Viper and I , discussed the next release of the 1.12.4 patch , and we have decided to release it in the form of mod maps (similarly to the Kane's wrath 1.02+ patch) .
The primary reasons are that mod maps offered advantages like:
-Being able to play both 1.12 and 1.12.4 without having to switch game versions -Online compatibility is not required
The downside of mod maps, is that they cannot be transferred in-game through the server. If a player transfers a mod map to someone else, a desync is likely to take place.
Therefore, the only way to get the mod maps is through the map pack which will likely be released in the near future.
We still do not have a specific date for the release, it will be finished ASAP.
Lastly, thank you all for the support you showed, we know this has been a very long wait. Hopefully the wait will end as soon as possible
Viper and I , discussed the next release of the 1.12.4 patch , and we have decided to release it in the form of mod maps (similarly to the Kane's wrath 1.02+ patch) .
This is great. This will remove all the troubles of forcing one patch online. It'll probably be a bitch to make, but I think it's worth it.
QUOTE(Constable Chris @ Dec 11 2015, 17:34 PM)
The downside of mod maps, is that they cannot be transferred in-game through the server. If a player transfers a mod map to someone else, a desync is likely to take place.
In KW, you can't even start the match if the other player doesn't have that sort of compiled map. Desyncs occur when there are different versions of the same map (which is even worse). People will need to download new versions ASAP when they're released to prevent this.
In KW, you can't even start the match if the other player doesn't have that sort of compiled map. Desyncs occur when there are different versions of the same map (which is even worse). People will need to download new versions ASAP when they're released to prevent this.
Oh right, i forgot to mention that . Thank for clearing it up
I think you should pause producing more patches, instead of that try to make your previous works worth ^^ (like find a way to put newer patches in official tournaments), cause some of us haven't used any of its advantages.
So the updated versions of the maps are being released in the form of a map pack, and the bug fixes will only take affect on these? You have fixed some particularly annoying bugs and I can see no reason for them to not be used in an official revora patch (As long as they have been thoroughly tested of course).
That would require literally everyone to download the patch to play RA3 on C&C:Online at all. There are, alas, those who couldn't care less about this regardless of the awesome.
That would require literally everyone to download the patch to play RA3 on C&C:Online at all. There are, alas, those who couldn't care less about this regardless of the awesome.
Now you need to add your patches to all maps one by one. Those are the 1v1 Mappool maps. The 2v2 mappools and the 3v3 mappools.
Additionally, new maps might not get patched at all (I know, we hardly had any new maps since 2008 but we have a tournament here and there where new maps are used).
I don't know why you guys want to have more work as you already have. One change and you have to touch 10+ maps.
Unless you have pretty neat tooling for publishing, you require everyone to wait for you.
Compiling the maps is not as difficult of a procedure as you may think. Compiling one map takes about 15-20 seconds. So it is a matter of minutes before all maps are touched up.
That would require literally everyone to download the patch to play RA3 on C&C:Online at all. There are, alas, those who couldn't care less about this regardless of the awesome.
Couldn't you just get the C&C launcher to check if the user has the latest patch installed upon starting RA3? Everyone playing the game should have the latest patch.
This will require further discussion with the devs. The issue with Kane's Wrath 1.02+ patch was that whenever a new version of the mappacks was released, not only did players become incompatible, but also all replays from the previous version were completely unusable once the maps were patched. And since the site is heavily replay-oriented... you know...
Here, we're talking about having the entire game going bonkers with each new version having to effectively deny the functionality of previous versions (this would even affect those who merely play it for the coop!). The mappacks were the most effective compromise, albeit still a very fragile one. The process would only end if the mappack/patch is finalized, which would need far more substantial additions/fixes to obtain.
This post has been edited by Plokite_Wolf: Dec 12 2015, 22:52 PM
This will require further discussion with the devs. The issue with Kane's Wrath 1.02+ patch was that whenever a new version of the mappacks was released, not only did players become incompatible, but also all replays from the previous version were completely unusable once the maps were patched. And since the site is heavily replay-oriented... you know...
Here, we're talking about having the entire game going bonkers with each new version having to effectively deny the functionality of previous versions (this would even affect those who merely play it for the coop!). The mappacks were the most effective compromise, albeit still a very fragile one. The process would only end if the mappack/patch is finalized, which would need far more substantial additions/fixes to obtain.
Due to some technical problems, mod maps will not work. In elaboration, there was a problem encountered where certain shaders would not be compiled into the mod map, resulting in weird looking units, and effects.
This is not something i was expecting, but as of yet, there seems to be no way these shaders could be fixed.
Naturally, we have to go back to a patch with a global effect.
The game doesn't need any new shaders anyway. A good unofficial patch keeps graphical changes to a minimum (fixing broken art, mostly) or makes intercompatible optional downloads for the graphics-ey stuff (see Battle for Middle-Earth 1 Xmas Edition).
Well you seemed to have answered a question i asked myself ages ago
I guess, if we were to keep mod maps, i would have to split the graphics into another optional download. The sole reason i did not do this , is because i was not sure if it was possible to split this up, without causing a desync. (I thought that players who had the graphics wouldnt sync with players who don't have it.)
But, if this is indeed possible, then that is great news, cause everything is prepared and ready
If it's mere textures and other stock elements you're replacing rather than adding, working with the currently established shell if you will, then it might be compatible. Try it.
When it comes to textures, there is only 1 new added effect that is a 3d sphere that uses a custom texture and shader. Most other graphical changes, are the original effects, modified.
Basically, i gave the Allied EMP missile effect, the 3d sphere from Yuriko's ability in uprising. I recolored it. The textures and shader came with 3d model. They are not present in the stock RA3.
Viper and I , discussed the next release of the 1.12.4 patch , and we have decided to release it in the form of mod maps (similarly to the Kane's wrath 1.02+ patch) .
The primary reasons are that mod maps offered advantages like:
-Being able to play both 1.12 and 1.12.4 without having to switch game versions
-Online compatibility is not required
The downside of mod maps, is that they cannot be transferred in-game through the server. If a player transfers a mod map to someone else, a desync is likely to take place.
Therefore, the only way to get the mod maps is through the map pack which will likely be released in the near future.
We still do not have a specific date for the release, it will be finished ASAP.
Lastly, thank you all for the support you showed, we know this has been a very long wait. Hopefully the wait will end as soon as possible
-Chris
Posts: 2,514
Clan: H2O
Game: