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Are they keeping the original 'ai' scripting for the campaigns or what?
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# ¿ May 27, 2020 18:52 |
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# ¿ May 21, 2024 08:28 |
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BeanpolePeckerwood posted:Pretty sure they've translated all the original source into their new custom built engine that they will use to remaster all the games. from tib sun onwards the ai works different edit: oh actually its almost exactly the same thing Spookydonut fucked around with this message at 10:10 on May 28, 2020 |
# ¿ May 28, 2020 10:01 |
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Okay I just did the research and tibsun/ra2 use the same AI scripting triggers for campaigns which is basically just an enhanced version of the cnc1/ra1 one.
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# ¿ May 28, 2020 13:16 |
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If they don't then community will do it probably
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# ¿ May 28, 2020 20:13 |
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Flannelette posted:I only just found out that RA2 (and I guess Tib sun) has a simple physics system that never really effects the game but you can flip over tanks by doing very very specific things and it will kill them. Yeah tibsun had it too as well as simple voxel deformation (nod artillery spam to make massive holes), i'm pretty sure like meteor debris can cause damage and it uses the physics system
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# ¿ Jun 2, 2020 14:01 |
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Entorwellian posted:Pre-loading! it's trivially easy because literally everything is scripted, in a lot of maps if you rush a few units as far as you can it will stop some of the regular timed attacks.
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# ¿ Jun 3, 2020 04:36 |
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Sininu posted:I remember the big defensive cannons in vanilla RA2 could almost flip over some vehicles. grand cannons usually 1-2 shot anything.
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# ¿ Jun 5, 2020 18:04 |
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Okay that remastered 'installer' was amazing and very faithful to the original
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# ¿ Jun 5, 2020 18:09 |
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Mordja posted:Full disclosure, I haven't bought this yet, just waiting a couple hours to make sure people don't report that it's actually a technical mess. Let me know, gang! it's amazing and the mission scripting is faithful to the original from my quick tests at all the quirks i know of, i'll know more tomorrow when i start pulling apart the mission files to see if they fixed any of the old bugs i found in missions or left them broken.
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# ¿ Jun 5, 2020 18:22 |
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Enemy harvesters are starting at half health
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# ¿ Jun 5, 2020 18:35 |
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AI image upscaling can only do so much
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# ¿ Jun 5, 2020 18:53 |
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ouchies, why couldnt they use the same rendering they used for the installer for this
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# ¿ Jun 5, 2020 18:57 |
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i've been running into some mission bugs that werent in the original, gdi commando mission the chinook just flew right at the enemy base and died to sam sites instead of landing at the flare. also i'm guessing the b roll stuff that joe gave them is why the ai upscaling is really good for some videos (that have a lot of b roll) and really bad for others (that dont).
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# ¿ Jun 5, 2020 19:26 |
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w0o0o0o posted:Game owns. Really liking the updated graphics! There's a preset kill limit, kill too many nod and it sets all units to hunt. from my LP: A lot going on here. Okay first we have a bunch of all to hunt triggers. Attack any vehicle or the turrets and everything comes after you. Destroy any of the SAM sites in the base and everything comes after you. Kill 20 units and everything comes after you. That blew my mind. Counting up, between the start and the base there's 17 infantry you have to kill. So the more infantry that comes out of SAM sites when you destroy them the closer you get to hitting 20. The cell triggers to the southeast of the base causes the two light tanks to hunt you. The two SAM sites at the start cause the chinook to arrive when they get blown up. Waypoint 25 is another of the special waypoints, it's the location of the flare effect when triggered. It get's triggered when you kill that northmost rocket soldier in the start area. The AI is setup to replace destroyed buildings but code:
There's a win if all enemies are destroyed but that's required by the engine I think. The other win condition is linked to every building in the base that isn't a SAM site or turret. See that minigunner next to waypoint 4 at the west base entry? Kill him and 4 flame troopers come after you. Well that's not actually true, they go to wp4 then wp12, wp4, wp6 and stay there. If you outrun them they'll not be a problem. Feels like they're missing a loop 0 at the end of their teamtype. They will definitely put you over the 20 unit limit.
