Aug 23, 2021 11:22 am    Post subject: Reply with quote  Mark this post and the followings unread


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fsolisiii
Vehicle Drone


Joined: 05 Apr 2021

PostPosted: Mon Aug 23, 2021 11:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay, i got it implemented, now i'll do some visual tweaks

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Artraiden
Medic


Joined: 23 Apr 2017

PostPosted: Mon Aug 23, 2021 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

How works ore/tiberium spawners? I add new TIBTRE with new name that spawns gems, but it causes only crashes. Anyone have full code example? Maybe i forget something

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fsolisiii
Vehicle Drone


Joined: 05 Apr 2021

PostPosted: Mon Aug 23, 2021 12:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Turns out LaserTrail doesn't work with Particles and Particle Systems

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