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Forum Members: 18,679
Total Threads: 8,804
Posts: 95,887
Administrators:
DeeZire, Redemption
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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
03-01-2005, 02:06 AM
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#21 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Earth
Posts: 339
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11:14 PM by greenwitch time. They're on time.
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03-01-2005, 06:29 AM
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#22 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Augsburg, Bavaria, Germany
Posts: 127
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I just wanted to download the patch and guess what: eagames.com is temporarily unavailable :dead:
@FleetCommand: have you compared EA's changes with your list?? Did they use it??
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03-01-2005, 02:08 PM
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#23 (permalink)
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Super Moderator
Join Date: Dec 2002
Location: Purging your soul in the blue fires of hell.
Posts: 1,650
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Have you tried auto update?
__________________
Oh god how did this get here? I am not good with computer.
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03-01-2005, 02:58 PM
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#24 (permalink)
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Senior Member
Join Date: Jul 2003
Location: The Netherlands
Posts: 141
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They didn't use anything what we did here, they just copied all of Aceton's changes. At least they now accomplished GLA to be dead. They "fixed" the supply stash + foritfied structes in the wrong may making the bug also appear with a non-fortified structures supply stash. Granded, it's not as bad as it is with fortified structures but supply gathering is still slowed down quite a bit.
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03-01-2005, 04:36 PM
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#25 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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You know, not to brag or anything but they would have been much better off using ProGens fixes to these problems - its more widely tested than Aceton as it has a bigger user-base by my reckoning and at least when I fixed things I did them properly - the best example being, as Rene said, the GLA Supply Stash/Fortify problem - I was the first and only one to properly recognise the problem and fix it correctly.
Besides which, this patch does not address some of the fundamental problems that carried from Generals into ZH (which I also fixed), such as the Inferno Cannon 'losing' Black Napalm when you get Artillery Training etc etc etc etc.... and add to that the fact that Aceton does not even look at some serious issues that I fixed like the SCUD Storm bugs, I'd say youre better off with ProGen than the 1.03 patch. They evidently have not (i) tested this properly, just taken Acetons word for it (see Planet CNC for the bugs introduced by 1.03) or (ii) listened to the community at large to establish waht the full and true issues were.
Its a welcome move to release it and dont get me wrong Im not being ungrateful or anything, its just that after this much time I would have thought they would have looked at the C&C community at large (in particular the work done by everybody here) rather than just bow to the continual pressure that was exerted by EA Germany - the Germans have been campaigning for this for some significant time, as I know how much EA values the German market (even if they did have to water down the game for it LOL).
I just think they would have been better trying to understand the full list of bugs and our correct fixes instead of just implementing Acetons stuff which is not conclusive, properly fixed or widely tested by many poeple outside of Germany.
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03-01-2005, 05:02 PM
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#26 (permalink)
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Senior Member
Join Date: Jul 2003
Location: The Netherlands
Posts: 141
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They did quite a good job on the balancing but they were terrible with the bug fixing. The change log is completely rubbish, don't beleive that one...
I do beleive the black napalm after artillery upgrade is already fixed in Zero Hour. I already mentioned this before but I didn't test it so don't take my word on it though.
And no, you aren't bragging. If they took the bug fixes from this site, either from progen or from the 1.03 topic, and then put the balancing on top of that it would have been much better.
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03-01-2005, 05:39 PM
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#27 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 306
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That would of been too easy, or in their case too difficult.
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03-01-2005, 06:23 PM
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#28 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Augsburg, Bavaria, Germany
Posts: 127
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They also didn't fix the ScudSturm bug and the file trsrtholecvr.tga (referenced in roads.ini) is still missing.
It's seems typical for EA.
I don't get it, the SAGE engine is still one of the best, why do they destroy their own work with such fucked up scripts??
@Deezire: You say the bugs FleetCommandsList hasn't been used!
Is FleetCommand's list complete (I mean does it contain the bugfixes you've mentioned)??
If not could you publish the most important bugfixes from ProGen on the forum??
I'd try to make a 1.04 patch containing the most important bugfixes (Type A and B in FleetCommand's buglist, probably)!
Unlike FC, I'd like to make an executable patch (I think I will omit all balance issues)
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03-02-2005, 02:43 AM
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#29 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Earth
Posts: 339
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I'd like to announce that CommieDog have volunteered to take over the Project 0300 hours. He was the best amongst the volunteers. If anyone wishes to assist, contact him. If he suddenly gave up the idea of taking over the project, it's he who decides to throw it away or turn it over to anyone else.
Fleet Command, Signing out.
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03-02-2005, 07:30 AM
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#30 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Augsburg, Bavaria, Germany
Posts: 127
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Allright, contacted CommieDog and waiting for reply.
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