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RockPatch 1.08 - Preview - Printable Version +- Renegade Projects Network Forums (https://forums.renegadeprojects.com) +-- Forum: Inject the Battlefield (https://forums.renegadeprojects.com/forumdisplay.php?fid=60) +--- Forum: News from the Battlefield (https://forums.renegadeprojects.com/forumdisplay.php?fid=20) +--- Thread: RockPatch 1.08 - Preview (/showthread.php?tid=260) |
RE: RockPatch 1.08 - Preview - Marshall - 03.08.2006 I might be able to write a program that pd can use to generate future patchers, given that we're going back to the old restore method of keeping a gamemd.exe backup (after 1.08, there will be no unpatch facility, only a restore backup facility), this shouldn't be too hard, but it might take a while. However, I am really strapped for time right now so it will be a while before I can look at doing this. RE: RockPatch 1.08 - Preview - Bobingabout - 03.08.2006 hope you have time to create a 1.08 soon RE: RockPatch 1.08 - Preview - Marshall - 03.08.2006 The 1.08 patcher is ready to go, I just need the new gamemd.exe to generate the patch - a 30 minute job. RE: RockPatch 1.08 - Preview - VK - 03.08.2006 Yes PD is right, I think: better fix all errors in 1.09 patch @PD You have received GAMEMD.EXE? RE: RockPatch 1.08 - Preview - TheMan - 03.08.2006 i think you should fix importand bugs for 1.09,like if a unit have a buildlimit of 1 and you have many warfactory, the AI ingore and build 2 or 3 of it, and debris bug is importand imo and also air to air combat RE: RockPatch 1.08 - Preview - VK - 03.08.2006 It's not a bug... it's normal BTW, AI can build ALL things with TechLevel > 0. RE: RockPatch 1.08 - Preview - Bobingabout - 03.08.2006 CnCVK Wrote:It's not a bug... it's normalnot quite true, there are some limitations. true that the AI ignores buildlimit. the AI follows prerequisite on buildings, so, won't build a building that has a prerequisite it doesn't meet, unless its on an overide tag, like powerplant or refinery, or basedefences. and it won't build things from the wrong AIBasePlanningSide or without an AIBuildsThis=yes also it won't build things it can't build due to owner tags. and country spacific tags. RE: RockPatch 1.08 - Preview - VK - 03.08.2006 Quote:the AI follows prerequisite on buildings, so, won't build a building that has a prerequisite it doesn't meet, unless its on an overide tag, like powerplant or refinery, or basedefences. and it won't build things from the wrong AIBasePlanningSide or without an AIBuildsThis=yesYes, power plants build is hard coded I changed "HumanPlayer" variable to AI house and it work (I see ALL units cameos in sidebar: Soviet, Yuri, Allied) RE: RockPatch 1.08 - Preview - Bobingabout - 03.08.2006 reading through the rules i found something interesting to me the tags: Helipad=yes on airfields and: ConstructionYard=yes on construction yards and: WeaponsFactory=yes on both naval yards and war factories and: Naval=yes WaterBound=yes on naval yards to deal with placement and to differentiate between war factory and naval yard. unfortunatly, this only differentiates between the 2, meaning you can only build 1 unit at a time. and a really odd thing is: GDIBarracks=yes NODBarracks=yes YuriBarracks=yes so... why are there 3 different Barracks=yes tags, and what is so important between them? there are also the 4 main types: [InfantryTypes] [VehicleTypes] [AircraftTypes] [BuildingTypes] and their apropriate factory types: Factory=InfantryType Factory=BuildingType Factory=UnitType Factory=AircraftType is there some way to create multiple buildtypes of each catagory, to allow multiple units from the same [*Types] to be built at once, such as warfactory and navalyard, barracks and kenal, and each of these 6 for the various the 4 different sides, plus neutral. I'm not asking you to do it, just if you think it could be possible. note, you can already force units to come from different factories using the Owner tag. however, as i've pointed out before, its kinda pointless if only 1 factory can build at any 1 time. also, i've had an idea about the PrerequisiteMisc##=. instead of adding 100 PrerequisiteMisc clones, do like what PD did with Actions, add a [NewGlobalPrerequisites] with a list: [NewGlobalPrerequisites] AlliedFactories=GAWEAP,EAWEAP SovietFactories=NAWEAP,VAWEAP YuriFactories=YAWEAP,PAWAEP CDAFactories=TAWEAP,RAWEAP AlliedBarracks=GAPILE,EABRCK SovietBarracks=NAHAND,VABRCK YuriBarracks=YABRCK,PABRCK CDABarracks=TABRCK,RABRCK CNST=GACNST,NACNST,YACNST,TACNST,EACNST,VACNST,PACNST,RACNST YARD=GAYARD,NAYARD,YAYARD,TAYARD,EAYARD,VAYARD,PAYARD,RAYARD DEPT=GADEPT,NADEPT,YAGRND,TADEPT TECHA=GATECHA,NATECHA,YATECHA,TATECHA CDAHighTech=TALLAB,TAFLAB,TASLAB then using Prerequisite=AlliedFactories would mean GAWEAP or EAWEAP. this is simular to how [Sides], [Colors] and PD's [MousePointers] works. also makes it easier for the modder because they don't have to remember what upto 100 different numbers mean. RE: RockPatch 1.08 - Preview - VK - 03.08.2006 Quote:so... why are there 3 different Barracks=yes tags, and what is so important between them?Nothing... (In unit exit code from Barracks) Quote:on both naval yards and war factories and:I saw special code which detect "Naval" tag on WeaponsFactory Quote:is there some way to create multiple buildtypes of each catagory, to allow multiple units from the same [*Types] to be built at once, such as warfactory and navalyard, barracks and kenal, and each of these 6 for the various the 4 different sides, plus neutral Naval yard are using special code and another building queue. But when I play with AI on my side he build ZEP when I build APOC..it's funny Quote:also, i've had an idea about the PrerequisiteMisc##=.Good idea. But need a lot of code... RE: RockPatch 1.08 - Preview - pArtizAn - 05.08.2006 One little question Can you re-add infantry death on ore/tiberium? Or this code fully deleted from ra2/yr? RE: RockPatch 1.08 - Preview - VK - 05.08.2006 I saw it already, but this have deleted fully and main MapSel code, too RE: RockPatch 1.08 - Preview - Blade - 05.08.2006 Any chance of porting stuff like that from TS? Stuff like Ice logic as well? RE: RockPatch 1.08 - Preview - Bobingabout - 05.08.2006 by ice logic i assume you mean frozen rivers, lakes, oceans, with ice cracking? RE: RockPatch 1.08 - Preview - pd - 05.08.2006 what else should he mean... tiberium damage isn't too hard to bring back since it's just a bit of damaging code (just a function call), while ice logic is much more complicated (pretty complex in ts code, but nothing's left in yr). |