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Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
Are they keeping the original 'ai' scripting for the campaigns or what?

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Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

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

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
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.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
If they don't then community will do it probably

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

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

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

Entorwellian posted:

Pre-loading!

Also glad to see that there is a difficulty slider for C&C 1 now. That game was crazy hard without exploits.

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.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

Sininu posted:

I remember the big defensive cannons in vanilla RA2 could almost flip over some vehicles.

grand cannons usually 1-2 shot anything.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
Okay that remastered 'installer' was amazing and very faithful to the original

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

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.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
Enemy harvesters are starting at half health

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
AI image upscaling can only do so much

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
ouchies, why couldnt they use the same rendering they used for the installer for this

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
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).

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

w0o0o0o posted:

Game owns. Really liking the updated graphics!

I feel like I'm being stupid but I can't get past the GDI commando mission! It seems if I sneak too close to the base every single enemy on the map decides to hone in. Am I missing something stupidly obvious?

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:
[Base]
Count=0
There's nothing to rebuild.

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.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
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.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
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.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
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

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
Difficulty appears to literally just change the AI's build speed/economy and make your units lower HP and slower moving.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
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.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
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.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
All the mission info is definitely the original stuff from the CNCDATA folder:



Tested by editing in this to the first GDI mission

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
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.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

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

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

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.

Aside from some minor annoyances like finding the last remaining guy or dino on some maps to end the mission I’m having a blast.

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

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
There's no way Mobius isn't just C&C version of Wernher von Braun

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

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

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

BeanpolePeckerwood posted:

Same all around. Loving it. Awaiting patches and cool mods. Hope it does well because I am loving desperate for TibSun/RA2

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
Village mission is fairly easy, just rush straight to the village.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
The problem with these early mods is they're full dll replacements, we need something like minecraft's forge to unify them.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

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.

https://www.youtube.com/watch?v=nADjefF4l6c

Same logic for casual mode.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
They do tweak the economy, things cost like 10% less/more

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

axeil posted:

They do?

Do you know which file it's in? I'm trying to look through now and modify the game so they have the other hard buffs but not the damage buffs.

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:
<RulesTypeClass Name="TD" network="server">
		<Difficulties>
			<Difficulty>
				<Key>Easy</Key>
				<Value>
					<Firepower>1.2</Firepower>
					<Groundspeed>1.2</Groundspeed>
					<Airspeed>1.2</Airspeed>
					<BuildTime>0.6</BuildTime>
					<Armor>0.3</Armor>
					<ROF>0.8</ROF>
					<Cost>0.8</Cost>
					<RepairDelay>0.001</RepairDelay>
					<BuildDelay>0.001</BuildDelay>
					<BuildSlowdown>false</BuildSlowdown>
					<DestroyWalls>true</DestroyWalls>
					<ContentScan>true</ContentScan>
				</Value>
			</Difficulty>
			<Difficulty>
				<Key>Normal</Key>
				<Value>
					<Firepower>1.0</Firepower>
					<Groundspeed>1.0</Groundspeed>
					<Airspeed>1.0</Airspeed>
					<BuildTime>1.0</BuildTime>
					<Armor>1.0</Armor>
					<ROF>1.0</ROF>
					<Cost>1.0</Cost>
					<RepairDelay>0.02</RepairDelay>
					<BuildDelay>0.03</BuildDelay>
					<BuildSlowdown>true</BuildSlowdown>
					<DestroyWalls>true</DestroyWalls>
					<ContentScan>true</ContentScan>
				</Value>
			</Difficulty>
			<Difficulty>
				<Key>Hard</Key>
				<Value>
					<Firepower>0.8</Firepower>
					<Groundspeed>0.8</Groundspeed>
					<Airspeed>0.8</Airspeed>
					<BuildTime>1.0</BuildTime>
					<Armor>1.2</Armor>
					<ROF>1.2</ROF>
					<Cost>1.0</Cost>
					<RepairDelay>0.05</RepairDelay>
					<BuildDelay>0.1</BuildDelay>
					<BuildSlowdown>true</BuildSlowdown>
					<DestroyWalls>false</DestroyWalls>
					<ContentScan>false</ContentScan>
				</Value>
			</Difficulty>
		</Difficulties>
	</RulesTypeClass>

Spookydonut fucked around with this message at 05:35 on Jun 8, 2020

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

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?)

Did TibSun have unique lines for all units? I'm almost sure RA2 did.

RA has a lot of variation. TibDawn didn't really, yeah.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

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

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

axeil posted:

Oh thank you! Where did you find that in the source? It wasn't in any of those .CPP files.

TD doesn't have a rules ini, so if I wanted to modify these, which file would I need to modify?

I'm still new to exploring the guts of C&C, only thing I ever did was mess around with the rules ini as a kid but the source code makes it a lot easier to figure out.

edit: Fun thing I found looking through the game files, all the original README and install files are in there.

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

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
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

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

axeil posted:

Thank you again! Last question, which file in the archive was it?

Found you can open .MEG files with this editor (for anyone else wanting to look)

https://modtools.petrolution.net/tools/MegEditor

Data/XML/CNCRULES.XML

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
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.

Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~

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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Spookydonut
Sep 13, 2010

"Hello alien thoughtbeasts! We murder children!"
~our children?~
"Not recently, no!"
~we cool bro~
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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