Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Wed Apr 24, 2024 2:23 pm
All times are UTC + 0
Ares 0.1 public beta released!
Moderators: Global Moderators
Post new topic   Reply to topic Page 1 of 2 [51 Posts] Mark the topic unread ::  View previous topic :: View next topic
Goto page: 1, 2 Next
Author Message
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon May 17, 2010 9:22 pm    Post subject:  Ares 0.1 public beta released!
Subject description: It's better than a time machine... it controls the universe!
Reply with quote  Mark this post and the followings unread

Greetings ladies and gentlemen!

Today is a historical day for Red Alert 2: Yuri's Revenge modders. It's the beggining of a new era where we'll have freedom to express our modding creativity bypassing the natural barriers set by the Westwood Studios. Ares is not the first community patch that proposes expand the modding features of the game or fix game bugs, but it is certainly the easiest to maintain, since it injects C++ code into the game.

So, the first public version is now available and it comes with a myriad of bug fixes and new features. Mods created for Rock Patch and NPatch are not compatible with Ares. Here's the changelog:


Quote:
New Features
- New sides & countries (including numerous enhancements).
- Countries can be excluded from the 'random country' option, or given differing weights.
- Sides can specify their own unique UI.
- Rad beams can have custom colors, duration and amplitude.
- Electric bolts can have custom colors.
- Enabled unused IsLaser wave effect.
- Waves can have custom colors.
- Customisable wave direction.
- Customisable Ivan bomb clones.
- Weapons can apply the Iron Curtain effect for a specified number of frames (stackable).
- Permanent mind-control weapons.
- Per-weapon WarpAway animation.
- Ion Cannon ripple effect for weapons.
- Per-warhead damage multiplier against deployed infantry.
- AffectsEnemies= flag added (counterpart for AffectsAllies=).
- New InfDeaths (InfDeathAnim= any animation, auto-detect mutation).
- Additional armor types which can default to reacting like an existing armor type.
- Warhead verses special behaviours can be decoupled from Verses (ForceFire/Retaliate/PassiveAcquire).
- MakeInfantry animations (InfDeathAnim, DeathAnims, map triggers) can choose who the owner will be as killer|victim|neutral|random.
- Super Weapons:
- Building animations played correctly for new super weapons.
- Custom cursors.
- Money deductable when firing a superweapon.
- Custom animation played at target cell.
- FireIntoShroud optional.
- Custom EVA events.
- ParaDrops can include vehicles.
- SpyPlane can now specify which AircraftType, how many, and what mission to perform.
- Custom nuke siren sound.
- New super weapon type: SonarPulse (briefly reveals cloaked units).
- New super weapon type: GenericWarhead (detonate any warhead at target cell).
- New super weapon type: UnitDelivery (create unit(s) at target cell).
- Percent chance for pilots and/or passengers to emerge/parachute from destroyed vehicles/aircraft.
- Vehicles and buildings can be made to require an operator (driver) before they will function.
- Buildings can be made solid (like walls) to certain projectiles.
- Numerous features added to support trenches:
- Weapons can be made to pass through urban combat buildings to the occupants inside (including fatal chance and damage modifier).
- Unoccupied player buildings can be garrisoned by enemy infantry.
- Buildings can be converted into a different building on destruction (rubble) and back again on repair by an engineer.
- Infantry can jump from one urban combat building to an adjacent one.
- Buildings can have any size and shape of custom foundations.

Prerequisites:
- Units can require the map to be a specific theater (desert/snow/lunar/etc).
- PrerequisiteNegative makes a unit unavailable if a building on the list is owned.
- Multiple separate prerequisite lists - a unit can require any one of several sets of buildings.
- New StolenTech requirements.
- New Prerequisite Groups.

- Per-building secret lab boons.
- Hard-coded properties of Cows and Desolators can be toggled on/off for any infantry.
- Custom IFV clones.
- Custom insignia for veteran/elite units.
- Custom parachute animations.
- Custom palettes for cameos.

Spy behaviour:
- Multiple effects can be achieved on a single building.
- New effect: Reveal radar (shows you what the enemy can see).
Per-building power outage duration.
- New effect: Steal money amount (steals a set amount of money rather than a percentage).
- Per-building steal money percentage.
- New effect: Stolen tech index (multiple new stolen techs).
- New effect: Reveal production cameo (shows you what the enemy are currently building).

