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DeeZire Online > Editing Community > Command and Conquer Editing > Red Alert 2 & Yuri's Revenge Editing » Fixing bugs in YR - The YR Unofficial 1.002 Mini-Patch

Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 11-11-2005, 09:10 AM   #311 (permalink)
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I have recently recoded the INIs that are provided with the DP.
I took the originals, added just the core fixes with a ;UMP comment. Nothing else has been changed.

I've always been loathed to strip the existing comments out because some people (esp newbs) may find them useful. Alos, I know that there's that funky "//heat ray" comment that can cause problems and there may be others like it.
What did you have in mind?
Whatever we do, I would need to finish UMP7 first so that all the fixes are done (it's starting to get tiresome adding them all in now).


On a 'new fixes' note:

----------------------------------
Cannis' NAWEAP fixes will be ammended as follows:

ActiveAnimDamaged=NAWEAP_B ;UMP

[NAWEAP_B] ;UMP
Image=NAWEAP_A
Normalized=yes
NewTheater=yes
Layer=ground
Start=0
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=200

The UMPDP will provide two new files:
NGWEAP_B.SHP (new)
NGWEAP_2.SHP (replacement)

Effect:
The image of the War Factory used to change slightly when the front doors open (only in non-Arctic). No more.
Lights animation now disappears completely when damaged.

----------------------------------

Blue outline on buildups:
Have fixed Allied Barracks cause it was really buggin me.
Looked briefly at Tesla Reactor - minor problems, probably not worth fixing.
Will keep an eye out for others.

----------------------------------

GAGATE_A
GAGATE_B
NAGATE_A
NAGATE_B
These are all buildings, not animations
Only GAGATE_A is in the buildings list.
Best leave this be, in case gets used in a map or by a modder.

YAPSYT_B
YAPSYT_BD
Part of the "glowing rods when mind-controlling" feature that never got finished.
Unused. Might as well be left alone.

DBRIS1HV
DBRIS2HV
DBRIS3HV
Unused. Might as well be left alone.

CAAIRP_AD
Not in animations list but called by CAAIRP.
In artmd, it's identical to CAAIRP_A.
>>> ActiveAnimDamaged=CAAIRP_A ;UMP

-----------------------------

Amazingly,
"Projectile=Invisiblelow" == "Projectile=InvisibleLow"

-----------------------------

New problem noticed:
Anti-air weapons:

Patriot Missile:
Adjacent=4
SubjectToElevation=no

Flak Cannon:
Adjacent=2
SubjectToElevation=yes

Gattling Cannon:
Adjacent=4
SubjectToElevation=no

What to do?
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Old 11-11-2005, 09:39 AM   #312 (permalink)
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Quote:
Originally Posted by Marshall7a";p=&quot View Post
The DP requires RA2/YR/1.001 to be installed, simply so that users are aware that it's only for YR 1.001.
Okay, you don't need YR installed to make use of the DP, but surely you're going to want the game installed anyway so that you can test your mod while you're developing it?
I could put in a command line override switch for the next version.
its just a bit annoying when you was in the situation i was in trying to look at the UMPDP to go through it and make sure i got everything i was trying to say, when i can't extract it because i'm at work, and i don't have YR installed.

Quote:
Originally Posted by Marshall7a";p=&quot View Post
President not giving any money/ifv mode:
You're right, it doesn't appear very frequently. Unless someone uses the cheat that allows you to get infinite free Presidents.
theres a get infinite free presidents cheat? :tard:
ok, leave it in. but i say that if you kill the president in a grinder, he should still give you money.

Quote:
Originally Posted by Marshall7a";p=&quot View Post
Superweapons undisable/redisable:
What DCoder said. If you turn SWs off in skirmish, you also turn them off in campaigns. If you don't support campaigns then obviously you can skip that fix if you want to.
definitly leave this in, i was just asking why you did it.

Quote:
Originally Posted by Marshall7a";p=&quot View Post
UA description:
I've got to gear the UMPDP to unmodified Yuri's Revenge. The changes you make are naturally going to throw some of the fixes out.
i never had a problem with the RA2-YR fixes.