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# ¿ Jun 5, 2020 20:34 |
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If you get stuck hmu i'll deconstruct any mission you want and show you how to crush it or check https://forums.somethingawful.com/showthread.php?threadid=3696752 for gdi missions. I can do any of the missions in the remaster including RA and the expansions.
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# ¿ Jun 6, 2020 07:37 |
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How to beat mission 6 (and mission 7) Save at the diamonds, kill the starred enemies. Destroy the landing strip and you dont have to play mission 7. It's not actually in the mission file i think its hard coded into the engine Edit: you can also just try to run past the guy at marker 4 and then the flamers dont chase.
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# ¿ Jun 6, 2020 12:26 |
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Okay the new map editor is amazing it tells you the trigger names on the units/buildings: I guess I need to do a new LP now where i just deconstruct every mission in the remaster
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# ¿ Jun 6, 2020 12:37 |
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Difficulty appears to literally just change the AI's build speed/economy and make your units lower HP and slower moving.
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# ¿ Jun 6, 2020 12:57 |
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Okay I've started work on a new teardown LP, time to sort through the source code and figure out exactly how some of the previously mysterious options work.
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# ¿ Jun 6, 2020 16:03 |
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It has begun: https://forums.somethingawful.com/showthread.php?threadid=3926664 Also who would pick Sarajevo Center/Bottom when top left is the easiest. If you are struggling on a mission post in the new LP and I'll deconstruct those missions first.
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# ¿ Jun 6, 2020 17:41 |
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All the mission info is definitely the original stuff from the CNCDATA folder: Tested by editing in this to the first GDI mission
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# ¿ Jun 6, 2020 19:36 |
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If you want to cheat the achievement for beating all maps on hard just edit the missions for an instant I win trigger, the game doesn't seem to know or care if you edit the missions files.
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# ¿ Jun 6, 2020 22:20 |
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OneEightHundred posted:I think it always targets your southern-most building or something like that. Nuke targetting. First building in this list and then by build order for each. Adv guard tower Adv Comm Centre Refinery War Factory Airstrip Adv Power Plant Conyard Helipad
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# ¿ Jun 7, 2020 09:02 |
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TheManWithNoName posted:I love how comprehensive this remaster is. The amount of content is amazing and I’m glad all the expansions and side missions are in one tidy package. Some of the maps don't have "All To Hunt" triggers setup but that's been a problem since the original release, far as I can tell they have not changed the missions at all in this remaster
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# ¿ Jun 7, 2020 09:32 |
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There's no way Mobius isn't just C&C version of Wernher von Braun
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# ¿ Jun 7, 2020 09:50 |
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Alkydere posted:Something curious about is what are the exact mechanics of Tiberium spread. I know it's something like every X time there's a chance for the tiberium to spread from adjacent tiles or something like that? Just curious what the precise mechanics are. Only tiberium in overlay state > 6 can spread. Goes from 1 to 12 Every map tick 1 randomly selected tiberium patch will increase their growth state by 1, in TFAST mode its 2 patches. Every map tick it finds a random >6 state patch and finds a pseudo random spot it can spread to and adds a state 1 patch there Edit: also it can't spread over bridges https://github.com/spookydonut/CnC_Remastered_Collection/blob/d9e287e08b3e2fb3e46690d1029f90e3b17faf0f/TIBERIANDAWN/MAP.CPP#L899
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# ¿ Jun 7, 2020 11:51 |
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BeanpolePeckerwood posted:Same all around. Loving it. Awaiting patches and cool mods. Hope it does well because I am loving desperate for TibSun/RA2
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# ¿ Jun 7, 2020 11:56 |
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Village mission is fairly easy, just rush straight to the village.
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# ¿ Jun 7, 2020 13:56 |
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The problem with these early mods is they're full dll replacements, we need something like minecraft's forge to unify them.
