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2 changes: 2 additions & 0 deletions .gitignore
Original file line number Diff line number Diff line change
@@ -0,0 +1,2 @@
/_build/
*.pyc
6 changes: 3 additions & 3 deletions _downloads/MouseCursors.txt
Original file line number Diff line number Diff line change
Expand Up @@ -29,8 +29,8 @@ NoDeploy=119,1,0,-1,-1,Center,Middle
Sell=129,10,4,-1,-1,Center,Middle
SellUnit=139,10,4,-1,-1,Center,Middle
NoSell=149,1,0,-1,-1,Center,Middle
Repair=150,20,4,-1,-1,Center,Middle
EngineerRepair=170,20,4,-1,-1,Center,Middle
EngineerRepair=150,20,4,-1,-1,Center,Middle
Repair=170,20,4,-1,-1,Center,Middle
NoRepair=190,1,0,-1,-1,Center,Middle
Disguise=199,5,0,-1,-1,Center,Middle
IvanBomb=204,5,4,-1,-1,Center,Middle
Expand Down Expand Up @@ -75,5 +75,5 @@ NoTogglePower=384,1,0,-1,-1,Center,Middle
InfantryHeal=355,1,0,-1,-1,Center,Middle
UnitRepair=150,20,4,-1,-1,Center,Middle
TakeVehicle=89,10,4,100,10,Center,Middle
Sabotage=89,10,4,100,10,Center,Middle
Sabotage=309,10,4,309,10,Center,Middle
RepairTrench=150,20,4,-1,-1,Center,Middle
11 changes: 11 additions & 0 deletions _sources/bugfixes/type1/aircraftpartitionercrash.txt
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@@ -0,0 +1,11 @@
Crashes; Aircraft Partitioner does not always update correctly


Aircraft Partitioner Crash


A part of the game that tracked aircraft across the map sometimes did not remove
references to units. When such a stale reference then was used after the unit
had been destroyed, the game would likely crash. Ares fixes this.

3.0
11 changes: 11 additions & 0 deletions _sources/bugfixes/type1/hoverlocomotorexploit.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,11 @@
Exploit; Hover Locomotors can no longer climb cliffs


Hover Locomotor Cliff Climbing Abuse


Unit using a Hover locomotor could be made to climb cliffs. This could be abused
to reach areas of the map that would normally be inaccessible. With Ares
this is no longer possible.

3.0
4 changes: 2 additions & 2 deletions _sources/bugfixes/type2/missilespawnbuildings.txt
Original file line number Diff line number Diff line change
Expand Up @@ -5,9 +5,9 @@ MissileSpawn on Buildings


Buildings were able to use Spawns logic only as long as the spawned
AircraftType had MissileSpawn=no set, thus could only spawn
AircraftType was not listed in V3RocketType or DMislType or CMislType, thus could only spawn
aircraft like the Destroyer and the Aircraft Carrier. If a building were to
spawn a missile, the game would crash. Ares fixed the missile handling
and thus MissileSpawn=yes no longer crashes the game.
and thus it no longer crashes the game.

1.0
21 changes: 21 additions & 0 deletions _sources/bugfixes/type2/occupierhouses.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,21 @@
Occupiers; All player-controlled occupiers can enter the same building


Player-controlled infantry considered as same owner in campaigns


In campaign missions, player-controlled infantry are considered of the same
house when deciding whether they can enter an occupiable structure. This way,
infantry act as being of the same owner, despite being of different houses for
technical reasons.

The house of the unit entering the building first (and thus capturing it from
the neutral house) decides the new owner house of the structure. This owner is
kept until the occupants are ejected again.

Breaking alliances is not supported. You have to ensure that alliances involving
player-controlled houses when there are occupiers are persistent.

.. note:: This setting will be made optional in a future release.

3.0
6 changes: 5 additions & 1 deletion _sources/new/buildings/custombuildingfoundations.txt
Original file line number Diff line number Diff line change
Expand Up @@ -6,11 +6,15 @@ Custom Building Foundations
Building Foundations can now be any shape and size, not just the few predefined
options previously available. For example, you can now recreate the old
Red Alert Repair Depot foundation. The INI coding is rather complex, so
instead of writing it manually, it's recommended to use the Custom
instead of writing it manually, it is recommended to use the Custom
Foundation Generator </extras/custom_foundation.html> developed by Renegade.

