Posted: Sun Jul 20, 2014 5:55 am Post subject:
PB5 - first look
Packaging
- if done in rar or 7-zip format, it saves like 35mb for TI and 15mb for DTA on the full downloads
Launcher
- doesn't save short game status. It is always checked when launched. Checkbox contrast would be better
if the background was not grey for the green tick.
- an option for cameo text enable/disable or enabled by default in ini, that would help first time players
- doesn't allow change like more than 10000 credits even if changed in rules.ini/spawn.ini.
- even a byte of change in any file, pops up yes/no dialog. Would help if it was a status info rather than
a dialog for offline modder+player like me.
- version file still says [DTA].
- attaching 125% dpi problem images, less for DTA than TI. UI is fine if game.dat is run as game.exe.
Game
- played a skirmish, overall it is dark, eyes got strained. Screen contrast helped a little more than brightness.
Will try reducing the resolution further down from 1600x900 for better visibility.
- queue count is still trouble to view for GDI sidebar
- any documentaion available?
- survival mode - was expecting something like alien shooter/crimsonland games. Turned out to be survival
of the fittest for human players only.
- uneven voice select/move etc. audibility. Harvester select being the lowest.
On the positive, congrats on the PB5 release, city maps are a treat to watch in TI. Well formatted rules.ini
this time. Welcome removal of AI double factories, clogging up the base that was in PB4.
DTA references have been changed to TI in the UI, but internally it's still a client originally made for DTA; so things that are usually invisible to the user (like the version file) might have DTA references in them.
Run the Client with the -NOVERIFY parameter to eliminate the version mismatch dialog.
Amount of money is hardcoded in the client. You should be able to change it in spawn.ini and then run Game.dat with the (-?) SPAWN parameter to get into the game. When running via the Client, it always rewrites spawn.ini => editing it has no effect.
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Sun Jul 20, 2014 10:48 pm Post subject:
I played an online match on DTA and I could have sworn the starting cash was 30000, but while looking through the launcher options, the max money is 10000.
I guess from now on, all commanders are poor as ztype, at least from what they can do in the launcher program. _________________ Destroy to create. All for the hunt to dominate!
I think old max was 20000.
But 10000 is more than enough imo (Though a combobox with additional manual number-input would be indeed better). One of the main aspects of the C&Cs was always the economy management, and with so much money you don't really have to care about economy. Just stupidly build units and refs.
With something like 5000 you already have to think if you build a second ref or start an early rush attack. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Now that I think about it, I would like the addition of the Skirmish starting cash to have a 20,000 option for newer players. In a mod like this where nothing is the same it takes some getting used to. If you could find the time to apply the option to the Skirmish crrdits box I would be grateful. QUICK_EDIT
Is it needed to hardcode the starting credits in launcher?
On savegames from launcher:
On resume, the game speed is at maximum. For a skirmish game resumed from savegame, it is game over
before I can do anything in case of DTA. Game would have changed completely for TI. For campaign, you
get time to go into options and reduce gamespeed but that might also have some affect. This behaviour
might be happening because the way launcher gets into game. QUICK_EDIT
Is it needed to hardcode the starting credits in launcher?
Not really, I just haven't generally thought much about modders when making the client (I've catered more to pure gamers, not modders). I might make the starting credit choices customizable via a Rules.ini key in the future, however.
Aro wrote:
Now that I think about it, I would like the addition of the Skirmish starting cash to have a 20,000 option for newer players. In a mod like this where nothing is the same it takes some getting used to. If you could find the time to apply the option to the Skirmish crrdits box I would be grateful.
I guess I'll do that later today.
The game speed issue on loading a saved game appears to be a bug in the spawner, more precisely the game ignoring GameSpeed= under the [Options] section in Settings.ini/SUN.ini when loading a saved game (via -SPAWN only?). Fixing it is something Iran will have to do. _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Mon Jul 21, 2014 6:22 pm Post subject:
Aye, whats funny about having more than 10000 starting cash in TS, you have to build alot of silos/refs at start so that all your harvester dumps don't go to waste, simply because you have too much god damn satan praise money... _________________ Destroy to create. All for the hunt to dominate!
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