《命令与征服™:重制版》

《命令与征服™:重制版》

CFE Patch Redux for RA
Chthon  [开发者] 2021 年 6 月 10 日 下午 10:50
Test Build for v1.7 Available
At long last, I think version 1.7 for RA is done. Before 1.7 can launch, I need to go port a lot of the bugfixes and stuff to TD. In the meantime, you can test out the RA version by downloading it from github and installing manually. Please report any bugs you find here in this discussion thread.

Download: https://github.com/ChthonVII/CnC_Remastered_Collection/releases/tag/v1.7-RA_testbuild01

Draft changelog is in the next post below.
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Chthon  [开发者] 2021 年 6 月 10 日 下午 10:52 
Draft changelog:

1. Full LAN multiplayer support. All mod features should now work perfectly in LAN multiplayer, with the exception of the visual preview for TS-style wall building. This is an unfixable consequence of the way the GlyphX client/server handles LAN multiplayer. The "Inverse Wall Placement Preview" feature is provided as a substitute of sorts.

2. New rally point artwork. (Was necessary for making it visible only for building owner in LAN multiplayer.)

3. Veterancy system. Same functionality as TD version. I haven't updated the wiki yet; you'll have to discover the rank 3 bonuses through experimentation.

4. Overhaul of TS/RA2-style wall building.
4.a. It is now possible to build walls in a straight line from walls of the same type that you own up to the full wall build length. (The endpoint no longer needs to be within the normal building range.)
4.b. Building buildings from walls ("sandbagging") is disallowed whenever the wall build length exceeds the building gap.
4.c. "Inverse Wall Placement Preview" feature added to compensate for lack of TS-style wall preview.
4.d. "Walls Have Full Cost" is no longer the default setting. (Though it will still be enabled if you keep your current INI file.)
4.e. When "Walls Have Full Cost" is disabled, walls now sell for 1/N the normal amount, where N is the wall build length.

5. "OPENRA_SUPERS" Option
5.1. Chronosphere and Iron Curtain effect up to 4 extra legal targets in cells adjacent to the main target.
5.2. Chronosphere and Iron Curtain duration reduced to 20 sec.
5.3. Chronosphere and Iron Curtain recharge reduced to 2 min.
5.4. Chrono disaster odds reduced proportionately with recharge.

6. "SMARTER_CHRONO" Option
6.1. Units shifted by the Chronosphere are deselected for all players upon shifting in either direction. This prevents accidentally issuing orders to/at a unit that's now in a radically different spot.
6.2. Chronoshifted units are removed from other units' targeting systems upon shifting in either direction. This prevents other units from trying to chase a chronoshifted unit across the map.
6.3. Chronoshifted units are removed from bullets' targeting systems upon shifting in either direction. This prevents funky stuff with bullet physics.
6.4. Some miscellaneous cleanup to make chronoshift visuals and sound effects more consistent.

7. Chrono Disaster Overhaul
7.1. "TIMEQUAKE_FIX" Option. Fixes the vanilla Aftermath bug that prevented timequakes from working.
7.2. "USE_SHARED_CHRONO_ODDS" Option. Instead of independent rolls for whether to spawn chronal vortex and timequake, do one roll for whether to spawn a chrono disaster, potentially followed by a second roll to pick vortex or timequake. (Shared odds for a disaster specific in mod's .ini file; odds in rules.ini used as weights for picking between vortex and timequake.)
7.3. "CUMULATIVE_TIMELINE_DAMAGE" Option. Chrono disaster odds start at 1/10th the stated value, and increase by the same amount each time the Chronosphere is used. When a chrono disaster happens, the odds reset to one step higher than the previous starting point.

8. Attack-Move Updates
8.1. Fixed bug with twitchy bazooka guys reported by shadics ARG and related weiredness. (At least I think I fixed it.)
8.2. Units should now be more persistent about still trying to reach attack-move destination when blocked.
8.3. Added special attack-move behavior for minelayers. (AT minelayer is actually useful now.)
8.4. Added special attack-move behavior for chronotanks.

