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CANCELLED: Shockwave Fan Patch, CANCELLED
nikitazero678
post 14 Jul 2014, 14:33
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QUOTE (Generalcamo @ 14 Jul 2014, 19:43) *
Low priority.. I am not a script-writer, and script-writers are very hard to find in the C&C community these days.
See above

About the AI, it's okay, but when I have the time and opportunity, I'll learn to be a ZH scripter and give as much help as I can.

QUOTE (Generalcamo @ 14 Jul 2014, 19:43) *
Any particular reason why?

About the oil derricks, it's to make the income more certain and to help building units quickly while in low-money situation.

Oh, I also want to add another thing I recently found: if an Anvil Tank is disabling a power plant that is under construction and the said power plant's construction is cancelled (or destroyed while being built), it will cause the power output to be permanently decreased. If it is possible then fix this glitch.

This post has been edited by nikitazero678: 14 Jul 2014, 16:49
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GeneralCamo
post 15 Jul 2014, 12:21
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Redid the first post. That should clear up any questions you guys have been messaging me about.
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RebelAmbush
post 17 Jul 2014, 11:14
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Question:

I was wondering about the Nuke Cannons in Shockwave. Since the introduction of Rise of the Reds, specifically the Pandora, neutron-based weapons were changed into more of a 'clean nuke.' Will you be replacing the explosion animation/damage of Nuke Cannons loaded with neutron shells with the Pandora's explosion animation/damage?


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GeneralCamo
post 17 Jul 2014, 15:09
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Not going to happen. ROTR uses completely different code for the neutron weapons. That code would not work well in ZH. ZH's code on the other hand is very limited. I cannot even change the DEATH TYPE to match ROTR because it is hardcoded.

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Overlord_Cane
post 17 Jul 2014, 16:22
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Do you think it would be possible to add a "deploy" ability for heavy artillery like the Topol M, Nuke Cannon and Hammer Cannon?

I personally like to use them defensively, but Guard mode is incredibly icky and doesn't really work all that well (the Nuke Cannons redeploying every time a new enemy enters the Guard zone is a good example)


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GeneralCamo
post 17 Jul 2014, 16:55
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You can already do that by simply force-firing anywhere and then stopping that command. Not a huge priority to be honest.
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Jalan Tua Kong
post 18 Jul 2014, 9:12
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QUOTE (Generalcamo @ 17 Jul 2014, 22:09) *
ROTR uses completely different code for the neutron weapons. That code would not work well in ZH. ZH's code on the other hand is very limited. I cannot even change the DEATH TYPE to match ROTR because it is hardcoded.


Actually the neutron weapon behavior from ROTR does work in shockwave. It looks and works somewhat like the Nerve gas weapons. Just requires editing a little bit of files here and there and editing armor values iirc. Deathtypes don't matter as long as the unit that gets neutron'd does not use the deploy logic in ROTR, unlike my version of shockwave which has a couple of units using that logic.

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GeneralCamo
post 18 Jul 2014, 12:53
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It's not a high priority however. I feel like it would be pointless to add here.
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GeneralCamo
post 19 Jul 2014, 3:02
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The day you have been waiting for is here. Check the first post.
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RebelAmbush
post 19 Jul 2014, 7:45
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Sadly, patch does not work. I installed it in the Zero Hour's folder yet it keeps having serious errors. I run Shockwave without the patch and it's fine. But, if I install the patch, it shows serious errors. I have Rise of the Reds installed, yet it still runs fine without the patch. Are there any ways to fix this?

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zourv
post 19 Jul 2014, 9:43
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Same here - serious error, earlier patch vversions worked fine serious.gif
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GeneralCamo
post 19 Jul 2014, 15:23
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I tested it between myself and a few other people, and it worked..

I'm going to need to check this out then. Apologies for that.
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GeneralCamo
post 19 Jul 2014, 15:40
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Figured out the exact issue. New links will be posted momentarily.
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Composite armour
post 19 Jul 2014, 18:15
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Just downloaded and installed it, got a serious error at the game start.
I'm using the Ultimate Collection version of ZH if that matters.