Quote:
Originally Posted by Marshall7a";p=&quot View Post
Vulcan weapon:
Yeah I suppose this one could be subjective.
I put it in because of user agreement - and it only affects appearance. But it's also tied into the Sentry FLH fixes so it would require more work and confusion among some users trying to explain two different sets of fixes for it.
/EDIT: I wasn't aware of the 2 frame delay. I suppose that could be considered significant. So please, let's hear everyone's opinions so that each fix's fate can be decided once and for all.
its already in, so leave it in...

Quote:
Originally Posted by Marshall7a";p=&quot View Post
Dog/Engineer select thing:
See 'UA description'. Obviously, if you disable YADOG then there's no need to make changes to YADOG.
i supose.... i didn't just disable the YADOG, i completly removed all trace of YDOG and YADOG.

Quote:
Originally Posted by Marshall7a";p=&quot View Post
Debris/Scorches/Craters:
I think this should go to core fixes. That's why I want peoples opinions so we can get a consensus.
i'd agree with this, this 1 is just some WW pissup.

Quote:
Originally Posted by Marshall7a";p=&quot View Post
The [NAPSYB] and [CANWY26] fixes have been confirmed and will be moved to the core fixes in the next version.
looks like a typo to me.

Quote:
Originally Posted by Marshall7a";p=&quot View Post
Prism Tower/CASLAB:
I think this should go core.
same here.

Quote:
Originally Posted by Marshall7a";p=&quot View Post
MirageGunE:
I think this should stay extra.
simply because of the "Too Powerfull "thing. even though it looks like a simple WW Pissup. maybe it was so strong that they never noticed.

Quote:
Originally Posted by Marshall7a";p=&quot View Post
YRPM strings:
It's your call of course. But let me put it this way:
I'm John Doe. I use the YRPM. I play [mod A], [mod B], [CannisRules]. The YRPM strings are all there
I play RROTC. The strings aren't there
I'm guessing you don't hold the YRPM in high regard and as such assume that it is not widely enough used for you to be bothered with it. That's fair enough.
nobody's complained about it before. if someone did mention it, then i might have included them, but if nobody seem to use the YRPM with it, then, why add the support?

Quote:
Originally Posted by Marshall7a";p=&quot View Post
If you really disagree with something in the core fixes, now's the chance to get your vote in.
And at the end of the day, you only need include what you want.
It's just that the core fixes are expected to be wanted by almost everyone.
That's why we're insisting on definite bug fixes, not balance issues or anything like that.
imo, just add all the typos and mistakes. such as craters, debris typos and prism tower(maybe caslab) [NAPSYB] and [CANWY26].

oh, and the chrono IFV weapon, why should he be able to shoot over walls when out of the vehicle, but not when in it?

think i also said the demo truck and yuri IFV psi blast face to fire area effect fixes add omnifire, thing...


Quote:
Originally Posted by DCoder";p=&quot View Post
Well of course Burst introduces delays. But 2 frames, is that really a problem? 2/15ths of a second , at avg game speed, it's totally unnoticeable at higher game speeds... Prism Towers charge for 28 frames, and you need a fast reaction to avoid that, this is 14 times less of a delay, no chance to escape it...
when you put it like that, it sounds like nothing, but unlike prism, its not really a "1 hit Kill"(ok, prism is often 2 hits for tank, or 3-5 hits for the more powerfull tanks) but the Vulcan weapon isn't even 1 hit kill for most infantry, if you consider it takes 3 hits to kill each infantry normally, and the AI sends a small army of 15 to attack you, thats 3x15=45 frame dalays in total, being 3 seconds.

in those extra 3 seconds, the AI might have blown up your construction yard or something horrible like that.

i supose it doesn't matter though, still looks cooler.

Quote:
Originally Posted by DCoder";p=&quot View Post
About the default INIs, I think they need an overhaul anyway, something like Cannis has done, orderly, neat and tidy. Marsh, if you think that's useful, I can generate things like that in a blink
if you want to, go for it, but if a newbie is making a mod from the UMPDP's pre-patched ini files, i think it would be better if the comments were all in-tact.