- [#include] section allows rulesmd.ini to be split up into separate files.
Object names can be written directly into rulesmd.ini rather than adding them to the string table.

- Several INI flag lists have been extended to allow more text to be parsed.
- expandmd##.mix can override content from langmd.mix.
- WAV files loose in the Red Alert 2 directory can now be played, without having to include them in audio.bag.
- SHP compression can be used on mouse.sha.
- Animation for InfDeath=5 can be overriden using InfantryElectrocuted= (instead of using the second animation from [Animations]).
Snowmd.ini defaults Medians=71 (this is needed by the Terrain Expansion and also prevents an IE in the Random Map Generator when Urban Ares are enabled).
- Improved Internal Error handling and debug logs to assist with debugging mods/Ares.
- Screenshots saved as BMP files rather than PCX.

- Random Map Generator enhancements:
- Place Urban Areas option.
- Bridges over rivers.
- New terrain style: Archipelago.
- New tileset: Desert.
- Map snapshot command (saves a YRM map file of the current map).

- Type data dumping command (dump type information to a log file, including AI trigger weights).
- Command line option to not require the Yuri's Revenge CD.
- Command line option to not play the EA/Westwood logo video.
- AllowHiResMods enabled by default.
- Can play single player skirmish without any computer players.
- Graphics/Surface drawing options can be configured by the user (advanced users only).


Bug Fixes
-Temporal warheads no longer gain experience when used against allies
- Prism support modifier fixed for game modes/maps.
- Stuck mutation animations are deleted (thus preventing a memory leak)
- Spying a war factory will not give you veteran build icons for naval units incorrectly.
- Secret lab boons are picked truly at random.
- Too many secret labs on a map would cause them all to be empty. Not anymore.
- AI will not use weather storms or nukes on cloaked units.
- "Enemy harvester guard mode" exploit no longer works.
- Parasites that destroy an airborne unit will fall to the ground and be destroyed too.
- Warhead verses special values (0%/1%/2%) should now apply their behavior consistently.
- Units pulled by a Magnetron will on longer play their move sound.
- Buildable secret labs will now have a boon.
- Buildable construction yards no longer cause an IE when canceled.
- Animations' warhead flag now works.
- Units that start veteran as a country-specific bonus will now have veteran build icons.
- Vehicles can overpower buildings.
- OpenTopped transports will decloak to fire when their passengers fire.
- RadBeams and waves will use the correct FLH (instead of always using PrimaryFLH).
- Sonic wave ambient damage comes from the correct weapon (instead of always Primary).
- Ivan bombs can be fired by any unit (instead of just infantry).
- Building upgrades can now be used as prerequisites.
- Units can specify a custom palette.
- Factory load sharing for factories of the same type, rather than just the same ID.
- "New construction options" no longer announced if player does not have the correct factory type for a unit.
- Special weapons (mind-control/parasite/temporal) will now work in the Secondary slot.
- DestroyAnims can use remappable colors.
- DestroyAnims don't cause reconnection errors anymore.
- Infantry and buildings can now reload ammo correctly.
- Vehicles that deploy into a building now count towards the BuildLimit of that building, and vice versa.
- Hijackers inside vehicles now count towards that hijacker's BuildLimit.
- 100-unit bug fixed for infantry, vehicles and aircraft (there's no longer a limit on these).
- Multiple loose PKT files no longer have their contents duplicated.
- Missionsmd.pkt can now be overridden by your own version inside expandmd##.mix
- Alpha lights will now move with the object they are attached too.
- Alpha lights can now have multiple facings.
- Mind-controller parasites will no longer draw the mind-control link when the the target is selected.
- SpyPlane.Count decoupled from AllyParaDropNum.
- Nuke super weapons can be overridden to use a sound other than DigSound for their siren.
- Shadows on jumpjet units will now be drawn correctly when the unit is airborne.
- Vehicles that are paradropped will now be centered correctly on the cell they land on, rather than being offset.
- Aircraft can now attack other aircraft if given a weapon with an AA=yes projectile.
- BaseUnit= can now hold more than 3 vehicles.
- "Low power" announcement used to occur only if you owned one of the first 3 buildings from BuildConst=. This now works if you have any building on the list.
- Infantry still inside a Hospital or Armory when it is destroyed/sold may go into limbo instead of emerging, meaning that they still count towards the player's units. Now they will emerge.
- If an AI is made to build multiple factories of the same type they will no longer result in cloned units/buildings (this can be turned back on if desired).
- Amphibious objects no longer sink when chronoshifted onto water.
Temporal warheads no longer affect objects that are not Warpable
Gates can be slammed onto any walls, not just GAWALL or NAWALL.
- Several performance enhancements.
- Restored Tiberian Sun Logic
- EMP weapons
- SellUnit super weapon no longer causes IEs with Tank Bunker.
- PowerToggle super weapon no longer causes IE when targetting an empty cell.
- Spotlights
- Laser Fences
- Amphibious vehicles can change their voxel when moving between water/land.
- Firestorm Wall