9. "SMARTER_REPAIRBAY" Option
9.1. Ground units can be ordered to queue for repair bay even when the bay is occupied.
9.2. Fixed and re-enabled rally point for repair bays.
9.3. Vastly improved exit logic: Units will always try to exit the repair bay, unless the unit didn't need repaired or reloaded in the first place and no one else is waiting to use the bay. (This exception gives you a chance to sell full-health units.) Air units will always return to their helipad/airstrip. Ground units will go to the rally point if set, or, failing that, exit into the open cell that requires the least rotation, or, failing that, ask the blocking units to scatter. (The annoying "sit on the repair bay and twitch" behavior should now only occur if the unit is too blocked in for the scatter request to clear the blockage.)

10. "LONG_BGAP_BUGFIX" Option. Forces the use of the same logic across all functions that test for building placement proximity regardless of building type or building gap settings. Probably fixes some subtle issues with AI building placement arising from inconsistent logic for some building types. Fixes bug by Root-Core's with normal buildings using naval yard/sub pen logic in some places when building gap offset is set > 0. (I also made an alternative fix for this bug even when this option is disabled.) Slightly increases the diagonal placement range of naval yard/subpen.

11. Other Bugfixes
11.a. Fixed building placement map-wrapping bug.
11.b. Fixed vanilla bug with muzzle flash on wrong turret when Mammoth Tank/Heavy Tank fired.
11.c. Fixed vanilla bug with units ignoring collision detection on the repair bay, sometimes resulting in multiple units in one cell.
11.d. Fixed vanilla bugs with multiple MAD Tanks detonating on the same tick or consecutive ticks.
11.e. Fixed vanilla bugs with unit flash effect being shown to wrong players.
your evil twin 2021 年 6 月 28 日 上午 7:04 
Absolutely fantastic work!

*****************

BUG REPORT

I wanted to test the new chrono disaster features, so I turned up the chance from 20 to 90. CUMULATIVE_TIMELINE_DAMAGE was enabled so presumably that meant the liklihood was reduced to 9%, but increasing every time I used the chronosphere.

Anyway, after using the chronosphere over and over again I was confused that I still hadn't got a vortex. Then after a while I heard the sounds of something getting tesla zapped, and found some enemy infantry getting killed by something invisible. It seems that the Chronal Vortex is now invisible in remastered graphics! (Hitting spacebar to switch to classic pixellated graphics reveals the original vortex effect still working properly.)

Also, I've still never seen a time quake. I dunno if I've just been unlucky.

******************

GENERAL FEEDBACK

MINE LAYERS

The attack move function makes minelayers brilliant now. I know that OpenRA did similar functionality (laying minefields and returning to service depot) but I never expected to see that in classic Red Alert. What logic does it use for deciding which squares to lay a mine on, is it similar to harvester logic?

CHRONO TANKS

Being able to use attack move to tell several Chrono Tanks to chronoshift is absolutely fantastic!

When they officially added a "deploy" key, I'd hoped we were going to be able to do that. But unfortunately they made it so that "deploy" only works if you have only one unit selected.

I imagine there will be a few people that feel being able to chonoshift several chrono tanks at once will be overpowered; that the awkwardness of having to individually select chrono tanks and go back and forth between the stating point and destination is an essential limitation to stop them from being too good.

I strongly disagree, I always found the fact that you could only shift one at a time infuriating. (Especially since in the Aftermath missions the enemy AI has scripted moments where several chrono tanks are chronoshifted at once.)

But you might want to consider an ini file option to disable the special chrono tank attack move behaviour. Since many other awesome features of your mod can be toggled off, that should probably be one of them. (But the chronoshifting attack move behaviour should definitely be enabled by default!)

DEPLOY KEY

On the subject of mine layers and chrono tanks, I wonder, would you be able to code it so that it's possible to use the deploy key when multiple units are selected? Then it'll be possible to use several mine layers simultaneously, or unload several APCs simultaneously. Or indeed chronoshift several chrono tanks simultaniously, the normal way, without using attack move. (With the option to disable it of course.)

OPENRA_SUPERS

The changes to the chronosphere and iron curtain work wonderfully!

Also, I really appreciate you making "chronoshift visuals and sound effects more consistent" so that there is always both a visual and sound effect to units shifting back to their original location.

