Ares-compatible C&C Red Alert 2: Yuri's Revenge engine extension
Phobos development build 39 is up!
Changes compared to build 38:
Migration info:
Shadow
for debris & meteor animations is changed to ExtraShadow
.New features:
PlacementGrid.Translucency
, allow to set the transparency of the grid when PlacementPreview is enabled, using the PlacementGrid.TranslucencyWithPreview
tag (by Belonit).missionmd.ini
(by Starkku)AmbientDamage
warhead & main target ignore customization (by Starkku)Grinding.Weapon
require accumulated credits from grinding (by Starkku)Powered
& PoweredLight/Effect/Special
keys (by Starkku)Explodes=true
BuildingTypes to not explode during buildup or being sold (by Starkku)Vanilla fixes:
Powered
/PoweredSpecial
buildings' powered anims will update as usual when being captured by enemies (by Trsdy)[Header]
section of compaign maps which led to occasional crashes on Linux (by Trsdy)AmbientDamage
when used with IsRailgun=yes
being cut off by elevation changes (by Starkku)[AudioVisual]
->PoseDir
as the default setting and do not always land facing north or in case of pre-placed buildings, the building's direction (by Starkku)Phobos fixes:
Inviso=true
interceptor projectiles applying damage on interceptable, armor type-having projectiles twice (by Starkku)<none>
or <default>
(for lists ApplyModifiersOnNegativeDamage
not working correctly (by Starkku)AAOnly
not working correctly (by Starkku)Trajectory
with other projectile logics (Arcing
, ROT
etc) will now disable the other logics and output a warning in debug log (by Starkku)Phobos development build 38 is up!
Changes compared to build 37:
Migration info:
YSortAdjust
. Animations attached to flying units now get their layer updated immediately after parent unit, if they are on same layer they will draw above the parent unit.Phobos fixes:
DetonateOnAllMapObjects
behaving erratically or potentially crashing if it destroys buildings using Ares' advanced rubble (by Starkku)Fixes / interactions with other extensions:
OpenTopped
state of passengers in transport that is converted (by Starkku)Phobos development build 37 is up!
Changes compared to build 36:
New:
AltPalette
lighting toggle (by Starkku)AutoDeath.Technos(Dont)Exist
can optionally track limboed (not physically on map, e.g transports etc) technos (by Starkku)Palette
support (by Starkku)Secondary
weapon against walls if Primary
cannot target them (by Starkku)Infantry/UnitsGainSelfHeal
for MultiplayPassive=true
houses (by Starkku)Verses
and PercentAtMax
for negative damage (by Starkku)Vanilla fixes:
Palette
set now have their color tint adjusted accordingly by superweapons, map retint actions etc. if they belong to a house using any color scheme instead of only those from the first half of [Colors]
list (by Starkku)AltPalette
are now remapped to their owner's color scheme instead of first listed color scheme and no longer draw over shroud (by Starkku)DeployToFire
not considering building placement rules for DeploysInto
buildings and as a result not working properly with WaterBound
buildings (by Starkku)DeployToFire
not recalculating firer's position on land if it cannot currently deploy (by Starkku)Arcing=true
projectile elevation inaccuracy can now be fixed by setting Arcing.AllowElevationInaccuracy=false
(by Starkku)EMPulseCannon=yes
building weapons now respect Floater
and Phobos-added Gravity
setting (by Starkku)TurretOffset
to be supported for SHP vehicles (by TwinkleStar)Phobos fixes:
DecloakToFire=true
(by NetsuNegi & Starkku)IsAnimated
terrain not updating correctly in all circumstances (by Starkku)CreateUnit
interaction with bridges (spawning under when shouldn't etc) (by Starkku)CanTarget
now considers bridges as land like game's normal weapon selection does (by Starkku)AreaFire.Target
now takes cells with bridges into consideration depending on firer's elevation (by Starkku)Interceptor
not resetting target if the intercepted projectile changes type to non-interceptable one afterwards (by Starkku)PlacementPreview
setting for BuildingTypes not being parsed from INI (by Starkku)CreateUnit.Owner
not also checking MakeInfantryOwner
(by Starkku)AutoDeath
to consider all conditions for objects in limbo (by Starkku)Immune=true
or has TypeImmune=true
and the damage comes from instance of same TechnoType owned by same house (by Starkku)LimboDelivery
buildings not being saved correctly in savegames (by Starkku)NoAmmoWeapon
and related checks (by Starkku)Crit.Warhead
to not have an explicit target for detonation (by Starkku)Version 0.3.0.1 of Phobos is now here. Documentation for this version can be found at: https://phobos.readthedocs.io/en/v0.3.0.1
This release only contains fixes to Phobos features from 0.3 or before as well as additional sync logging, and is still compatible with Windows XP like 0.3 and unlike the newer development builds.
