Captain Joined: 10/7/2010(UTC) Posts: 72
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im not noticing any bonus for spain infantry... has it been implemented correctly? |
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Administrator Joined: 8/3/2003(UTC) Posts: 3,086 Thanks: 445 times Was thanked: 186 time(s) in 130 post(s)
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I just tested it, and it looks like Spain and Greece don't have their bonuses enabled. |
CommieDog: Because someone has to do your dirty work for you |
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Private Joined: 10/1/2010(UTC) Posts: 30 Was thanked: 7 time(s) in 4 post(s)
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The question is why you didn't test at least the faction boni before releasing 1.0. Also the thing with the messed up music assets. When I look into the mod stream ... wow ... dunno how you guys managed to do such things in there. lol Hope your patch will be a more correct stream without data rubbish. ^^ Edited by user Thursday, December 8, 2011 1:13:46 PM(UTC)
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Captain Joined: 10/7/2010(UTC) Posts: 72
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CommieDog wrote:I just tested it, and it looks like Spain and Greece don't have their bonuses enabled. if im not mistaken the way you are implementing bonuses is via upgrades granted via the playertemplates to all units which then use the correponding attributemodifier when the upgrade is triggered ive looked at the data for a number of units and ive noticed a handful of them dont even have the england upgrade referenced... meaning certain units dont even get the england bonus for your patch please run through EVERY unit and make sure ALL of them correctly reference ALL faction upgrades except spain which obviously needs to be referenced only by infantry units. |
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Administrator Joined: 8/3/2003(UTC) Posts: 3,086 Thanks: 445 times Was thanked: 186 time(s) in 130 post(s)
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What's your problem, Bibber? |
CommieDog: Because someone has to do your dirty work for you |
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Private Joined: 10/1/2010(UTC) Posts: 30 Was thanked: 7 time(s) in 4 post(s)
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I think I already said that above. :P |
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Captain Joined: 10/7/2010(UTC) Posts: 72
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CommieDog wrote:What's your problem, Bibber? the way you compiled the audio assets seems rather messy and not right, which is also likely the reason the music sounds screechy at low model setting |
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Major Joined: 3/6/2011(UTC) Posts: 371 Location: The Netherlands
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cgf123` wrote:CommieDog wrote:What's your problem, Bibber? the way you compiled the audio assets seems rather messy and not right, which is also likely the reason the music sounds screechy at low model setting This is what I did: - Download the RA3 EALayer3 Asset Generator- Get the RA1 MP3 files - Use the RA3 EALayer3 Asset Generator to create EALayer3 Assets from RA1 MP3 files - I placed those files in the Assets folder - For each audio file I created a dummy reference: Code:
<AudioFile id="TraFogger_03" File="TRAaudio\Blank.wav" />
- The files are placed in 1 large audio event: Code:
<AudioEvent
id="TraMusic"
Volume="80"
MinRange="1"
MaxRange="999999"
Limit="1"
Control="LOOP"
Priority="CRITICAL"
Type="WORLD SHROUDED EVERYONE"
DryLevel="100"
SubmixSlider="MUSIC"
MinVolume="0"
ShrunkenPitchModifier="2.0"
ShrunkenVolumeModifier="85"
PlayPercent="100"
ReverbEffectLevel="100"
ZoomedInOffscreenVolumePercent = "50"
ZoomedInOffscreenMinVolumePercent = "100"
ZoomedInOffscreenOcclusionPercent = "20">
<Sound>TraFogger_03</Sound>
Could you tell me what I did wrong? |
TRA AI developer / hacker, TRA developer, TRA Music hacker, RA3 Trancending Mod creator |
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Private Joined: 10/1/2010(UTC) Posts: 30 Was thanked: 7 time(s) in 4 post(s)
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Well, I think I already told you in the official C&C forums. The points I really recommend to follow: - be sure your mp3 files have constant bitrate before converting to EALayer3 - better use MusicTrack instead of AudioEvent Also my AssetMerger overwrites existing assets but in TRA the dummy assets are still present. I really dont know what you've done there. Maybe you have some outdated versions of my tools? As I already said I could send you a working sample. Edited by user Saturday, December 10, 2011 12:42:09 PM(UTC)
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Major Joined: 3/6/2011(UTC) Posts: 371 Location: The Netherlands
Thanks: 1 times Was thanked: 13 time(s) in 10 post(s)
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Bibber wrote:Well, I think I already told you in the official C&C forums.