EDIT:
Quote:
Originally Posted by Marshall7a";p=&quot View Post
GAGATE_A
GAGATE_B
NAGATE_A
NAGATE_B
These are all buildings, not animations
Only GAGATE_A is in the buildings list.
Best leave this be, in case gets used in a map or by a modder.
GAGATE_A is used by a mission in RA2. don't remember it in YR though.
the other gates don't exist.

well, in R:ROTC, we have GAGATE_C for allied gate 1, GAGATE_D for allied gate 2, NAGATE_A for soviet gate 1 and NAGATE_B for soviet gate 2, aswell as GAGATE_A for the original 1, but, this doesn't really mean anything, unless you want to add new gates, which isn't recommended, because its not a fix.
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Old 11-11-2005, 09:59 AM   #313 (permalink)
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Quote:
Amazingly,
"Projectile=Invisiblelow" == "Projectile=InvisibleLow"
You mean, if I was, say, to attach Image=120MM to InvisibleLow, the weapons with Invisiblelow would use it too? Or do you mean that the defaults are actually =yes rather than =no, despite the comments?

Quote:
I've always been loathed to strip the existing comments out because some people (esp newbs) may find them useful. Alos, I know that there's that funky "//heat ray" comment that can cause problems and there may be others like it.
What did you have in mind?
The comments also include a lot of invalid info...

// comments are also used in the following locations, and If I'm not mistaken, even the latest 1.15 XCC MC/L can't handle that Mirage comment when the INI compression is on.

// PCG; Provides knobs to tweak for radiation used by desolater and friends.
[Radiation]

// PCG; Enables customization of the effects elevation has on firing.
[ElevationModel]

// PCG; Enables customization of the effects walls have on shots.
[WallModel]

[MirageWH] // Supposed to be a heat ray.


Oh, I found one more unused anim, NAINDP_B (blinking lights). The original artmd.ini had it, it was just commented out. I am wondering why they did that, though.

Code:
;rulesmd.ini
[Animations]
xx=NAINDP_B
xx=NAINDP_BD

;artmd.ini
[NAINDP]
IdleAnimTwo=NAINDP_B
IdleAnimTwoDamaged=NAINDP_BD
IdleAnimTwoZAdjust=-150
IdleAnimTwoYSort=543
IdleAnimTwoPowered=yes

[NAINDP_B]
Image=NAINDP_B
Layer=ground
Normalized=yes
NewTheater=yes
Start=0
End=13
LoopStart=0
LoopEnd=12
LoopCount=-1
Rate=150 ; was 450
DoubleThick=yes

[NAINDP_BD]
Image=NAINDP_B
Layer=ground
Normalized=yes
NewTheater=yes
Start=13
End=13
LoopStart=13
LoopEnd=25
LoopCount=-1
Rate=150 ; was 450
DoubleThick=yes
(I reduced the Rate threefold from the commented version, it was just weirdly fast.)

Several structures have ActiveAnimThree without ActiveAnim / ActiveAnimTwo, since I'm nitpicky, it simply looks sloppy to me.

About End/LoopEnd : I was bored and checked, a lot other structures also need such fixes. But, certain anims are just one-framers, and as such would have the code like
Start=0
End=1
LoopStart=0
LoopEnd=0
LoopCount=-1
Would that even work? Why bother animating it at all? Am I overlooking some possible draw order problem (like animating multi-sectioned voxels, the Mole Machine animated drills would overlap the non-animated body), that would show when the really active anims play and this one does not? I'm confused on this one.

[edit]: woah, woah, I never said DELETE ALL COMMENTS PERIOD. I just suggested tidying up, removing the blatantly incorrect ones, and possibly arranging the data in a more logical layout, like this:
- General crap, AI, IQ, Globals, blah
- Lists
- The contents of those lists, in a format like

; 25=YTNK start
; Gattling Tank

[YTNK]
...

[YTNK_weapons, projectiles, warheads] ; or "see MTNK" style comments in case of reuse

; 25=YTNK end

- Residue like CyCannon/EMPuls

I can attach an example INI set sorted like that tomorrow, if needed. Like I said, generateable in a blink.[/edit]
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Old 11-11-2005, 10:16 AM   #314 (permalink)
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ok, add ay // comments to the core replacing the // with a ; maybe even remove them if they are useless.

