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DeeZire, Redemption
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| Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here. |
02-26-2004, 09:21 PM
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#101 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 157
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I don't know if you would want to add this?
But there is a group of entry that can be add to support additional TX functions. These functions do not interfere with any of the original game play but are used when the TX is called for. If you would like I can post them?
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02-27-2004, 05:59 AM
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#102 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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For sure, if they just support stuff of the TX without affecting the original game then bring em on!
Since my last post, I have realised what the infinite range of the Osprey is about...
If you have 1 destroyer on one side of the map, and 1 destroyer on the other, both destroyers will automatically send their osprey's to attack a revealed enemy submarine.
This is what I believe would happen, although I havn't tested it (I rarely use naval units).
Once again, this may, nay probably, was intended so I think we'll leave it.
Someone told me that the Grinder has z-ordering problems but I haven't noticed them myself yet. There may be other buildings with z-ordering issues that show up infrequently.
I did notice recently that one of the (4 player, I think) arctic maps, which had quite a few civilian buildings on it, one of the civilian buildings had some 'hidden object' indicator problems, in that I had two infantry units that were completely visible to me, with room to spare, but I still got the 'hidden object' indicators.
This would suggest that there could be several buildings with the indicator bug. Personally, I think the 'show hidden objects' option is evil and should never be used anyway so it doesn't bother me too much.
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02-27-2004, 06:15 AM
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#103 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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Im currently updating Red Alert 2 DeeZire to the long awaited 8.5 version. It fixes some bugs (mainly the annoying 'spy causes a crash in RA2 when commanded to disguise' problem, which is an issue on my behalf not the game itself).
Im also attempting to add native support for the TX (v2.0) and the Assault map packs (although looking at V8.0 it did some of those anyway) although I can see they have been updated substantially so I need to update the mod accordingly.
Quote:
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Originally Posted by DJBREIT
there is a group of entry that can be add to support additional TX functions. These functions do not interfere with any of the original game play but are used when the TX is called for. If you would like I can post them?
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I for one would appreciate that - its taking me some time to stop thinking of Generals' INI files and re-familiarize myself with RA2.
Whilst 'blowing the dust' from my Win98 box, I realized that Id updated the RA2 INI Guide but never uploaded it so Ill get round to that as soon as I can - it includes the missing INI files like ART(MD).INI. The good news is that whilst with EAP I got to ask some questions heheh
Theres some inherent game problems in RA2/YR that I fixed a long time ago but Im notorious for not documenting 'the little things' that I change, so when I can remember them Ill post them up with the relevant fixes.
If you think RA2/YR is bad for this, you wanna try Generals/Zero Hour
On a side note, I have got hold of the original movies and tracks from the PSX game Red Alert: Retaliation which include the briefing movies for the Ant Missions (by General Carville) if anyone wants to make use of them - maybe useful for PixelOps Cannis? Be warned though, they are large files.
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02-27-2004, 06:35 AM
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#104 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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Hey DeeZire, if you're updating the ini guide you may be interested in these points that aren't mentioned in the guide (in case you haven't mentioned them already)
(sorry that this is off topic)
HoverPad=
ADDITIONAL: WARNING: If the AI uses a Weather Storm or Nuclear Missile superweapon and a building with this flag set to yes exists, the game will suffer an internal error.
ImmuneToPsionics=
ERROR: ImmuneToPsionics does NOT make the unit immune to PsychicDamage. Only ImmuneToPsionicWeapons does that.
(YR) PowersUnit=
CLARITY: Expects a single VehicleType, not a list of VehicleTypes.
RevealToAll=
ADDITIONAL: The Sight= flag determines the radius around the BuildingType that the shroud is revealed.
(YR) SecretHouses=
ERROR: Does not determine which houses can get the unit from a Secret Lab. Determines which houses CANNOT get it from a Secret Lab.
Normally, RequiredHouses would indicate that the unit is already available to that country and so they should not get it from a secret lab. In the case of the Yuri Clone, it is not a country-specific unit and so the SecretHouses flag is used to indicate that YuriCountry already has it.
i.e. contrary to the ini guide, YuriCountry cannot get the Yuri Clone from a secret lab whereas the other countries can get it (which is the opposite of what the ini guide says)
CrateGoodie=
[probable] ERROR: Defaults to 'no', not 'yes'. [I base this assumption on the fact that the Destroyer (DEST) does not have a CrateGoodie flag.]
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02-27-2004, 07:00 AM
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#105 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Quote:
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Originally Posted by DeeZire
Whilst 'blowing the dust' from my Win98 box, I realized that Id updated the RA2 INI Guide but never uploaded it so Ill get round to that as soon as I can - it includes the missing INI files like ART(MD).INI. The good news is that whilst with EAP I got to ask some questions heheh 
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A new art(md).ini-guide or a revision of xgamer's version?
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Originally Posted by DeeZire
On a side note, I have got hold of the original movies and tracks from the PSX game Red Alert: Retaliation which include the briefing movies for the Ant Missions (by General Carville) if anyone wants to make use of them - maybe useful for PixelOps Cannis? Be warned though, they are large files.
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Yeah Cannis...get them...so I can see them... 
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02-27-2004, 01:59 PM
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#106 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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SWEET!
That's great news, DZ!
And yes, we would love to get a hold of the movies and tracks from Red Alert: Retaliation! Blade and I have been trying to find some one with Retaliation to extract them for us for awhile.
DZ's vault is opening!
Actually, I have an idea for a possible improvement for a unit, but I don't want to say it here. How could I contact you? I'm not going to be around again until sometime tomorrow night, though.
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Originally Posted by martyr
CrateGoodie=
[probable] ERROR: Defaults to 'no', not 'yes'. [I base this assumption on the fact that the Destroyer (DEST) does not have a CrateGoodie flag.]
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can you ever get a MovementZone=Water unit from a crate?
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02-27-2004, 02:30 PM
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#107 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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Dunno. I would have thought that WW wouldn't have bothered coding it that way as well as via CrateGoodie=.
[EDIT: Actually, what I mean is, I wouldn't have coded it that way. WW, who knows? :EDIT]
On another bug note, I have noticed that Boris cannot shoot at surface naval vessels.
SEAL_SPECIAL = 4, Primary on Amphibious and organic, Second on Naval and underwater-not-organic.
This would mean that he is supposed to use his Airstrike Flare against naval and underwater!
I believe that his NavalTargeting=4 should in fact be 0 (I reckon they based Boris' rules entry off of Tanya).
If I'm gonna fix this in the UMP I want total agreement that it is a bug that needs fixing. Otherwise it'll go in the 'additional fixes' document for modders to add if they so wish. Your thoughts?
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02-27-2004, 02:37 PM
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#108 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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I agree, that Boris issue needs fixing.
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02-27-2004, 03:00 PM
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#109 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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With regard to Debristypes/maxdebris typos, map smudges and additional anims,
I am thinking that maybe the map smudges would make sense to set right. I am not sure on the technicalities of what is actually up with them (I know the fix, just not the problem) so any enlightenment/opinions appreciated.
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02-27-2004, 03:41 PM
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#110 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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The Soylent question:
GGI, Cost=400 Soylent=150
CIVAN, Cost=1750 Soylent=500
YADOG, Cost=200 Soylent=50
YDOG, Cost=200 Soylent=50
For all other infantry (except civilians/animals/Slave) the Soylent is always half the cost. (Vehicles are 100%.)
Is this a definite bug or one for the optional fixes document?
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