cgf123`
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14 years ago
im not noticing any bonus for spain infantry...
has it been implemented correctly?
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CommieDog
14 years ago
I just tested it, and it looks like Spain and Greece don't have their bonuses enabled.
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Bibber
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14 years ago
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. ^^
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cgf123`
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14 years ago

I just tested it, and it looks like Spain and Greece don't have their bonuses enabled.

CommieDog wrote:


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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CommieDog
14 years ago
What's your problem, Bibber?
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Bibber
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14 years ago
I think I already said that above. 😛
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cgf123`
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14 years ago

What's your problem, Bibber?

CommieDog wrote:


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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ZeroMD
14 years ago

What's your problem, Bibber?

cgf123` wrote:


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

CommieDog wrote:


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:

<AudioFile id="TraFogger_03" File="TRAaudio\Blank.wav" />
- The files are placed in 1 large audio event:

<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?
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Bibber
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14 years ago
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.
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ZeroMD
14 years ago

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.

Bibber wrote:


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.
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Bibber
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14 years ago
cncmods.net? 😨 *runs away*
jonwils tools have bugs and are really outdated.
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ZeroMD
14 years ago

cncmods.net? 😨 *runs away*
jonwils tools have bugs and are really outdated.

Bibber wrote:


It sounds like the tools where the problem.
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Bibber
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14 years ago
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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cgf123`
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14 years ago
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
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ZeroMD
14 years ago

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

cgf123` wrote:


The bonus was added to the units, but not activated when greece was selected.


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

cgf123` wrote:


England gets a greater return on ore than the other countries, so the bonus is not needed with infantry.
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cgf123`
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14 years ago
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.
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