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Phobos Build 45 is ready for testing!
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Dec 06, 2024 2:16 am    Post subject:  Phobos Build 45 is ready for testing!
Subject description: This news post may provide build area for other news posts.... or not.
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Hello everyone! I am deeply sorry for the recent silence. There were too many things going on at once in my real life, and eventually, I spent several days in a place where I could not plug my laptop into the power without frying the plug. Then, I had to use the laptop for critical matters only, such as survival at the place I was. Anyway, I have returned home today, and I am now able to resume our news posting here.

And let's get started with a piece of fresh news. A new version of Phobos, known as Phobos Build 45, was posted moments ago by their development team. For those who are not acquainted with it, Phobos extends the modding features from Red Alert 2: Yuri's Revenge and, unlike Ares, is completely open-source. The changes from Phobos Build 45 were announced with the following words:

Quote:
Disclaimer: development builds are inherently unstable and may contain improvements that will be changed and adjusted before the stable release (as well as bugs), with fewer stability guarantees.

Phobos development build 45 is up!

Changes compared to build 44:

Migration info:

  • Critical hit animations created by Crit.AnimOnAffectedTargets=true Warheads no longer default to AnimList.PickRandom if Crit.AnimList.PickRandom is not set.
  • Units.DisableRepairCost was changed to Units.UseRepairCost (note inverted expected value) as it no longer has a discrete default value and affects Hospital=true buildings. Infantry does not have repair costs by default.

New features:

  • CreateUnit on AnimTypes extension to any unit (vehicles, aircraft, and infantry) (by Starkku)
  • AttachEffects updates (by Starkku)

    • DiscardOn=firing for AttachEffects
    • Cumulative refresh options for AttachEffects
    • ExpireWeapon.TriggerOn=discard
    • Allow restricting whether AE ArmorMultiplier is applied to damage dealt by specific Warheads

  • Reimplemented Airburst & Splits logic with more customization options (by Starkku)
  • Buildings considered as destroyable pathfinding obstacles (by Starkku)
  • Customizable animation visibility settings (by Starkku)
  • Combat light customizations & Light flash effect toggling (by Starkku)
  • Unit repair customization for buildings (by Starkku)
  • Toggle to disallow buildings from providing build area during buildup (by Starkku)
  • Allow customizing which building types provide build area for a building (by Starkku)
  • Scorch / Flamer fire animation customization (by Starkku)
  • Warheads parasite removal customization (by Starkku)
  • Allow infantry to use land sequences in water (by Starkku)
  • Allow customizing charge turret delays per burst on a weapon (by Starkku)
  • Allow customizing subterranean movement speed and allow parsing floating-point Speed values (by Starkku)

Vanilla fixes:

  • Removed the 0 damage effect from InfDeath=9 warheads to in-air infantries (by Trsdy)
  • Fixed damaged aircraft not repairing on UnitReload=true docks unless they land on the dock first (by Starkku)
  • Certain global tileset indices (ShorePieces, WaterSet, CliffSet, WaterCliffs, WaterBridge, BridgeSet and WoodBridgeSet) are now correctly parsed for Lunar theater (by Starkku)
  • Fixed radiation timer after load game (by Trsdy)
  • Follower vehicle index for preplaced vehicles in maps is now explicitly constrained to [Units] list in map files and is no longer thrown off by vehicles that could not be created or created vehicles having other vehicles as initial passengers (by Starkku)
  • Fixed objects with ally target and AttackFriendlies=true having their target reset every frame, particularly AI-owned buildings. (by Starkku & Trsdy)
  • Power on  Drive/Jumpjet/Ship/Teleport locomotors when getting unpiggybacked (by tyuah8)

Fixes / interactions with Ares:

  • Weapons fired by EMPulse superweapons without EMPulse.TargetSelf=true can now create radiation (by Starkku)
  • Append Ares' SW.Shots usage to Phobos' extended tooltips (by Trsdy)
  • Fixed Ares' Abductor weapon leaving permanent placement while abducting moving units (by Trsdy)
  • Suppressed Ares' swizzle warning when parsing Tags and TaskForces (typically begin with [Developer fatal]Pointer 00000000 declared change to both in debug.log). (by Trsdy)
  • Align Ares' CellSpread mechanism (for AttachEffect/EMP/IronCurtain wh) with Phobos' (by Trsdy)

Phobos fixes:

  • Fixed AE movement-based discard conditions to not consider jumpjet idle hovering as movement(by Starkku)
  • Fixed Nonprovocative not suppressing warnings on shielded objects (by Starkku)
  • Fixed LaunchSW.IgnoreInhibitors and SW.Next.IgnoreInhibitors overriding corresponding IgnoreDesignators settings (by Ollerus)
  • Fixed FactoryPlant.Allow/DisallowTypes not working with LimboDelivery (by Starkku)
  • Fixed FactoryPlant.Multiplier calculating results wrong for type-restricted FactoryPlants (by Starkku)
  • Allow Strafing. Shots to affect actual spy planes (by Starkku)
  • Fit tooltips background effects beyond the sidebar (by CrimRecya)
  • Fixed Crit.AnimList interaction with AnimList.CreateAll (by Starkku)
  • Fixed infantry SecondaryFire / SecondaryProne sequences being displayed in water instead of WetAttack (by Starkku)
  • Minor performance improvements for turret shadow (by Trsdy)
  • Fixed incorrect counter update for limbo-delivered buildings with AutoDeath.XX.AllowLimboed (by CrimRecya)
  • Prevent Phobos warhead effects from affecting units being warped out (by Trsdy)
  • Use country index for Phobos trigger events and actions like the vanilla game did (by handama)
  • Fixed subterranean locomotor issues from Build 44 (by Starkku)
  • Potential fix for rare crash with Scorch/Flamer on 1 frame animations (by Starkku)


If you are curious about Phobos, visit the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven to obtain further information about it. Phobos is available for download Here. That's all, folks! Stay tuned at PPM for more news coverage on Phobos!


Key Words: #News #PlayTest #RedAlert2 #YurisRevenge #Ares #Phobos 

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