And here's what does it doesn't do:

- Ares does not allow users to save their matches to continue them later.
- If you have more than 16 sides or countries, you won't be able to add taunt for all of them.


And here's a list of RockPatch/NPatch features that are not implemented on Ares:

Quote:
RockPatch/NPatch Features Not (Yet) Included:
- Chrono Factory (unit is delivered by chronoshift)
- DropPod Factory (unit is delivered by drop pod)
- Paradrop Factory (unit is delivered by paradrop)
- Non-VTOL Aircraft
- Command line switch to output list of missing string table entries
- VoiceIFVRepair
- Radiation types
- Bounty
- Immunities (obsolete because of new armor types)
- Unit upgrade morphing with veterancy
- Custom laser widths
- Custom weapon cursors
- Bespoke Main Menu
- TechLevel slider
- Multi-engineer
- Third campaign button
- Disable campaign menu
- Toggle Power can replace click-repair
- Custom dropdown colors
- Super weapons:
- DropPod
- Custom Paradrop clones
- EMPulseCannon
- Autofire
- Hunterseeker
- SpySat
- IonCannon
- Upgrade
- General super weapon clones
- AI targeting types
- Lighting



You can grab Ares at the Official Ares Website. You'll also need the Launch Base, which should help you to pack and distribute your mod.

Start your engines and happy modding!

Last edited by Banshee on Tue May 18, 2010 2:54 am; edited 2 times in total

Back to top
View user's profile Send private message Visit poster's website Skype Account
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon May 17, 2010 11:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Damn, that's an awesome feature list. Surprised

Aro, do we should consider making TI now with the RA2 engine? #Tongue

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Mon May 17, 2010 11:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Damn, that's an awesome feature list. Surprised

Aro, do we should consider making TI now with the RA2 engine?


This is just 0.1, imagine what next version will have.

Back to top
View user's profile Send private message
Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Tue May 18, 2010 12:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Damn, that's an awesome feature list. Surprised

Aro, do we should consider making TI now with the RA2 engine?

I feel tempted to go for RA2 with my next project, too...


ArvinCool wrote:
This is just 0.1, imagine what next version will have.

According to their 'roadmap', the next few releases won't add as many new features.

Consider Ares 0.1 = 1.0, 0.2 = 1.1 etc., at least when it comes to the amount of new features.

That doesn't make the list any less impressive, of course...

Back to top
View user's profile Send private message Send e-mail
Shadow Hunter
Cyborg Commando


Joined: 30 Aug 2008
Location: Brazil.

PostPosted: Tue May 18, 2010 12:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Most of they looks incredibly AWESOME. :O Surprised Surprised Surprised Surprised

I would love to change my mod to ARES.....but it will take much long and i don't wanna start from 0 again lol. Embarassed

Back to top
View user's profile Send private message
MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Tue May 18, 2010 12:55 am    Post subject: Reply with quote  Mark this post and the followings unread

This is good. Will definitely use.

Back to top
View user's profile Send private message
Remus
Rocket Cyborg


Joined: 14 Apr 2003
Location: North America

PostPosted: Tue May 18, 2010 1:30 am    Post subject: Reply with quote  Mark this post and the followings unread

It's the mother-load of modding potential! Looks like I have to return my attention to my mod since this appears to feature everything I could possibly need.