The Chronosphere and Iron Curtain affecting up to 4 additional targets, is it a sort of plus-shaped area of effect (which is how i think OpenRA did it) or is it more a case of "check all adjacent squares for up to 4 additional targets"?

Since you've perfectly replicated OpenRA style supers (which is bloody awesome and so much better than the normal unmodded game), you could also have an alternative option for RA2-style supers, where the chronosphere and iron curtain have similar recharge time/duration to default classic Red Alert, but affect several units at once.

So you'd still have to wait 7 minutes for the chronosphere to charge (or 5 minutes for the iron curtain, using Aftermath values), but then you can chronoshift a whole group of units for 3 minutes, or use the iron curtain to make a whole group of units invulnerable for 50 seconds.

In fact, a great way to impliment it would be to turn the OPENRA_SUPERS option into two options - one for affecting multiple targets, and one for recharge/duration. (There might be somebody that prefers it the opposite way round - have superweapons only affect one unit at a time, but take only 2 minutes to charge and last for 20 seconds.)

The Chronosphere and Iron Curtain affecting up to 4 additional targets, is it a sort of plus-shaped area of effect (which is how i think OpenRA did it) or is it more a case of "check all adjacent squares for up to 4 targets"?

It would be cool if there was some kind of visual indicator of the chronosphere/iron curtain now having an area of effect rather than being a single unit. In OpenRA they used the build radius thing. (You could see that it was a plus-shaped area of effect because an area was higlighted as if you were placing a plus-shaped building.)

Alternatively, maybe a new, larger selection cursor for superpowers?

Or perhaps the indicator of the area of effect could be a non-damaging version of the Chrono Vortex effect. The Remaster's distortion vortex effect would probably be suitable fr both the chronosphere and the iron curtain, it is similar to the bubble effects used for the chronosphere and iron curtain in Red Alert 2.

And it would be very cool if when units chronoshifted, a non-damaging chronal vortex effect appeared at the destination for half a second. In the PlayStation version of Red Alert they couldn't turn the screen black-and-white so isntead there was a white circular glow effect that appeared for a moment around chronoshifted units, it was a nice effect and it resembled what chronoshifting looked like in the FMVs.
最后由 your evil twin 编辑于; 2021 年 6 月 28 日 上午 7:06
Chthon  [开发者] 2021 年 6 月 29 日 下午 6:52 
@ your evil twin:

Thanks for all the feedback!

1. I don't know what's going on with the vortex, since I didn't touch that. I suspect it's a vanilla bug. I'll try to fix it. [edit: Think I figured it out. The vortex textures are simply missing from the copy of COMMON_MISC.XML in the mod folder. This file hasn't been touched since cfehunter's original work on TS-style walls. I don't know if he accidentally deleted them, or if Petroglyph moved them into the file after he messed with it. Anyway, I think I can fix it now.] [further edit: yep, fixed it]

2. Timequake is like a MAD Tank hitting the whole map at once. I got one during testing. (In fact, that's the root of the bug. WW messed up timequakes when adding MAD Tanks.)

3. Minelayers are picking a random free cell from a 5x5 box centered on themselves, with a bias towards cells closer to itself.

4. I can add an ini twiddle for chronotank attack-move

5. It might be possible to make the deploy key work for multiple mine layers or APCs, but multiple chronotanks is probably not feasible. The cursor logic for chronoshifitng is built around only 1 chronotank being selected, and it would be really, really ugly to change.

6. The openRA supers check all 8 adjacent cells, but check the cardinal directions first. There's also a legal target check, which skips invalid targets and also problematic ones (demo trucks, etc.). For the chronosphere, there's also a check that the corresponding landing cell is clear. (I.e., the unit north of the main unit will only be picked if the cell north of the landing cell is clear.)

7. I'll see about the cursor. Remastered is finicky about cursor stuff though. A straight replacement of the graphic asset is probably the only option, if even that.

