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Rock Patch 1.10 Preview
#1
Rock Patch 1.10 - preview.
RP 1.10 won't have any changes in existing SWs.
Will be added a new SW types:
==========================
1) Upgrade - allow you to upgrade units on the battlefield.
New tags (SuperWeaponType):
UpgradeType=[number or constants]
UpgradeRadius=[cells]
UpgradeValue=[float]

==========================
2) HunterSeeker - as in TS.
Special unit which released  near the SW building, and seek target automatically.
New tags (General section):
GDIHunterSeeker=
NodHunterSeeker=
ThirdHunterSeeker=
Specify one per side hunter-seeker.
==========================
3) EMPPulse - same as FireSW, but will  support a range limit.
New tags (SuperWeaponType):
NoAction=[action name]
specify, what cursor will be used, if action don't in cannon range.
===================================================
As you can see, there will be no new cloned super weapons.


===================================================
Different lasers width will be supported.
Via new LaserWidth=[int] tag, which only valid if IsCustomLaser tag is set.
Laser width won't have any visual improvement, so if you set it to big number, you will have totally black color on edges.
Customized sonic beams will be added.
==========================
I will add a mod debug stuffs:
For example, if you run game with -MODDBG key, you can:
*reveal all map by key
*see current AI status by key
*and probably another things
New fast-speed system:
A new command line key will be added: -FASTRUN.this will enable a frame-skip system, which will allow in critical situation (like 3 frames per second), to skip some frames.
=========================
New stolen tech system:
IsStolenLab tag on building type, NeedStolenLab on units.
new-stolen-lab-logic will have more priority that usual logic.
=========================
More armors.
Via [ArmorTypes] section and EVerses= tag on warheads.
Will be supported ONLY limited number of items.I still don't define this number.
Possible, this will allow only 50 items (including original ones)
=========================
UseRockPatch=yes tag.
In my opinion, mods for RP must not run in anyway on original YR. Not like this: you install mod and have a lot of errors, mistakes, because RP isn't installed.
No, you must have error at start up.
So I want to find tag/value for it, which cause IE at startup (in original YR).
Mods must use stringtableXX.csf or strtbl*.csf files.
Not ra2md.csf.
I wait a suggestions about tag Smile
=========================
Complete fourth side support.
Gates, MPScore Screen , SP Score Screen
=========================
LinkAs= tag.
This allow to link one or more objects into the same type.
So if you press "T" (default select all with the same type key) when unit A is selected, engine will select all units with type A and all units B which have LinkAs=A tag.
==================================================
The final SHP16 specifications.
New blitters with transparent color support.
More custom palettes support.
==================================================
Changes in existing stuffs
Now none.
==================================================
Anything else, of course Smile

Remember that this is only preview, the final version can be totally different with this preview.
No guarantees that anything from this preview will be implemented in the reality.
#2
I like the ides, also the stolen tech Smile
But you know remeber that 1.09 is not out yet Wink
#3
There doesn't have to be a 1.09 - it's just a number.
RPCE kinda was 1.09 - it comes between 1.08 and 1.10, it just happened to have a name instead of a number.

Nice ideas, though I think the exclusion of ra2md.csf is a bad idea.

Can LinkAs= be made to support up to 3 units? Or maybe LinkAs1=, LinkAs2= and LinkAs3= ?

What security is there on the -MODDBG switch? Will the debug options be disabled if playing in a multiplayer game?
Ever wondered what the hell is going on?
Believe me friend you're not the only one.
--Lysdexia

Check out Launch Base for RA2/YR - http://marshall.strategy-x.com
Also home to the Purple Alert mod, 1.002 UMP, and the YR Playlist Manager.
#4
3 points
1. what about 3rd/4th weapons?
2. you forgot 4th hunterseeker tag
3, i want to still be able to use RA2MD.CSF.
everything else either look good, brilliant, or i personally don't really care much about but i think might usefull to others anyway. so, other than those 3 points, i give it a thumbs up on planning.
#5
I think one side is enough and rename the .csf
#6
VK when will you start work on 1.10?
#7
i presume when people stop posting RPCE bug reports.
#8
Quote:Mods must use stringtableXX.csf or strtbl*.csf files.
Not ra2md.csf.
Why remove ra2md.csf's functionality? This could be termed one of those pointless changes we've seen in the past.
Ares Project Manager.
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PM if interested.
#9
i agree, but maybe its got something to do with RPCE compatibility of mods

something that would be usefull, which i havn't tried is stringtable##.csf or strtbl*.csf to work inside YRO map packs. then you can have independant map packs that can simply be placed in any mod without them requiring the mod the map names into it ;P
#10
Quote:But you know remeber that 1.09 is not out yet
However, It's not your problem Smile
After a long work on it, I think, I can choose any name which I want, isn't it?

Quote:What security is there on the -MODDBG switch? Will the debug options be disabled if playing in a multiplayer game?
I will think about it Smile

Quote:Can LinkAs= be made to support up to 3 units? Or maybe LinkAs1=, LinkAs2= and LinkAs3= ?
No, only one tag LinkAs=.
Code:
[UNIT1]
Name=Unit1
....

[UNIT2]
Name=Unit2
LinkAs=UNIT1
....

[UNIT3]
Name=Unit3
LinkAs=UNIT1
...

[UNIT4]
Name=Unit4
LinkAs=UNIT1
...
all units will be selected via "T" key.
if you kill UNIT1 + UNIT2 + UNIT3 + UNIT4, engine will think that you kill 4 * UNIT1, so some triggers won't work.

Quote:1. what about 3rd/4th weapons?
I don't know Smile Maybe in RPHE.

Quote:2. you forgot 4th hunterseeker tag
It's small detail Smile

Also good feature: radar toggle key as in TS Smile

Quote:3, i want to still be able to use RA2MD.CSF.
no, you will use stringtable01.csf or strtblROTC.csf for example Smile

Quote:I think one side is enough
you about HunterSeeker?

Quote:VK when will you start work on 1.10?
0) When final RPCE revision comes.
1) When will fill good.
2) When current awful project will be released (at first for beta-testing)

Quote:Why remove ra2md.csf's functionality?
I don't remove it.
Only if you set UseRockPatch=yes and try use it you will have IE or anything cool else.
Modders should use new technologies instead old Smile
ARM forever - x86 sucks!


#11
BobingAbout Wrote:3, i want to still be able to use RA2MD.CSF.
CnCVK Wrote:no, you will use stringtable01.csf or strtblROTC.csf for example
this type of reaction will make you have even less RP users. trust me on that one.
[Image: jsfml.png]
#12
Launch Base note:
Launch Base is designed to compile partial string tables (or text files) into ra2md.csf. If you want to use the RockPatch then you'l have to include the stringtable## / strtbl*.csf files in the video category.
Ever wondered what the hell is going on?
Believe me friend you're not the only one.
--Lysdexia

Check out Launch Base for RA2/YR - http://marshall.strategy-x.com
Also home to the Purple Alert mod, 1.002 UMP, and the YR Playlist Manager.
#13
actually, isn't 1 of the main features of stringtable##.csf that its suposed to work inside expandmd##.mix files?
#14
they do, unless vk changed that for one of his weird reasons...
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#15
Quote:Mods must use stringtableXX.csf or strtbl*.csf files.
Not ra2md.csf.
I dont know what VK mean but why remove ra2md.csf of UseRockPatch= set to yes?
I still want to use it.




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