Back to top
View user's profile Send private message
Eldrei
Missile Trooper


Joined: 11 Mar 2010
Location: Fixin' in mah PPM.

PostPosted: Tue May 18, 2010 2:04 am    Post subject: Re: Ares 0.1 public beta released! Reply with quote  Mark this post and the followings unread

Do this patch needs an original, uncracked, TFD Yuri?

Banshee wrote:
You can grab Ares at the Official Aes Website.

Ares.

_________________
Clazzy wrote:
If the concept of a God was never created, would we invent one to describe what's outside our universe?

Back to top
View user's profile Send private message
inzane krazy
General


Joined: 07 Nov 2006
Location: Sketchpad

PostPosted: Tue May 18, 2010 2:23 am    Post subject: Reply with quote  Mark this post and the followings unread

It should be able to use any version, because Im too lazy to insert my TFD disk in, I cracked mine...well, I just use the Unofficial patch, it seems to crack the game, ZH atleast.

_________________
Please, I DON'T read the signature rules of the forum.

Back to top
View user's profile Send private message
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue May 18, 2010 2:27 am    Post subject: Reply with quote  Mark this post and the followings unread

WooooHoooo, Time to totally convert to YR!

_________________

The enemy shall be injected with toxic poison - Venom

Back to top
View user's profile Send private message Visit poster's website Skype Account
Eldrei
Missile Trooper


Joined: 11 Mar 2010
Location: Fixin' in mah PPM.

PostPosted: Tue May 18, 2010 2:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Now that Ares is released, what will happen to NPatch and RPatch? Will they be forgotten?

_________________
Clazzy wrote:
If the concept of a God was never created, would we invent one to describe what's outside our universe?

Back to top
View user's profile Send private message
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue May 18, 2010 2:42 am    Post subject: Reply with quote  Mark this post and the followings unread

I doubt that they will be forgotten, you have to take in consideration of the people who made thier mods using those patches.

_________________

The enemy shall be injected with toxic poison - Venom

Back to top
View user's profile Send private message Visit poster's website Skype Account
Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Tue May 18, 2010 2:53 am    Post subject: Reply with quote  Mark this post and the followings unread

There's a typo there, I think...I believe you meant
"- Ares does not allow users to save their matches to continue them later. "
(Which is hopefully something we can remedy in the future.)

Sorry I didn't get around to send you stuff prior to release, Banshee, but I still didn't get to finishing the promo shots. :/

I'll post them in here once they're done.

_________________
#renproj:renegadeprojects.com via Matrix - direct link

Back to top
View user's profile Send private message Visit poster's website
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue May 18, 2010 2:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Yea, I meant save... but I was probably distracted at the moment... and don't ask me why I wrote have instead of save Laughing

Anyway, once you have the promo shots, I'll update the news with them.

Back to top
View user's profile Send private message Visit poster's website Skype Account
Robopope99
Jumpjet Infantry


Joined: 05 Feb 2007

PostPosted: Tue May 18, 2010 3:20 am    Post subject: Reply with quote  Mark this post and the followings unread

this maybe enough to get me to return to deso.

_________________

Back to top
View user's profile Send private message
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue May 18, 2010 5:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Impressive. Definite choice for a RA2/YR modder.

_________________


Back to top
View user's profile Send private message
wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Tue May 18, 2010 5:36 am    Post subject: Reply with quote  Mark this post and the followings unread

I can not wait until superweapon clones and custom colors exists Sad *is stuck with npatch if feels like forever*

Back to top
View user's profile Send private message Send e-mail Visit poster's website
m7
Commander


Joined: 17 Apr 2009

PostPosted: Tue May 18, 2010 5:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Custom colors? You're going to stick with NPatch for custom colors?

So be it. I don't have to say anything else.