The points I really recommend to follow: - be sure your mp3 files have constant bitrate before converting to EALayer3 - better use MusicTrack instead of AudioEvent
Also my AssetMerger overwrites existing assets but in TRA the dummy assets are still present. I really dont know what you've done there. Maybe you have some outdated versions of my tools?
As I already said I could send you a working sample. The tools where outdated. I downloaded the latest version from cncmods.net The result mod is exactly the same size. Also the MP3 files are CBR. I'd like to have a sample to make sure I did everything correct. Edited by user Saturday, December 10, 2011 8:49:24 PM(UTC)
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TRA AI developer / hacker, TRA developer, TRA Music hacker, RA3 Trancending Mod creator |
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Private Joined: 10/1/2010(UTC) Posts: 30 Was thanked: 7 time(s) in 4 post(s)
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cncmods.net? D: *runs away* jonwils tools have bugs and are really outdated. |
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Major Joined: 3/6/2011(UTC) Posts: 371 Location: The Netherlands
Thanks: 1 times Was thanked: 13 time(s) in 10 post(s)
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Bibber wrote:cncmods.net? D: *runs away* jonwils tools have bugs and are really outdated. It sounds like the tools where the problem. Edited by user Sunday, December 11, 2011 8:24:33 AM(UTC)
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TRA AI developer / hacker, TRA developer, TRA Music hacker, RA3 Trancending Mod creator |
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Private Joined: 10/1/2010(UTC) Posts: 30 Was thanked: 7 time(s) in 4 post(s)
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Well, I don't say my tools don't have bugs but I try to fix them as soon as someone reports to me, jonwil not. ;)
As mentioned in the official forums i recommend to use my SDK expansion. I don't know how the whole compiling process of your mod looks like, so I can't tell you what you are doing wrong there. I will give you a link to a testmap and mod when I uploaded it. |
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Captain Joined: 10/7/2010(UTC) Posts: 72
Was thanked: 3 time(s) in 3 post(s)
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what exactly was wrong with the greece faction bonus? it seems to work fine in TRA 1.0 - units have 10% more range as intended also as i mentioned earlier certain units do not seem to get the england bonus - namely infantry... i notice this hasnt been fixed in TRA 1.1 either Edited by user Saturday, December 17, 2011 10:08:20 PM(UTC)
| Reason: Not specified |
'The Red Alert' mod with more refined balancing+bugfixes: Check it out! |
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Major Joined: 3/6/2011(UTC) Posts: 371 Location: The Netherlands
Thanks: 1 times Was thanked: 13 time(s) in 10 post(s)
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cgf123` wrote:what exactly was wrong with the greece faction bonus? it seems to work fine in TRA 1.0 - units have 10% more range as intended
The bonus was added to the units, but not activated when greece was selected. cgf123` wrote: also as i mentioned earlier certain units do not seem to get the england bonus - namely infantry... i notice this hasnt been fixed in TRA 1.1 either
England gets a greater return on ore than the other countries, so the bonus is not needed with infantry. |
TRA AI developer / hacker, TRA developer, TRA Music hacker, RA3 Trancending Mod creator |
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Captain Joined: 10/7/2010(UTC) Posts: 72
Was thanked: 3 time(s) in 3 post(s)
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so england get more income -and- have more health on their vehicles? just tested now and i dont see england getting any more income than others... its the same 700 per harvester dump. Edited by user Saturday, December 17, 2011 11:14:08 PM(UTC)
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