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# ¿ Jun 7, 2020 18:21 |
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axeil posted:huh, so apparently the Hard difficulty mode is completely busted. A Light Tank will beat a Medium Tank 1v1 and Grenadiers/Flamethrowers will utterly destroy things because turns out instead of giving the AI more cash or faster builds they buffed every unit and weakened yours. Some guy made a video about it that shows it in action. Same logic for casual mode.
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# ¿ Jun 8, 2020 04:30 |
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They do tweak the economy, things cost like 10% less/more
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# ¿ Jun 8, 2020 04:43 |
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axeil posted:They do? https://github.com/spookydonut/CnC_Remastered_Collection/blob/d9e287e08b3e2fb3e46690d1029f90e3b17faf0f/TIBERIANDAWN/HOUSE.CPP#L251 https://github.com/spookydonut/CnC_Remastered_Collection/blob/d9e287e08b3e2fb3e46690d1029f90e3b17faf0f/TIBERIANDAWN/SCENARIO.CPP#L176 https://github.com/spookydonut/CnC_Remastered_Collection/blob/d9e287e08b3e2fb3e46690d1029f90e3b17faf0f/TIBERIANDAWN/TECHNO.CPP#L304 It pulls from I assume a rules config file but I don't know where that is. edit: found it code:
Spookydonut fucked around with this message at 05:35 on Jun 8, 2020 |
# ¿ Jun 8, 2020 05:29 |
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Oxyclean posted:Something I forgot about C&C1 was just how few unique unit voices there are, or more precisely, that there is no unique unit voices? (Besides the Commando?) RA has a lot of variation. TibDawn didn't really, yeah.
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# ¿ Jun 8, 2020 06:07 |
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Insert name here posted:You can (apparently, since I haven't tried it myself so I can't confirm) automate the process by placing a rifleman on each other square so the harvester can't pick up the tiberium underneath them, forcing it to harvest in a checkerboard pattern. Apparently tiberium only deals damage to infantry while they're moving and not when they're sitting still. Also when blossom trees animate in adjacent squares
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# ¿ Jun 8, 2020 06:35 |
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axeil posted:Oh thank you! Where did you find that in the source? It wasn't in any of those .CPP files. it's in Data/CONFIG.MEG ContentScan doesn't appear to do anything code-wise in TD. In RA it makes the AI use the contents of transports for calculating target values WallDestroyer does nothing in TD, toggles AI shooting/pathing through walls in RA Spookydonut fucked around with this message at 11:11 on Jun 8, 2020 |
# ¿ Jun 8, 2020 11:03 |
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Red Alert triggers are way more complicated that TD Also the carryover from previous missions is pretty cool, ant missions 1-2 do this, and allied mission 2 carries over everything you have to mission 4 without messing with mission 3, but as of yet I haven't figured out how. Edit: ToCarryOver=yes to 'store' the units/base then ToInherit=yes to load it Spookydonut fucked around with this message at 13:59 on Jun 8, 2020 |
# ¿ Jun 8, 2020 13:48 |
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axeil posted:Thank you again! Last question, which file in the archive was it? Data/XML/CNCRULES.XML
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# ¿ Jun 8, 2020 14:18 |
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Every no-base mission has some gimmick or tactic you need to do to win. The alternative is to struggle and scream and finally win with 1 hp left on your last unit.
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# ¿ Jun 8, 2020 14:45 |
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FrickenMoron posted:Can you check Soviet 5 for me? The Win condition to be specific. I managed to "break" it on my run by killing the lander before the spare MCV can flee so they never built a base on the 2nd island. I killed every enemy unit on the map but it's not triggering the victory. oooooooooooooooooooooh boy this mission is positively evil, I need to do a full post about it on my LP, gimme an hour.
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# ¿ Jun 8, 2020 16:30 |
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# ¿ May 21, 2024 08:28 |
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It is complete: https://forums.somethingawful.com/showthread.php?threadid=3926664&pagenumber=1#post505527075 As was pointed out you can use paratroopers but theres some gotchas. If you want specific missions post in my LP thread so I don't lose track of what people want done.
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# ¿ Jun 8, 2020 17:45 |