Back to top
View user's profile Send private message
Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue May 18, 2010 6:00 am    Post subject: Reply with quote  Mark this post and the followings unread

lol. Some people are drawn to things for petty reasons, Modder. I'm going to use Ares just to give everything its own veteran/elite symbol #Tongue

Back to top
View user's profile Send private message
AltomareXD
General


Joined: 22 May 2008

PostPosted: Tue May 18, 2010 8:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Heh. And I'm in for the enemy garrison feature Very Happy

Back to top
View user's profile Send private message Send e-mail
FIAMANERA
Cyborg Soldier


Joined: 14 May 2010
Location: Inside My Tank

PostPosted: Tue May 18, 2010 2:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont know which way to go Sad . My current mod makes use of the NPatch veteran unit changing and custom radiation logics quite a bit. But ares has features that I would L=like to use to.

What should I do Question

Or can these features be implemented in later versions.

Back to top
View user's profile Send private message
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue May 18, 2010 4:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

This may make me continue on my private RA2 mod #Tongue

Back to top
View user's profile Send private message Send e-mail Skype Account
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue May 18, 2010 4:40 pm    Post subject: Reply with quote  Mark this post and the followings unread


Back to top
View user's profile Send private message
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue May 18, 2010 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'd still like to see deformable terrain and forest fires (proper ones), though I know those would require a lot of work and would propably slow down the game (the reason why they were removed in the first place).

_________________


Back to top
View user's profile Send private message
SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue May 18, 2010 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
- SellUnit super weapon no longer causes IEs with Tank Bunker.
- PowerToggle super weapon no longer causes IE when targetting an empty cell.


Does this mean that the Sell Unit on repair bay and Toggle Power sidebar button can only be emulated as superweapons in RA2/YR/Ares ?

_________________

Back to top
View user's profile Send private message Send e-mail Skype Account
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue May 18, 2010 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Crimsonum wrote:


I wrote? I think you mean Banshee (or Ren/DCoder more correctly) #Tongue

_________________


Back to top
View user's profile Send private message
Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Tue May 18, 2010 7:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wait until the most of the RPatch list is on Ares, most of my mod is based on these SW's. I do love this patch and I am cerntainly going to use it! Very Happy

_________________


Back to top
View user's profile Send private message
kakrain
Light Infantry


Joined: 17 May 2009
Location: Ecuador

PostPosted: Wed May 19, 2010 1:30 am    Post subject: Reply with quote  Mark this post and the followings unread

does this patch still can save campaign missions?

_________________
Did you know that if you have 2 apples and you eat 3 you get an IE and all the universe explodes?

Back to top
View user's profile Send private message Skype Account
Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Wed May 19, 2010 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't believe it can yet.

Back to top
View user's profile Send private message
Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Wed May 19, 2010 9:32 am    Post subject: Reply with quote  Mark this post and the followings unread

i'm not impressed with ares its more for RA2 mods not TC's so no im not support just yet i have many features it deosn't support so no i'm not using it as of yet, but things may change we will see

_________________
Link to a document to see what mods i have and/or working on or working with
Click

Back to top
View user's profile Send private message Yahoo Messenger Account
m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed May 19, 2010 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Eh, it's more important to fix all the broken stuff and enhance ingame things than to go and add stuff that may break later down the line IMO.

Guess I should update Incursion to be running on the official release. xD

Back to top
View user's profile Send private message
raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Wed May 19, 2010 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

only things i´m missing are custom mplayer-colors and multiple turrets like in ra1
other than that it is pretty P.O.D. #Tongue

_________________

just a simple logo by bricks @ raminator, on Flickr

Back to top
View user's profile Send private message
Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Wed May 19, 2010 2:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
Eh, it's more important to fix all the broken stuff and enhance ingame things than to go and add stuff that may break later down the line IMO.

Guess I should update Incursion to be running on the official release. xD


The thing that they should really fix is save games,and maybe using some of NP's features.

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed May 19, 2010 2:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is it really confirmed that Ares breaks the usage of savegames or is it just because most mods have a sloppy ini coding (especially [Animations]).

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed May 19, 2010 3:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

DCoder wrote:
Either way, the malfunction of savegames is a known issue that I plan to work out soon.


Issue 0000423
Target Version: 1.0

_________________
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Wed May 19, 2010 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey. Can we give infantry a speed of 12 or higher in Ares or will it still break the sequences?

_________________
Victory!

Back to top
View user's profile Send private message
EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Wed May 19, 2010 6:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very, very good. I got to test an early version of Ares while testing Lt. Albrecht's MV mod, and it quite excellent then.
Watching it progress via the BugTracker has been exciting (it is among the number of sites I check several times a day).

and I love the performance boosts. I'd switch to Ares just to reap the benefits of those.

