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 PostPosted: 21 Jun, 2009 
 

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New test version available for download here. There's not a lot of new stuff in this version. I'm working on a couple more bug/exploit fixes but I didn't get them working 100% correctly just yet. So this one only has some minor improvements over the last one (and it allows merging buff field blueprints).


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 PostPosted: 07 Jul, 2009 
 
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Hey Brute,

I tried posting this before a few days ago but for some reason it never made it up.

I've run the new test version and I've had a warning appear in the log from it:

Code:
Initializing unit blueprint for uab4201
    Initializing field Weapon of RUnitBlueprint at 0x22905a00
        Initializing field RangeCategory of RUnitBlueprintWeapon at 0x02bb3b00
            WARNING: Invalid value for UnitWeaponRangeCategory at 0x02bb3b40: string


On another note, while in the process of trying to create a mod I think I might have run across another bug in the game:

Code:
\lua\sim\Buff.lua

        elseif atype == 'OmniRadius' then
            local val = BuffCalculate(unit, buffName, 'OmniRadius', unit:GetBlueprint().Intel.RadarRadius or 0)
            if not unit:IsIntelEnabled('Omni') then
                unit:InitIntel(unit:GetArmy(),'Omni', val)
                unit:EnableIntel('Omni')
            else
                unit:SetIntelRadius('Omni', val)
                unit:EnableIntel('Omni')
            end
           
            if val <= 0 then
                unit:DisableIntel('Omni')
            end


The second line that's supposed to send values to the function "BuffCalculate" uses "RadarRadius" instead of "OmniRadius". I have been unable to fix this bug within my own mod as I have been unable to get the game to recognize my modded Buff file, whether I used hooking or overwriting methods. No clue as to why.

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 PostPosted: 07 Jul, 2009 
 

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The first thing you mentioned is a by-product of the fix for the Aeon TMD. The incorrect range RangeCategory value is intended, it makes the game not display the range ring. The ring is instead generated by a dummy weapon and this way it displays the correct range ring.

I'll look into the second thing you mention. I know from experience that the file you're trying to mod is quite tricky to mod succesfully (if you wanna do it right that is).


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 PostPosted: 17 Jul, 2009 
 
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Not sure if this has been mentioned but, the absolver (Aeon T3 Shield Disruptor) takes like 1 transport hook. Which means that 6 of them fit onto the chariot and 12 of them fit on the aluminar.


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 PostPosted: 18 Jul, 2009 
 

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Same with the hoplite. Not sure whether it's intentional.

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 PostPosted: 18 Jul, 2009 
 
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The Hoplite one is a bug in default FA that I believe was supposed to be fixed here. But if not, it'll be an easy bp change.

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 PostPosted: 18 Jul, 2009 
 

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Yep, the Hoplite one is fixed. The absolver is new to me. I'll include it, thanks for reporting that bug!


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 PostPosted: 30 Jul, 2009 
 
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I am posting concerning the shield bug with the Aeon Harbringer.. http://forums.gaspowered.com/viewtopic. ... 735#635735

A way to fix this issue is to disable the units collision box vs. projectiles while the shield is active... Maybe altering the Unit.lua with something like this would fix it?

Code:
    OnCollisionCheck = function(self, other, firingWeapon)
        ### Shield is active and impact with non unit?
        if self.MyShield:IsOn() and not other:IsUnit() then 
            return false ### False, allows the object to pass thru     
        else
            return true ### True, object impacts normally
        end
    end,


This should still allow projectile it impact the shield normally, while still allowing the unit to bounce off of other units.

Resin

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 PostPosted: 30 Jul, 2009 
 

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hasn't the shield bug already been fixed?

[PS:] making it not collide with projectiles won't help it from splash one bit.

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 PostPosted: 01 Aug, 2009 
 

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The way v3 handles it is making the Harbinger and the Continental (and it's cargo) unvulnerable as long as the shield is up. When the shield goes down the units become vulnerable again. It works perfectly for these 2 units but it's hack more than a fix and it doesn't work on custom made units unless the code is copied to the custom units script. Also, the GPG guy that worked on the patch said he fixed it in another (presumably better) way.

So I've been experimenting in v4 with different behaviours. In the new test version (see download link below) it works like this.
- when a projectile hits a shield then the shield takes all the damage until it collapses (even when the explosion splashes thus can hit multiple units).
- if it's a splash explosion and there is remaining damage (the total damage exceeds current shield strength) then that damage is applied to all units in the explosion radius. The damage radius itself is smaller aswell: new radius = old radius * damage reduction factor.

In stock FA the full splash damage is applied to all units in the damage radius regardless of bubble shields. I think the way it works in v4 is much better and fairer. Units protected by a bubble shield can still be hit if the projectile explodes near the shield (no direct hit). This can be addressed but it would take quite a bit of processing power which I don't think is worth it.

Any comment on the above is welcome ofcourse!