I'd like to see an example, but what do you do with weapons used by more than 1 unit?


personally, in R:ROTC, i deleted the comments(i actually moved the large comment block to a different file, but i lost it 3 formats ago.) and sectioned everything up.

theres the top crap and lists part at the top, where vehicle and infantry lists are sorted by side, extras, unbuildables(to fix the 100 units bug), then just before the Infantry section, theres my "New units and buildings" section, which is sorted by Infantry (Misc, Allied, Soviet, Yuri, CDA, Cross, Mode), then vehicles in same order, and buildings after that, where each new weapon is listed under the first unit/building to use it, (You might find units pointing to weapons listed near the end of the file, or under another unit, aswell as weapons pointing to warheads or projectiles that are somewhere else) after that is the "existing infantry, units, buildings and weapons" section. some stuff that i've modified, such as base defences have had weapons pulled upto the defence, and some modified units have even been moved to my new section, such as the engineers, and the yuri hero.

in any case, the search function is still used a lot, but just about all units used in my mod, i can remember where abouts in the file they are, aswell as what header they use.
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Old 11-11-2005, 10:36 AM   #315 (permalink)
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I like the idea of tidying up the rules, however I do recall a problem where a weapon was defined before a unit that used it and it caused the game to IE.

At the very least, I do think that the // comments should be corrected.
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Old 11-11-2005, 10:37 AM   #316 (permalink)
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Quote:
I'd like to see an example, but what do you do with weapons used by more than 1 unit?
[YURI]
Primary=MindControl

[MindControl]

...
[PTROOP]
Primary=MindControl ; see YURI

or something like that.
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Old 11-11-2005, 10:53 AM   #317 (permalink)
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i meant i'd like to see an example of the end product, IE, you make it. but, yer, ;see YURI is also good.
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Old 11-11-2005, 12:06 PM   #318 (permalink)
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Sorry DCoder, I meant to say:
If Invisiblelow is specified, InvisibleLow is used.
Modifying InvisibleLow affects weapons that use Invisiblelow.

God knows what would happen if you declared [Invisiblelow].
Either the game reads 'case insensitive' section names if the correctly cased one does not exist, or (more likely, IMO) Projectile names are case insensitive.
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Old 11-15-2005, 10:16 AM   #319 (permalink)
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well, it fucks up if you specify a weapon with incorrect case, so, more likely it will simply be case insensative to projectiles.
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Old 11-16-2005, 10:22 PM   #320 (permalink)
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Graphically, there are two bugs in two voxels, both concerning barrels. The Lasher uses an all-one-piece turret and barrel under it's TUR voxel file. The problem is that the art code for it is reusing the name as the unused allied light tank from Red Alert 2. So the game assumes the little tank's barrel is for the lasher, and pastes it on underneath. That's the silver 'canister' looking thing. It also makes the voxel mismatch the cameo.

Two solutions:

-Just make a ltnkbarl dummy voxel(/hva) and plop that in with the mod mixes, to null the old allied one.

I've done this personally, simple fix. Or...

-Manually edit out the old barrel from the lntktur voxel entirely, and make a new one that lays fully horizontal for the sake of proper fireangle support. The new barrel will override the old anyway.

The half track has a similar bug, where its barrel is out of position/funky. It is under the firing point, and looks like a smaller second barrel. It is graphically unimportant and therefore maybe considered a bug and worth for outright removal too?

Quote:
Originally Posted by MattOG";p=&quot View Post
After playing with the gattling tank to make it a transport unit, one man stays inside and has to be deployed seperatley. I can't for the life of me figure out what the heck i missed/added/changed that i shouldn't have done.
Not a bug in the least, the IFV can have many infantry crammed inside, but the 'passengers' need to be deployed before the gunner. Reminds me a bit too much of renegade, but makes sense when you think about it. I thought it was linked to IsGunner= tag, but if you got this on the gattling tank, it may just be linked to the weaponN bit. Curious.

Also, is there going to be a fix for the 'blue smudge' tree destruction errors?
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