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GeneralCamo
post 19 Jul 2014, 18:35
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First try reinstalling it.

If that does not work.. you are out of luck because I do not have the ultimate collection, and the modding community as a whole is adverse to the Ultimate Collection.
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red_hootie
post 19 Jul 2014, 23:44
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Hello. I tried the patch, but I also got a serious error message. I don't have the Ultimate Collection, though. Hope that helps.
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GeneralCamo
post 19 Jul 2014, 23:49
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What? Gah, time to rescind this for a second time. I have a feeling it relates to the installer.


EDIT: Indeed it is the installer. Going to post a no-installer version shortly, and I am going to contact some of the people in NLS to give me some pointers on a more reliable installer program.


EDIT2: Uploading it now, if some of you could stick around, then I can post a less visible version of this and you guys can test it for me, since the people who normally test this are asleep at the moment.

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GeneralCamo
post 20 Jul 2014, 0:33
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https://www.dropbox.com/s/y4nxxyae5b0p7no/S...eta1Hotfix2.zip

New version. This one is not an installer version. Simply extract it to your Shockwave directory and overwrite any files it asks to overwrite.
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red_hootie
post 20 Jul 2014, 0:48
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So I tested the patch, and for the first couple tries I still got the error. However, when I used the quickstart mode, the game didn't crash on me and I was even able to launch a skirmish game. Now I haven't tested it too thoroughly yet, but I think there's definitely a problem with the patch and Shockwave's shell map. If I get any crashes in game, I'll be sure to say something.

Edit: It seems that whenever a rebel from vanilla GLA is created the game crashes. The other features seem to be working alright enough, but I'll keep testing.

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GeneralCamo
post 20 Jul 2014, 2:34
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Ahh, the Shell map, of course. And the vanilla rebel. I'll check them out. I have a feeling I did something stupid in that regard.


EDIT: Fixed for next version. Thanks for that, no-one else caught that.

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RebelAmbush
post 20 Jul 2014, 6:31
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I also want to add that the ported ROTR death effects does not work or not visible/applied on the three new generals; namely, General Leang, Deathstrike and Ironside. Just glitch and bug reports. Hope this helps.

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Leeloo77
post 20 Jul 2014, 12:11
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I installed the patch and the game crashed ("serious error") while trying to start in normal mode, the problem with shell map seems not to be resolved yet.
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GeneralCamo
post 20 Jul 2014, 16:08
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QUOTE (RebelAmbush @ 20 Jul 2014, 1:31) *
I also want to add that the ported ROTR death effects does not work or not visible/applied on the three new generals; namely, General Leang, Deathstrike and Ironside. Just glitch and bug reports. Hope this helps.

smile.gif

Strange. They are properly applied. Wonder if it is something else I missed.

QUOTE (Leeloo77 @ 20 Jul 2014, 7:11) *
I installed the patch and the game crashed ("serious error") while trying to start in normal mode, the problem with shell map seems not to be resolved yet.

I was not able to release a new version of the patch. At the time the bug was reported, I was working on a new feature, and about to go to bed. Today I hope to release a new version, so look out for that.
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Megazord
post 20 Jul 2014, 16:54
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I only tested in on skrimish, but every time I start a new game, after 3 minutes or something (it's usually after i build my first airfield with Leang), I get a major slowdown (5-10 FPS). Anyone else experienced this?
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red_hootie
post 20 Jul 2014, 17:38
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Found another bug. When Black Lotus uses system hack, the napalm strike attack doesn't work properly. A plane drops a drum of napalm, but nothing happens. The A-10 and phosphorus attacks work, though.

Also, Leang's dragon tank has an option to launch a napalm blob like the regular dragon tank, only it can't be used. The option wasn't in the changelog, so I assume it's a bug.

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