Changes compared to version 0.3:
New:
Phobos fixes:
AutoDeath
support for objects in limbo (by Trsdy)AutoDeath
no longer play a click sound effect (by Trsdy)MindClearedSound
when deploying a mind-controlled unit into a building loses the mind-control (by Trsdy)RadSiteWarhead.Detonate
not detonating precisely on the affected object (thus requiring CellSpread
) (by Starkku)Weapon
with Damage.DealtByInvoker=true
now uses the invoker's house to deal damage and apply Phobos warhead effects even if invoker is dead when weapon is fired (by Starkku)LimboDelivery
in campaigns (by Starkku)CanTarget
not considering objects on bridges when checking if cell is empty (by Starkku)DecloakToFire=true
(by NetsuNegi & Starkku)IsAnimated
terrain not updating correctly in all circumstances (by Starkku)CreateUnit
interaction with bridges (spawning under when shouldn't etc) (by Starkku)CanTarget
now considers bridges as land like game's normal weapon selection does (by Starkku)AreaFire.Target
now takes cells with bridges into consideration depending on firer's elevation (by Starkku)Phobos development build 36 is up!
Changes compared to build 35:
Migration info:
Crusher=true
+ OmniCrusher=true
/ MovementZone=CrusherAll
were hardcoded to tilt when crushing vehicles / walls respectively. This now obeys TiltsWhenCrushes
but can be customized individually for these two scenarios using TiltsWhenCrusher.Vehicles
and TiltsWhenCrusher.Overlays
, which both default to TiltsWhenCrushes
.Level=true
projectiles no longer attempt to do reposition against targets that are behind non-water tiles by default. Use SubjectToLand=true
to re-enable this behaviour.New:
Vanilla fixes:
Phobos fixes:
Phobos development build 35 is up!
Changes compared to build 34:
Migration info:
-Include
and -Inheritance
.AG=no
projectiles unable to fire against ground targets has been reverted. Use new key AAOnly
to enable anti-air only mode in conjunction with AA=yes
.LaunchSW.RealLaunch=false
now checks if firing house has enough credits to satisfy SW's Money.Amount
in order to be fired.CreateUnit
now creates the units by default at animation's height (even if CreateUnit.ConsiderPathfinding
is enabled) instead of always at ground level. This behaviour can be restored by setting CreateUnit.AlwaysSpawnOnGround
to true.[General] WarpIn
has been enabled for the default anim type when technos are warping in. If you want to restore the vanilla behavior, use the same anim type as WarpOut
.New:
AAOnly
for projectiles (by Starkku)CreateUnit
improvements & additions (units spawning in air, spawn animation) (by Starkku)ZShapePointMove
to apply during buildup via ZShapePointMove.OnBuildup
(by Starkku)UndeploysInto
building selling buildup sequence length customization (by Starkku)Vanilla fixes:
OpenTopped=true
and weapon that has Burst
above 1 and passengers firing out no longer have the passenger firing offset shift lateral position based on burst index (by Starkku)[General] WarpIn
as default anim type when units are warping in (by Trsdy)SuperAnimThree
at beginning of match if pre-placed on the map (by Starkku)Naval=true
and Naval=false
vehicles concurrently like human players do (by Starkku)Phobos fixes:
CreateUnit
now uses civilian house as owner instead if the intended owner house has been defeated (this is in-line with how MakeInfantry
works) (by Starkku)IsHouseColor
laser trails on techno now correctly change color when it changes owner (by Trsdy)Layer.UseObjectLayer=true
to work correctly for all cases where object changes layer (by Starkku)DetonateOnAllMapObjects.RequireVerses
not considering shield armor types (by Starkku)WakeAnim
for customization (by Starkku)TilesInSet
being parsed from theater INIs (by Starkku)AutoDeath
no longer play a click sound effect (by Trsdy)Fixes / interactions with other extensions:
Grinding=true
building ActiveAnim
to be incorrectly restored while SpecialAnim
was playing and the building was sold, erased or destroyed (by Starkku)Phobos development build 34 is up!