I've put together a new test version. This one contains a few exploit fixes and, among other small improvements, the shield behaviour described above. Download here.


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 PostPosted: 01 Aug, 2009 
 
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The way it works in stock FA should not be altered. The units under the shield (in full radius) should take remaining damage, those outside the shield should take full damage (in full radius).

Remember, the goal of the fix is simply to protect the Harbinger from splash piercing its shield. Nothing else.

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 PostPosted: 01 Aug, 2009 
 

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While I agree units outside the shield should take 100% damage and the ones under a should should take less or none, unforntunately it's not that simple (and very hard to code!)
If the units under the bubble shield take damage that means the shield collapsed. Then why should the units under the shield take less damage than those not under the shield? The explosion is the same for all affected units.
This is just one of the issues I encountered (imagine layered shields).

Basically this aspect of shields is a can of worms which is why the in the current version the shields are more or less absorption shields (absorbing incoming projectiles and taking the damage until collapsed). As far as I could determine this works good enough to replace the Continental and Harbinger fixes. Additionally it addresses some other shield issues (bubble shields not protecting units from splash explosions).


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 PostPosted: 01 Aug, 2009 
 
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brute51 wrote:
Then why should the units under the shield take less damage than those not under the shield?


Because the shield absorbed part of it?

It's not worth the bug fix if other explosion behaviour is changed.

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 PostPosted: 01 Aug, 2009 
 

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Then the damage radius should be partly absorbed aswell, right? And why did the shield not absorb part of the damage going to the other units?

Why is it not worth it? Just for the record, the only changed behaviour is splash explosion versus shield.


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 PostPosted: 01 Aug, 2009 
 

Joined: 03 Jun, 2009
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I ask if someone could create an executable file to auto install this mod.

A .exe that the user just need to double click the file and the mod would be installed in the correct folder, in any windows version in any windows languague.

Is that possible?

Moritz


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 PostPosted: 01 Aug, 2009 
 

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Yes totally. I'll look into it when there's a final version ready. Besides an SCD file and a setup file like you suggested there will also be a regular zip file.


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 PostPosted: 01 Aug, 2009 
 
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brute so in testing has the FixBombTrajectoryFirstRun code worked on the T3 bomber bug? I have just installed your v4 beta, but unable to try it ingame until later this afternoon...

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 PostPosted: 01 Aug, 2009 
 

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brute51 wrote:
Yes totally. I'll look into it when there's a final version ready. Besides an SCD file and a setup file like you suggested there will also be a regular zip file.


Couldn't you please make one setup file using the current v3 version?


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 PostPosted: 01 Aug, 2009 
 

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what's so hard about installing CBF3? i mean, just drop the zip file into the Mods folder and you're finished.

no extraction necessary.

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But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 01 Aug, 2009 
 

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Yep, works on all bombers. Basically what it does is alter the trajectory of the bomb by a value you specify with FixBombTrajectoryAmount, so the bomb actually hits target. Some bombers need this always - the Seraphim T1 and T2 bombers come to mind - this is where FixBombTrajectoryAlways comes in.

So far I haven't had complaints about the bomb fix so I guess it works good enough. But let me know what you think of it.


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 PostPosted: 01 Aug, 2009 
 
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I'll let you know if I see a T3 bomber missing its target again - For me it is/was the most frustrating bug.

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 PostPosted: 01 Aug, 2009 
 

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BulletMagnet wrote:
what's so hard about installing CBF3? i mean, just drop the zip file into the Mods folder and you're finished.

no extraction necessary.


The main problem that people don't know where is this mods folder, mainly because it even doesn't exist and should be created, some people doesn't even know where the game is installed or where is located the my documents/my games/etc folder to install the mods mods, yesterday I wasted 30 min to get 2 people to install it, one of them I even had to use a remote desktop software to install for him, that was to reason to ask a setup file, so just a double click would make everything easy, like installing the 3599 patch.

Moritz


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 PostPosted: 02 Aug, 2009 
 

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Maybe he should trade in on an xbox.

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 PostPosted: 02 Aug, 2009 
 

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New version, alpha 11 available. Contains 3 more bug fixes and some code clean up over the last test version. I've added all the bug fixes I wanted for v4 so the first beta is probably gonna be similar to this one.

If you know or find new bugs this is the time to say so.

Download the scd file here and the setup file here. Moritz2 the setup file is for you. It took me a quite a few hours to put it together so you better use it!

edit: Updated the setup file but it still installs the same CBFP. No need to update if you downloaded the old version.


Last edited by brute51 on 03 Aug, 2009, edited 1 time in total.

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 PostPosted: 02 Aug, 2009 
 

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brute51 wrote:
Moritz2 the setup file is for you. It took me a quite a few hours to put it together so you better use it!


Good, but it didn't work here, the default installation folder was the current folder instead of the FA folder, but the show me more mods was a nice idea in the end.

Moritz


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