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RPCE Final revision & RPCE74 #0102 - Printable Version

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RPCE Final revision & RPCE74 #0102 - VK - 02.04.2007

Rock Patch Celebration Edition.
the final revision.
[Image: RPLOGO_CE.PNG]
Short name: RPCE
Start revision: #0030
Final revision: #0050
Download it
Download RPCE Help Update 8

New features and changes:
:Totally new:

*Additional CSF files stringtableXX.csf and strtbl*.csf
*up to 16 colors in select color ComboBox
*New UISettings section.
*Map snapshots SNAP*.MAP and RandMap.Map
*New Actions support (MouseCursors)
*Custom attack cursor for weapons
*Swizzle error handling added.
*All SWs now support common tags like EVAActivated
*Version and revision out added on Info page.
*IonCannon SW
*-OUTMISSINGSTRS new command line switch

:Bug-fixs:
*AutoFire tag fixed
*Bounty logic fix
*Immunity logic fix
*Nuke SW fix.
*Save games works now!

:fourth side support:
*fourth EVA support!
*FourthDisguise, FthParaDropNum and FthParaDropInf

:other:
*Global cleaning

Rock Patch Celebration Edition 74.
Revision: #0102
[Image: RPLOGO_CE74.PNG]
Short name: RPCE74
Start revision: #0100
Current revision: #0102
Download it

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

The final revision is meaning, that no revisions will be more Smile
(Except if somebody will find serious bug and RP 1.10 won't be released at the nearest time)
Now, RPCE have only one bug - the tank-paradrop-sw bug Unhappy
More info here: http://bugs.renegadeprojects.com/view.php?id=28

RPCE74 have no differences from RPCE, only a new memory allocation system.
In revision #0102 was fixed a save/load game error.

Of course, RP 1.10 will based on RPCE74Smile


RE: RPCE Final reivision & RPCE74 #0102 - Bobingabout - 02.04.2007

you should list a:
Current revision: #0102
under:
Start revision: #00100
also, shouldn't it be #0100?


RE: RPCE Final reivision & RPCE74 #0102 - El D34dlyto - 02.04.2007

I'm totally confused VK. What the hell?! What exactly are you releasing now? Two versions of RP at the same time - why?

You need better presenting skills man. Otherwise no one will use your RP.

Also, it's great you fixed the 4th side support. But fth can also be fifth you know. And in future, that might cause some annoyance when Fifth Side support is on the list.


RE: RPCE Final reivision & RPCE74 #0102 - TheMan - 02.04.2007

If you someone are confused, just download from this link:
http://files.renegadeprojects.com/Rock%20The%20Battlefield/RockPatch_CE74_0102.exe
RP #0102


RE: RPCE Final reivision & RPCE74 #0102 - Bobingabout - 02.04.2007

yer, fth, i mentioned this when he first released RPCE. its an inconsistancy, and really should be Fourth, or 4th. because if and when a 5th side is supported, it could mean either 1.


RE: RPCE Final reivision & RPCE74 #0102 - Guest - 03.04.2007

this is kind of weird...why are we going straight from CE to 1.10? are you going to skip 1.09? or was CE 1.09?


RE: RPCE Final reivision & RPCE74 #0102 - Renegade - 03.04.2007

Yes it was no it wasn't yes it was no it wasn't...

Confused? Rightly so. So are we, and so is VK.


RE: RPCE Final reivision & RPCE74 #0102 - IcySon55 - 03.04.2007

Does it really matter? The way I see it, CE was 1.09. If it wasn't, who cares. As long as we get the "next version" whatever the name is, it'll be fine. Better than nothing at all.


RE: RPCE Final reivision & RPCE74 #0102 - VK - 03.04.2007

Quote: Two versions of RP at the same time
RPCE #0050 released a week agoSmile
Quote:Also, it's great you fixed the 4th side support. But fth can also be fifth you know
Does not matter now Smile
Quote:this is kind of weird...why are we going straight from CE to 1.10? are you going to skip 1.09? or was CE 1.09?
Does not matter again Smile
RPCE is RPCE, RP 1.10 is RP 1.10.
I am using a string version system.
Integer is an internal version only for installer.