8. I guess it makes sense to split the superweapon area and timer effects. I'll do that.

9. Maybe I could add a vortex effect for show after I figure out why the vortex effect isn't working in the first place.
最后由 Chthon 编辑于; 2021 年 6 月 30 日 上午 6:52
your evil twin 2021 年 7 月 6 日 上午 7:35 
Great work! Funny to think that most other mods probably have the invisible chronal vortex bug as well, but nobody has noticed.

I was thinking about how the AI doesn't know how to use the Chronosphere, even in singleplayer missions. (The Aftermath missions have scripted events where chrono tanks teleport and attack the player, but there's no instances of the enemy chronoshifting ordinary vehicles, despite the fact that several Soviet missions revolve around the Allies developing the Chronosphere and you trying to capture it.)

One idea I had to solve this oddity would be to give the Chronosphere a new "Chrono Reinforcements" superweapon ability that would work a little bit like the paratrooper ability. Would spawn an assortment of Allied vehicles at a targeted location.

The movie sequences (a Soviet briefing and the Retaliation intro) show the Allies doing a surprise attack on some mammoth tanks by teleporting 1 medium tank, 2 light tanks and 2 helicopters. It would be awesome to actually have that happen in-game!

The AI already knows how to use paratroopers to attack enemy bases, so I was wondering if it might be possible to copy the paratrooper AI logic, or make the game think that the new Chrono Reinforcements ability is the same thing as the paratrooper ability, or something like that.
Chthon  [开发者] 2021 年 7 月 6 日 上午 8:27 
I'm planning to completely rewrite the skirmish AI at some point. I will eventually have the AI using all the same tactics a human would. Though TD will probably get this treatment first because it's simpler, and it's going to be a big project. (On related note, if you happen to know any world-class TD or RA players who wouldn't mind describing their entire decision tree in exacting detail, I could use some help making the AI better at the game than I am.)
MasterMind 2021 年 7 月 9 日 上午 10:37 
Having an issue in multiplayer LAN....usually near the end of the matches the hosts game just crashes out. Tested with and without this mod many times and sadly this one is the culprit, other mods and normal game work as expected with no crashing.
Chthon  [开发者] 2021 年 7 月 9 日 下午 8:37 
I'm afraid that's not a very helpful bug report. Can you tell me anything about what the players were doing immediately before the crash out? What units were on the field? Any level 3 veterans?
MasterMind 2021 年 7 月 10 日 上午 7:50 
引用自 Chthon
I'm afraid that's not a very helpful bug report. Can you tell me anything about what the players were doing immediately before the crash out? What units were on the field? Any level 3 veterans?
yah i didn't really have much to go on, it was a 3 Humans vs 5 AI...if i can figure out whats going on i'll get back to you. I didn't notice any units gaining veterancy at all, there should be some kind of visual tell like an icon or something on the units?
Chthon  [开发者] 2021 年 7 月 10 日 上午 8:48 
When a unit levels up, its owner should get a sound effect and see a flash (like the unit select flash). After that, when the unit is selected, the owner can see a chevron icon in the lower right (1-3 depending on level). (You are using the test build, aren't you? Veterancy isn't in the version on Steam yet. Also, ALL players were using the test build, not mix-and-match, right?)

When the crash happened, did ALL players get a disconnect countdown in the GlyphX client, or did one (or more) get a silent crash?

The only unfixed crash bug I know about in the test build is using a level 3 tesla unit to force fire into the ground. I'm assuming you weren't doing that.

There's also a crash bug in the GlyphX client that seems to happen if you ask it to draw too many things. Could maybe happen with 8 players. (You can distinguish this from a dll crash because that player doesn't get a disconnect countdown; their client just dies.) The inverse wall preview feature my trigger this in a crowded game since it draws a ton of arrows. Did the crash happen when someone tried to place a wall?
最后由 Chthon 编辑于; 2021 年 7 月 10 日 上午 8:50
your evil twin 2021 年 7 月 11 日 上午 8:35 
Is there a list of the Red Alert special veterancy bonuses? I'm only familiar with the TD ones.
Chthon  [开发者] 2021 年 7 月 11 日 下午 6:04 
I haven't had time to write them up, but the comments in the code are mostly correct: https://github.com/ChthonVII/CnC_Remastered_Collection/blob/master/REDALERT/TECHNO.CPP#L7731
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