Changes compared to build 33:
New:
SubjectToLand/Water
(by Starkku)AnimList
on zero damage Warheads toggle via AnimList.ShowOnZeroDamage
(by Starkku)CanC4=false
building zero damage toggle (by Starkku)AutoDeath.Behavior=vanish
(by Starkku)AutoDeath.TechnosExists
and AutoDeath.TechnosDontExist
(by Starkku)Detonate.Warhead
at the firing building instead of target cell (by Starkku)Vanilla fixes:
LandTargeting=1
not preventing from targeting TerrainTypes (trees etc.) on land (by Starkku)NavalTargeting=6
not preventing from targeting empty water cells or TerrainTypes (trees etc.) on water (by Starkku)NavalTargeting=7
and/or LandTargeting=2
resulting in still targeting TerrainTypes (trees etc.) on land with Primary
weapon (by Starkku)EVA_StructureSold
for buildings with UndeploysInto
(by Trsdy)UndeploysInto
to be sold if Unsellable=no
but ConstructionYard=no
(by Trsdy)C4=true
being killed in water if paradropped, chronoshifted etc. even if they can normally enter water (by Starkku)WaterBound=true
buildings with UndeploysInto
not correctly setting the location for the vehicle to move into when undeployed (by Starkku)AlternateFLH
entries for units (by ststl)CanC4=false
will no longer take 1 point of positive damage if hit by negative damage (by Starkku)AG=no
projectile now have attack cursor when selected (by Starkku)AG=no
projectiles can no longer fire at any ground targets, instead of only being prevented firing at ground cells (by Starkku)Phobos fixes:
AutoDeath
support for objects in limbo (by Trsdy)MindClearedSound
when deploying a mind-controlled unit into a building loses the mind-control (by Trsdy)JumpjetTurnToTarget
tag (by Trsdy)RadSiteWarhead.Detonate
not detonating precisely on the affected object (thus requiring CellSpread
) (by Starkku)Gunner=true
transports now correctly change turret if a passenger is removed by PassengerDeletion
(by Starkku)PassengerDeletion.Soylent
now correctly calculates refund value if removed passenger has no explicitly set Soylent
value (by Starkku)Weapon
with Damage.DealtByInvoker=true
now uses the invoker's house to deal damage and apply Phobos warhead effects even if invoker is dead when weapon is fired (by Starkku)Detonate.Weapon
& Detonate.Warhead
now use the firing house to deal damage and apply Phobos warhead effects even if no firing building is found (by Starkku)Phobos development build 33 is up!
Contains all changes from v0.3, and in addition following changes compared to build 32:
New:
Crit.AffectsHouses
for critical hit system (by Starkku)Tiled=yes
now supports CustomPalette
(by ststl)SlavesFreeSound
(by TwinkleStar)CreateUnit
(by Starkku)Vanilla fixes:
AlternateFLH%d
of vehicles in OpenTopped
transport. (by Trsdy)OpenTopped
logic normally (by Trsdy)NaturalParticleSystem
displaying from in-map pre-placed structures (by Trsdy)Suicide=yes
weapon does kill the firer (by Trsdy)TiltCrashJumpjet=no
(by Trsdy)Phobos fixes:
LaunchSW
or building infiltration (by Trsdy)ImmuneToCrit
for shields (by Trsdy)Version 0.3 of Phobos is now here. Documentation for this version can be found at: https://phobos.readthedocs.io/en/v0.3
Full list of changes, including all new fixes & features in v0.3 can be found in changelog on What's New page of the documentation.
Changes compared to release candidate 2:
DetonateOnAllMapObjects.AffectTargets
& DetonateOnAllMapObjects.AffectHouses
now allow no targets types/houses by default (by Starkku)DiskLaser.Radius
now accepts correct input values, previously defined values require multiplication by 2π (by Trsdy)DeployFire
/ FireOnce
fix (by Starkku)BuildOffAlly
) to not be saved correctly in save games (by secsome)OpenTopped
rangefinding not ignoring weapons that cannot be fired in transports (by Starkku)LimboDelivery
incorrectly being taken into consideration when calculating AI base center (by Starkku).Phobos development build 32 is up! This is second release candidate for version 0.3, consider it as final release prior to 0.3 and test thoroughly.
Changes compared to build 31:
Vanilla fixes:
TargetCoordOffset
or when force-firing on bridges (by Starkku)TargetCoordOffset
not being taken into accord for several things like fire angle calculations and target lines (by Starkku)Phobos fixes:
Image
swapping when loading a savefile by (by Morton)IdleAnim
, BreakAnim
and HitAnim
) showing up even if the object shield is attached to is currently in a tunnel (by Starkku)UseCenterCoordsIfAttached
where it would slightly offset the animation from the object's center coordinates on non-building objects (by Starkku)FireOnce=yes
deploy weapons on vehicles would still fire multiple times if deploy command is issued repeatedly or when not idle (by Starkku)Verses
(by Starkku)Grinding.DisplayRefund
not counting refunded credits from passengers or parasites in vehicles (by Starkku)AbsorbOverDamage=true
to allow one point of damage to go through when destroyed in some cases (by Belonit)