When creating foundations, don't forget to create the outlines.

Also, you most likely need to define a proper target cell for firing at the
structure. See TargetCoordOffset on ModEnc
.

War Factories are hard-coded to use the unit exit paths from the
original game so changing the foundation for these buildings is not
recommended. The preferred exit point for a unit exiting a War Factory
Expand Down
3 changes: 3 additions & 0 deletions _sources/new/buildings/spyeffects.txt
Original file line number Diff line number Diff line change
Expand Up @@ -209,6 +209,9 @@ Intelligence
building and the information of the unit that is being produced will be
displayed over the building.

As long as the current production is shown, no other information like power
and money are displayed.

* Fake=yes buildings will show the text TXT_FAKE and reveal
their true name in tooltips (see EnemyUIName)
* Power greater than 0 buildings will reveal the power level
Expand Down
2 changes: 1 addition & 1 deletion _sources/new/buildings/trivialstructuredamage.txt
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@ When a house is suffering low power, buildings can be made to degrade just like
in the earlier games like Tiberian Dawn and Red Alert. The
buildings lose health while they are unpowered, defined by an amount and an
interval, down to a minimum health. The damage is always dealt by
[General]►C4Warhead.
[CombatDamage]►C4Warhead.

In the earlier games, only buildings consuming power degraded one hitpoint per
interval until reaching yellow health.
Expand Down
10 changes: 5 additions & 5 deletions _sources/new/crashableaircraft.txt
Original file line number Diff line number Diff line change
Expand Up @@ -24,14 +24,14 @@ adds support for Crashable=no and aircraft.
Spinning


Aircraft that is going to crash starts to spin uncontrollably. For larger planes
this can look silly and Ares adds an option for this to turn it off.
Units that have Locomotor=Jumpjet and are going to crash start to spin uncontrollably.
For larger planes this can look silly and Ares adds an option for this to turn it off.

[AircraftType]CrashSpin=boolean
[TechnoType]CrashSpin=boolean
Whether the aircraft should spin when crashing, opposed to gliding down to the
ground. Defaults to yes.

This setting only works for aircraft. JumpJet=yes
VehicleType\ s do not support it.
This setting only works for units with Locomotor=Fly.
Units using Locomotor=Jumpjet do not support it.

0.6
2 changes: 1 addition & 1 deletion _sources/new/crushdamage.txt
Original file line number Diff line number Diff line change
Expand Up @@ -24,6 +24,6 @@ comes at a customizable cost.

[TechnoType]CrushDamage.Warhead=Warhead
The warhead used to deal crush damage when this unit is crushed. Defaults to
[General]►C4Warhead.
[CombatDamage]►C4Warhead.

0.A
2 changes: 1 addition & 1 deletion _sources/new/deploydir.txt
Original file line number Diff line number Diff line change
Expand Up @@ -14,6 +14,6 @@ having a DeployingAnim do not turn needlessly.
[TechnoType]DeployDir=integer - facing
The direction a unit will face when deploying. Valid values range from
0 for north to 7 for north west. Defaults to
[General]►DeployDir.
[AudioVisual]►DeployDir.

2.0
2 changes: 1 addition & 1 deletion _sources/new/prerequisites.txt
Original file line number Diff line number Diff line change
Expand Up @@ -172,7 +172,7 @@ For example:

[TechnoType]
...
Prerequisites=NAVALYARD
Prerequisite=NAVALYARD
...


Expand Down
2 changes: 1 addition & 1 deletion _sources/new/saboteur.txt
Original file line number Diff line number Diff line change
Expand Up @@ -29,7 +29,7 @@ customizable Mouse Cursor.
TechLevel=-1 CanBeOccupied=yes buildings, to no
otherwise.