_________________
YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

Back to top
View user's profile Send private message Send e-mail Visit poster's website
ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Wed May 19, 2010 10:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

EVA-251 wrote:

and I love the performance boosts.

is the differences noticeable?

Back to top
View user's profile Send private message
m7
Commander


Joined: 17 Apr 2009

PostPosted: Thu May 20, 2010 1:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes. Very.

Back to top
View user's profile Send private message
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu May 20, 2010 4:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Just to make sure it isnt just me, is anyone else experiencing a 2 second blackout after around 12 seconds into game using Ares?

_________________

The enemy shall be injected with toxic poison - Venom

Back to top
View user's profile Send private message Visit poster's website Skype Account
wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Thu May 20, 2010 5:23 am    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
Custom colors? You're going to stick with NPatch for custom colors?

So be it. I don't have to say anything else.


No.. im staying because of superweapon clones and many other tags that makes my factions work :/ I mentioned colors but i clearly said superweapon clones too... so it beats me how you got Im staying for just custom colors.

Back to top
View user's profile Send private message Send e-mail Visit poster's website
m7
Commander


Joined: 17 Apr 2009

PostPosted: Thu May 20, 2010 5:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Superweapon clones are scheduled for Ares development, hell they get their own version devoted to them. Not to mention that there are already 3 new types, and the abilities to add new actions in the game.

Back to top
View user's profile Send private message
Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Thu May 20, 2010 7:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh, I can dig this!

_________________

Back to top
View user's profile Send private message
wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Fri May 21, 2010 1:39 am    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
Superweapon clones are scheduled for Ares development, hell they get their own version devoted to them. Not to mention that there are already 3 new types, and the abilities to add new actions in the game.


and yet this version clearly does not have them.. So why would you be suprised I wouldnt switch to Ares just quite yet?


Edit~
meh, people on xfire talked me into it. Decided to go for it to make Mercenaries work better.. Though the documentation gives me a huge headache since i dont understand any of it @_@

Last edited by wardeathfun on Fri May 21, 2010 5:23 am; edited 1 time in total

Back to top
View user's profile Send private message Send e-mail Visit poster's website
hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Fri May 21, 2010 2:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Ares is sweet. I love all it's features but I downloaded the stand-alone so I have to re-dpwnload to make it work with launch base.

Back to top
View user's profile Send private message
CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri May 21, 2010 1:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
Just to make sure it isnt just me, is anyone else experiencing a 2 second blackout after around 12 seconds into game using Ares?


Ares has new DirectX controls, read the manual.

Back to top
View user's profile Send private message
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri May 21, 2010 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

All I can say is that this patch/mod/whatever you call it is bloody great! It works like a charm, and it even fixes some of the stuff NPatch broke for my mod #Tongue

Back to top
View user's profile Send private message Send e-mail Skype Account
Ghost of Christmas Past
Grenadier


Joined: 02 Jun 2010

PostPosted: Sun Jun 27, 2010 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ares 0.1 Patch 1
http://forums.renegadeprojects.com/showthread.php?tid=1550

Fixes a few errors with Ares for a more stable experience. I can vouch for these fixes myself. Be aware that this is a [i]patch not an update[/] and AFAIK no new logics are included. Wait for 0.2 for more goodies. In the meantime grab the patch version for increased stability.

_________________
Albrecht never dies, he just goes to the nearest bar to regroup.

Back to top
View user's profile Send private message
Ghost of Christmas Past
Grenadier


Joined: 02 Jun 2010

PostPosted: Mon Jun 28, 2010 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hello! Did nobody notice this or something?

_________________
Albrecht never dies, he just goes to the nearest bar to regroup.

Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Mon Jun 28, 2010 5:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I did.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 2 [51 Posts] Goto page: 1, 2 Next
Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
Quick Reply
Username:


If you are visually impaired or cannot otherwise answer the challenges below please contact the Administrator for help.


Write only two of the following words separated by a sharp: Brotherhood, unity, peace! 

 
You cannot post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2597s ][ Queries: 11 (0.0106s) ][ Debug on ]