RE: RPCE Final reivision & RPCE74 #0102 - El D34dlyto - 03.04.2007

Quote:does not matter now

Who says it's doesn't matter? To me it matters and it matters to other people. Besides, it's just common sence.


RE: RPCE Final reivision & RPCE74 #0102 - VK - 03.04.2007

Quote:Who says it's doesn't matter? To me it matters and it matters to other people. Besides, it's just common sence.
No.
The final revision of RPCE released only yesterday.

Did you read RP 1.10 preview?
there nothing about fifth side.
So it's too early to talk about it,
and I can simple use FifthParaDrop.


RE: RPCE Final reivision & RPCE74 #0102 - El D34dlyto - 03.04.2007

Yes, I read the RP 1.10 preview. And there you said with HUGE letters that nothing is final.

Like I said, it's common sence to name tags a bit more clearly. Why do you insist on it being so?


RE: RPCE Final revision & RPCE74 #0102 - VK - 03.04.2007

Quote:And there you said with HUGE letters that nothing is final.
RP 1.10 will not have fifth side support in any way.
This is 100% true.

Quote:Like I said, it's common sence to name tags a bit more clearly. Why do you insist on it being so?
I don't want to rename tags, which probably will be removed after several versions of Rock Patch Smile
and at the end, RP will never have FthParaDropInf or FifthParaDropInf and etc as fifth side tags.


RE: RPCE Final revision & RPCE74 #0102 - Hunt7s - 03.04.2007

I might be stepping out of line here, but i just had a thought,
Instead of doing all these new tags for each side, isnt there a way you could program in a "Check" tag e.g. Side = 1 '(Alieds), Side = 2 '(soviets) etc. so that what ever unit / sw / building, what ever instead of it just going to a set taged side, set the side that its for using the side tag.

e.g.

[SWName]
swinfohere = 1
Side = 2

[AnotherSWName]
moreswinfohere = 1
Side = 4

Then you just do a list like,

[Side]
1= Allied
2= Sov
3= Yuri
4= CDA
5= Bogies. ETC

Would that work?

So in a Few words it all means,

Superweapons are made dynamic, each super can be handed a set of instructions from any where, so you make a SW

[SWKillerMouseDrop]
SWType = Parradrop
Unit = KMOUSE
Number = 4 (number of units droped)
Side = 2


RE: RPCE Final revision & RPCE74 #0102 - tmapm - 03.04.2007

I know this is slightly different, but if CnCVK was going to continue adding sides, it would be better to have a way for US to define a side in a section, which then would be auto handle in the code for that side to work. This way you could have a lot of sides.

[Sides]
GDI=...
Nod=....
ThirdSide=...
MyNewSide=SomeNewCountry
Civilian=...
Mutant=...

[MyNewSide]
BaseUnit=MSMCV      
PowerPlant=...         ; For AI
BaseDefenses=...     ; For AI
BaseDefenseCounts=25,22,6
Load=200,160,175    ; Color for Loading Screen
SurvivorDivisor=[number] ;currently, this is only known to allow one survivor, for whatever reason
Crew=[InfantryType] ;works, but see note at survivor divisor
Disguise=[InfantryType]
ParaDropNum=[list of numbers]
ParaDropInf=[list of InfantryType]
;AIBasePlanningSide=3 it is 4th in the list, we start counting from 0...

In Eva add MyNewSide=[soundfile] under whatever entry you have eva voices for.

---

I'm not proposing that this be done as I really don't need the new side feature. However, if the game were to be expanded to allow for new sides beyond what has already been added, this would probably be a cleaner and more flexible approach once it was coded.

---

Anyway, this version has been stable for me thus far. Very useful. Thanks.