.. note: By default, unbuildable occupiable structures cannot be sabotaged.
.. note:: By default, unbuildable occupiable structures cannot be sabotaged.
This prevents saboteurs from blowing up civilian structures when selected in
a group with occupiers. This default value might change in the future.

Expand Down
26 changes: 24 additions & 2 deletions _sources/new/sidescountries/uiside.txt
Original file line number Diff line number Diff line change
Expand Up @@ -12,8 +12,30 @@ Sidebar
The MIX file number to use for the sidebar (e.g. 1 for the Allied
sidec01.mix, 2 for the Soviet sidec02.mix).
[Side]Sidebar.YuriFileNames=boolean
Whether or not to use the Yuri sidebar file names (sidec02md.mix and the
Yuri-specific files within that MIX).
Whether or not to use the Yuri sidebar file names
(file naming rule similar to the original Yuri's sidec02md.mix).

This feature primarily serves independent palettes. You could also place radary.shp directly into sidec0#.mix without creating an additional sidec0#md.mix.

File Name Comparison Table




File Purpose Original Naming Rule Yuri-style Naming Rule

Radar Animation radar.shp radary.shp
Radar Palette sidebar.pal (Many other files also share this palette) radaryuri.pal
Background - Large bkgdlg.shp bkgdlgy.shp
Background - Medium bkgdmd.shp bkgdmdy.shp
Background - Small bkgdsm.shp bkgdsmy.shp
Background Palette uibkgd.pal uibkgdy.pal



File Name Comparison Table



0.1

Expand Down
6 changes: 3 additions & 3 deletions _sources/new/superweapons/chargedrain.txt
Original file line number Diff line number Diff line change
Expand Up @@ -17,8 +17,8 @@ only apply for super weapons with UseChargeDrain=yes set.
Whether this super weapon can be stopped when active. Otherwise clicks on the
super weapon's cameo are ignored. Defaults to no.

Note that UseChargeDrain is supported for the Firewall super
weapon only. Using it along with any other super weapon types it will lead to
unexpected results.
Note that UseChargeDrain is supported for the Firestorm and
Battery super weapons only. Using it on any other super weapon types will lead
to unexpected results.

0.2
2 changes: 1 addition & 1 deletion _sources/new/superweapons/types/empulse.txt
Original file line number Diff line number Diff line change
Expand Up @@ -42,7 +42,7 @@ EMPulse specific tags:

[SuperWeapon]EMPulse.Cannons=list of BuildingType
The building types considered to check the range and to fire. If the list is
empty, all buildings with EMPulseCannon=yes are considered. All
empty, all buildings to which the super weapon is attached are considered. All
buildings are required to have a primary weapon. Defaults to none.

[SuperWeapon]EMPulse.TargetSelf=boolean
Expand Down
2 changes: 1 addition & 1 deletion _sources/new/superweapons/types/lightningstorm.txt
Original file line number Diff line number Diff line change
Expand Up @@ -33,7 +33,7 @@ Lightning Storm specific tags:
indefinite duration. Defaults to [General]►LightningStormDuration.
[SuperWeapon]Lightning.RadarOutage=integer - frames
The number of frames radars are jammed for players defined by
SW.AffectsHouse. Defaults to [General]►LightningStormDuration.
Lightning.RadarOutageAffects. Defaults to [General]►LightningStormDuration.
[SuperWeapon]Lightning.RadarOutageAffects=enumeration
Specifies the houses affected by radar outage. Defaults to enemies.
[SuperWeapon]Lightning.HitDelay=integer - frames
Expand Down
2 changes: 1 addition & 1 deletion _sources/new/superweapons/types/multimissile.txt
Original file line number Diff line number Diff line change
Expand Up @@ -48,7 +48,7 @@ Other changes:
Use WeaponType to control the properties of the upward flying animation
(especially its Projectile). Ares respects the WeaponType
for every nuke, it will not use the WeaponType of the first superweapon
with Type=Nuke like Yuri's Revenge did. Also mind to set
with Type=MultiMissile like Yuri's Revenge did. Also mind to set
NukeMaker=yes on the WeaponType, otherwise the nuke will not come
down again.

