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Phobos Build 44 has been released!
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Banshee
Supreme Banshee


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

PostPosted: Wed Oct 02, 2024 1:50 am    Post subject:  Phobos Build 44 has been released!
Subject description: De-hardcoding everything up to AI's black friday sales!
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Hello again! Reinforcements have arrived at Phobos. Starkku has recently made Phobos Build 44 available for download. For your information, Phobos extends the modding features from Red Alert 2: Yuri's Revenge and, unlike Ares, is completely open-source. Here are the changes and the fun stuff from Phobos Build 44:

Quote:
Disclaimer: development builds are inherently unstable and may contain improvements that will be changed and adjusted before the stable release (as well as bugs), with fewer stability guarantees.

Phobos development build 44 is up!

Changes compared to build 43:

Migration info:

  • PowersUpNAnim is now used instead of the upgrade building's image file for upgrade animation if set. Note that displaying a damaged version will still require setting PowerUp1DamagedAnim explicitly in all cases, as the fallback to upgrade the building image does not extend to it, nor would it be safe to add.
  • SelfHealGainType value none has been changed to noheal due to none being treated as a blank string and not parsed by the game.
  • Affected target enum (CanTarget, Crit.Affects et al) now considers buildings considered vehicles (ConsideredVehicle=true or not set in conjunction with UndeploysInto & 1x1 foundation) as units instead of buildings.
  • If CreateUnit.AlwaysSpawnOnGround is set to false. Jumpjet vehicles created will now automatically take off instead of staying on the ground. Set to true to force spawn on the ground.
  • DrawInsignia.AdjustPos.BuildingsAnchor no longer has a default value and thus does not anchor insignia by default (vanilla behavior).

New features:

  • Toggle to allow spawned aircraft to attack immediately after being spawned (by Starkku)
  • ZAdjust for OverlayTypes (by Starkku)
  • Allow customizing extra tint intensity for Iron Curtain & Force Shield (by Starkku)
  • Option to enable parsing 8-bit RGB values from [ColorAdd] instead of RGB565 (by Starkku)
  • Customizing the height at which subterranean units travel (by Starkku)
  • Option for Warhead damage to penetrate Iron Curtain or Force Shield (by Starkku)
  • Option for Warhead to remove all shield types at once (by Starkku)
  • Allow customizing voxel light source position (by Kerbiter, Morton, based on knowledge of thomassnedon)
  • Option to fix voxel light source being offset and incorrectly tilting on slopes (by Kerbiter)
  • AI superweapon delay timer customization (by Starkku)
  • Disabling MultipleFactory bonus from specific BuildingType (by Starkku)
  • Customizable ChronoSphere teleport delays for units (by Starkku)
  • Allowed and disallowed types for FactoryPlant (by Starkku)
  • Customizable damage & 'crumbling' (destruction) frames for TerrainTypes (by Starkku)
  • Custom object palettes for TerrainTypes (by Starkku)
  • Forbidding parallel AI queues for specific TechnoTypes (by Starkku)
  • Nonprovocative Warheads (by Starkku)
  • Option to restore PowerSurplus setting for AI (by Starkku)
  • FireOnce infantry sequence reset toggle (by Starkku)
  • Assign Super Weapon cameo to any sidebar tab (by NetsuNegi)
  • Customizing effect of level lighting on air units (by Starkku)
  • Allow building upgrades to use build limit groups (by Starkku)
  • Damage reflection effect for AttachEffect (by Starkku)
  • Additional AttachEffect discard and animation hide conditions (by Starkku)
  • Additional options for CreateUnit, such as spawning height and AI mission (by Starkku)
  • Additional shield options & interactions, such as Warhead removing all shields implicitly or not displaying hit animation (by Starkku)
  • Skirmish AI "sell all buildings and set all technos to hunt" behavior de-hardcode (by TaranDahl)
  • Skirmish AI "gather when MCV deploy" behavior de-hardcode (by TaranDahl)

Vanilla fixes:

  • Weapons with AA=true Projectile can now correctly fire at air units when both firer and target are over a bridge (by Starkku)
  • Fixed disguised units not using the correct palette if the target has a custom palette (by NetsuNegi)
  • Building upgrades now consistently use building's PowerUpN animation settings corresponding to the upgrade's PowersUpToLevel where possible (by Starkku)
  • Subterranean units are no longer allowed to perform deploy functions like firing weapons or IsSimpleDeployer while burrowed or burrowing. They will instead emerge first as they do for transport unloading (by Starkku)
  • Fixed Temporal=true Warheads potentially crashing the game if used to attack Slaved=true infantry (by Starkku)
  • Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too fast (by NetsuNegi)
  • Animations with MakeInfantry and UseNormalLight=false that are drawn in the unit palette will now have cell lighting changes applied to them (by Starkku)
  • Fixed Nuke & Dominator Level lighting not applying to AircraftTypes (by Starkku)
  • Fixed subterranean unit shadow projection when tilting to burrow (by Trsdy)

Phobos fixes:

  • Fixed Shield.Respawn.Amount not defaulting to shield type default if not set (by Starkku)
  • Fixed frame-by-frame hotkey description to read TXT_FRAME_BY_FRAME_DESC instead of TXT_DISPLAY_DAMAGE_DESC (by DeathFishAtEase)
  • Buildings considered vehicles (ConsideredVehicle=true or not set in conjunction with UndeploysInto & 1x1 foundation) are now considered units by affected target enum checks (by Starkku)
  • Fixed Phobos Warhead effects not reliably being applied on damage area as opposed to full weapon-based Warhead detonation (by Starkku)
  • Fix LimboKill not working reliably (by CrimRecya)
  • Fixed SelfHealGainType=none not working (changed to noheal) (by Starkku)
  • Fixed AircraftTypes gaining self-healing from UnitsGainSelfHeal by default (while not displaying the pip) when they should not (by Starkku)
  • Restored vanilla behavior of building veterancy insignia (by Starkku)
  • Fixed an issue that caused Passengers.SyncOwner does not work correctly (by Starkku)
  • Fixed a crash caused by SeparateAircraft=false (by Starkku)
  • Fixed IsPassable=true TerrainTypes allowing vehicles to consider cells passable even if land type or other things should prevent it (by Starkku)
  • Fixed ExtraWarheads not detonating if the main Warhead was nullified by Iron Curtain or Force Shield (by Starkku)
  • Improvements to custom tint code, potential fixes to edge case issues and crashes (by Starkku)
  • Fixed issues with SplashList on both Warheads and IsMeteor animations (by Starkku)

Fixes/interactions with other extensions:

  • IsSimpleDeployer units with Hover locomotor and DeployToLand no longer get stuck after deploying or play their move sound indefinitely (by Starkku)
  • All forms of type conversion (including Ares') now correctly update the warp-in delay if the unit with teleport Locomotor was converted while the delay was active (by Starkku)
  • All forms of type conversion (including Ares') now correctly update MoveSound if a moving unit has their type changed (by Starkku)


For further information about Phobos, visit the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. Phobos is available for download Here. That's all, folks! Stay tuned at PPM for more news coverage on Phobos!


Key Words: #News #Release #RedAlert2 #YurisRevenge #Ares #Phobos 

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