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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. |
02-23-2005, 05:29 PM
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#1 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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Assault Maps to be re-released. Read if your mod uses them.
A majority of the Assault maps include a bug where Prism Tower networks will do absolute damage, meaing that only 2 networked Prism Towers will destroy anything in a single shot. (This bug can occur in any map or in any modified game mode override file, and is not limited to the Assault maps).
I have decided to make the necessary revisions to correct these maps, and will be re-releasing the mappacks. Of course for users to be able to play online, everyone will have to download the new versions to avoid mismatch errors. The date of the re-release has not been set yet.
The re-release is also an opportunity to add new functionality or make other changes to the maps, especially in the area of adding/modifying the map trigger code. Modders who have supported the mappacks with their mods are welcomed to offer their ideas.
Naturally, any changes to the maps should not break existing support for them. Mods that currently use the Assault maps should not need to be updated to be able to use the newer versions of the maps.
Some discussion on this has already been taking place at the C-GEN forums. If you have input, posting there is good since it would continue the existing discussion. Posting here is OK too, but it is clumsy to carry on the same discussion in 2 places.
These are the changes developed so far.
Quote:
1. All the startup stuff happens 4 seconds earlier. That means the flags get given to players at game start +1 second rather than +5 seconds. I don't think this will cause problems.
2. The flags flash for 10 seconds rather than 7.
3. Neutral flags are left on the map rather than being 'cleaned up' in the beginning of the game. This gives the modder an opportunity to add deathweapons or destroy animations to the CAFLAG building, without being concerned that the effects would also be played when during the 'cleanup' process. If such a neutral flag is captured by an engineer, that neutral flag (and only that flag) will be immediately destroyed, to prevent confusing the player by allowing him to own 2 or more flags.
4. When the flags are given to players, there is an opportunity to play a custom EVA announcement, as well as a custom sound. Modders can choose to play either sound, both, or neither.
5. When any flag is destroyed, a radar event (the spinning box on the radar screen) is generated at the location of that flag.
6. When any flag is destroyed, there is an opportunity to play a custom EVA announcement, as well as a custom sound. Modders can choose to play either sound, both, or neither. (the EVA 'critical structure lost' announcement will no longer be played. For mods that are not updated to take advantage of the changes, this means all the player will hear is 'player defeated'.)
7. Fixed incredibly rare bug where a unit created at the same time as the flag is destroyed could escape being killed. Also fixed very rare bug concerning AnimToInfantry= routines where the player could end up with mutated infantry under his control after his flag was destroyed (the flag destroyed just after a mutating weapon was fired but before the animation was done playing).
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03-04-2005, 07:57 AM
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#2 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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This is all good stuff Cannis. The more sites that are aware, the better. Needless to say, you'll HAVE to post this on the forums at http://strike-team.net, if not this announcement then the final re-release info at its time of release. I'm sick of online matches having no mods on whatsoever; the Assault game mode is not being enjoyed like it should be!
I feel I have to say this though: all the changes you made in game startup times are completely unnoticeable for me with my blisteringly fast PC 
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03-04-2005, 12:39 PM
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#3 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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I have one map to go over again (Blade has provided me with an improved version of Narrow River), then I have to test all the start points (50 maps, average of 4 start points, that's about 200 map loads, bleh), then I'll offer the new mappacks for open beta testing before official release... At that point you can tell me what you really think 
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03-05-2005, 03:45 AM
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#4 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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Do you really have to test every single one yourself? Why not split up the job? Get eight people, assign them to different maps, then it will be approx. 25 map loads per tester. Well it's up to you... but I'll be there once you are doing the open beta testing.
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03-14-2005, 01:59 PM
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#5 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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All parties interested in testing the new trigger code as described above can download a beta version of a single map here (You must be registered at the C-GEN forums to access it).
Here is the content of the readme bundled with the map.
Quote:
The included map is a special TEST version of the
Yuri's Revenge Assault map 'OutGrowth'.
The purpose of this test is to evaluate in-game performance
and behavior. This map is not to be distributed except to
facilitate this short-term testing program.
Please give feedback at either of the following locations:
C-GEN forums: http://www.cannis.net/forum/index.php?showtopic=5725
DeeZire forums: http://www.deezire.net/modules.php?name=Fo...iewtopic&t=9662
Directions: Simply unzip the .yrm file into your \RA2\ folder.
Play a mod which supports the 'Assault' maps, and you should
find the map 'BETA STRESS TEST' at the end of the map list.
(It is possible that the map may not appear in all Assault-supporting
mods; this may be due to a particular mod's use of mapfilter settings).
Please attempt to play the map under the least favorable conditions
possible. All problems should be reported at once to either of the above
forum locations. I am particularly interested in how the game performs and
behaves during the several seconds immediately following the destruction
of a Flag.
Thank you for your participation.
-Cannis
http://www.cannis.net/
====
Note to Modders:
This is also an opportunity to experiment with the new sound options available.
When flags are assigned, the map will seek to play:
"AssaultFlagAnnounce", a sound defined in soundmd.ini
"EVA_AssaultFlagAnnounce", a sound defined in evamd.ini
When any flag is destroyed, the map will seek to play:
"AssaultFlagDestroyed", a sound defined in soundmd.ini
"EVA_AssaultFlagDestroyed", a sound defined in evamd.ini
Your mod can enable all, any, or none of these sounds, as desired.
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03-29-2005, 10:09 PM
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#6 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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The updated versions of the maps have been released, as announced here.
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03-30-2005, 05:05 AM
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#7 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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I think the new features/changes are great. Especially the one that doesn't play the Eva "Critical structure lost" sound. Bravo, Cannis!
I'm going to edit my mod right now... without the developer's pack of course. But I'd like to know what extras you plan to include in this "developer's pack". Is it just a readme file to help modders with less experience?
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03-30-2005, 08:54 AM
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#8 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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It's just an updated readme basically. If someone makes generic flag SHPs then I'd like to include that too, along with the art code of course.
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