Expand Down
2 changes: 1 addition & 1 deletion _sources/new/tiberium/chainreactions.txt
Original file line number Diff line number Diff line change
Expand Up @@ -43,7 +43,7 @@ Customizable Settings
[Tiberium]ExplosionWarhead=warhead
The warhead used to deliver the damage of the chain reaction effect, as well
as the damage of the Tiberium Explosion effect. Defaults to
[General]►C4Warhead.
[CombatDamage]►C4Warhead.

\ Tiberian Sun's C4Warhead was HE, which had
Spread set. Red Alert 2 uses Super, which does
Expand Down
4 changes: 3 additions & 1 deletion _sources/new/warheads/general.txt
Original file line number Diff line number Diff line change
Expand Up @@ -84,9 +84,11 @@ Non-Malicious Warheads
(EVA_OreMinerUnderAttack). No other EVA messages are suppressed. For
example, if a warhead's purpose is to spread ore dealing damage as a side
effect only you can use Malicious=no to disable unreasonable EVA attack
warnings for ore miners. Defaults to yes.
warnings for ore miners. EMP warheads also respect this setting. Defaults to
yes.

0.2
3.0


Prevent scattering
Expand Down
2 changes: 1 addition & 1 deletion _sources/new/weapons/electricbolts.txt
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ Bolt Coloring

The default colors for electric bolts are taken from the theater palette. The
third is always the color at index 15, while both others use the color at index
10 (or 5, if IsAlternateColor=yes).
10 (or 5, if [Weapon]IsAlternateColor=yes).

[Weapon]Bolt.Color1=R,G,B

Expand Down
2 changes: 1 addition & 1 deletion _sources/restored/firestormwall.txt
Original file line number Diff line number Diff line change
Expand Up @@ -46,7 +46,7 @@ Global Settings

[CombatDamage]FirestormWarhead=Warhead
The warhead used by active Firestorm Walls to destroy objects. Cannot be
none. Defaults to [General]►C4Warhead.
none. Defaults to [CombatDamage]►C4Warhead.

[General]DamageToFirestormDamageCoefficient=double - multiplier
The multiplier for the damage dealt to active Firestorm Walls to convert
Expand Down
15 changes: 9 additions & 6 deletions bugfixes/index.html
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />

<title>Bug Fixes &mdash; Ares 3.0 documentation</title>
<title>Bug Fixes &mdash; Ares 3.0p1 documentation</title>

<link rel="stylesheet" href="../_static/sphinxdoc.css" type="text/css" />
<link rel="stylesheet" href="../_static/pygments.css" type="text/css" />
Expand All @@ -15,7 +15,7 @@
<script type="text/javascript">
var DOCUMENTATION_OPTIONS = {
URL_ROOT: '../',
VERSION: '3.0',
VERSION: '3.0p1',
COLLAPSE_INDEX: false,
FILE_SUFFIX: '.html',
HAS_SOURCE: true
Expand All @@ -24,7 +24,7 @@
<script type="text/javascript" src="../_static/jquery.js"></script>
<script type="text/javascript" src="../_static/underscore.js"></script>
<script type="text/javascript" src="../_static/doctools.js"></script>
<link rel="top" title="Ares 3.0 documentation" href="../index.html" />
<link rel="top" title="Ares 3.0p1 documentation" href="../index.html" />
<link rel="next" title="Fixes to Original Bugs" href="type1/index.html" />
<link rel="prev" title="Migration Guide" href="../migration.html" />
</head>
Expand All @@ -41,7 +41,7 @@ <h3>Navigation</h3>
<li class="right" >
<a href="../migration.html" title="Migration Guide"
accesskey="P">previous</a> |</li>
<li class="nav-item nav-item-0"><a href="../index.html">Ares 3.0 documentation</a> &raquo;</li>
<li class="nav-item nav-item-0"><a href="../index.html">Ares 3.0p1 documentation</a> &raquo;</li>
</ul>
</div>
<div class="sphinxsidebar" role="navigation" aria-label="main navigation">
Expand Down Expand Up @@ -96,6 +96,7 @@ <h1>Bug Fixes<a class="headerlink" href="#bug-fixes" title="Permalink to this he
<ul>
<li class="toctree-l1"><a class="reference internal" href="type1/index.html">Fixes to Original Bugs</a><ul>
<li class="toctree-l2"><a class="reference internal" href="type1/aircraftdock.html">Aircraft Can Be Manually Docked to Structures</a></li>
<li class="toctree-l2"><a class="reference internal" href="type1/aircraftpartitionercrash.html">Aircraft Partitioner Crash</a></li>
<li class="toctree-l2"><a class="reference internal" href="type1/aitargetingcloakedobjectswithmajorsuperweapons.html">AI Targeting Cloaked Objects With Major Super Weapons</a></li>
<li class="toctree-l2"><a class="reference internal" href="type1/animatedcursors.html">Animated Cursors</a></li>
<li class="toctree-l2"><a class="reference internal" href="type1/animdamage.html">Bouncing Animation Damage Issues</a></li>
Expand All @@ -114,6 +115,7 @@ <h1>Bug Fixes<a class="headerlink" href="#bug-fixes" title="Permalink to this he
<li class="toctree-l2"><a class="reference internal" href="type1/forceshieldexploit.html">Force Shield and AI Exploit</a></li>
<li class="toctree-l2"><a class="reference internal" href="type1/frozenmutationmakeinfantryanimations.html">Frozen Mutation (<span><span class="type">MakeInfantry</span></span>) Animations</a></li>
<li class="toctree-l2"><a class="reference internal" href="type1/guardapproachtarget.html">Units in Guard Mission Will not Chase Aircraft</a></li>
<li class="toctree-l2"><a class="reference internal" href="type1/hoverlocomotorexploit.html">Hover Locomotor Cliff Climbing Abuse</a></li>
<li class="toctree-l2"><a class="reference internal" href="type1/infantrydeploy.html">Infantry Deploy Glitch</a></li>
<li class="toctree-l2"><a class="reference internal" href="type1/ivanbombsdisappearing.html">Disappearing Ivan Bombs</a></li>
<li class="toctree-l2"><a class="reference internal" href="type1/ivanentergrinder.html">Crazy Ivans Cannot Enter Grinders</a></li>
Expand Down Expand Up @@ -204,6 +206,7 @@ <h1>Bug Fixes<a class="headerlink" href="#bug-fixes" title="Permalink to this he
<li class="toctree-l2"><a class="reference internal" href="type2/negativelydamagingweaponswithanimlist.html">Negatively Damaging Weapons with AnimList</a></li>
<li class="toctree-l2"><a class="reference internal" href="type2/newconstructionoptions.html">New Construction Options</a></li>
<li class="toctree-l2"><a class="reference internal" href="type2/nospawnaltturret.html"><span><span class="type">NoSpawnAlt</span></span> and <span><span class="type">Turret</span></span></a></li>
<li class="toctree-l2"><a class="reference internal" href="type2/occupierhouses.html">Player-controlled infantry considered as same owner in campaigns</a></li>
<li class="toctree-l2"><a class="reference internal" href="type2/occupiersalwaystrained.html">Occupiers are always trained even if <span><span class="type">Trainable=no</span></span></a></li>
<li class="toctree-l2"><a class="reference internal" href="type2/opentoppedgunnersandtemporals.html"><span><span class="type">OpenTopped</span></span> <span><span class="type">Gunner</span></span>s and <span><span class="type">Temporal</span></span> weapons</a></li>
<li class="toctree-l2"><a class="reference internal" href="type2/opentoppedtransportsdonotdecloaktofire.html"><span><span class="type">OpenTopped</span></span> Transports Do Not Decloak To Fire</a></li>
Expand Down Expand Up @@ -272,11 +275,11 @@ <h3>Navigation</h3>
<li class="right" >
<a href="../migration.html" title="Migration Guide"
>previous</a> |</li>
<li class="nav-item nav-item-0"><a href="../index.html">Ares 3.0 documentation</a> &raquo;</li>
<li class="nav-item nav-item-0"><a href="../index.html">Ares 3.0p1 documentation</a> &raquo;</li>
</ul>
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