   Nyerguds 

Posted 17 January 2010 - 02:02 AM
It doesn't matter. There might even be fan missions that have similar situations. It's still cheating to have this in Single Player.
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#22 User is offline   Bullet 

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Posted 17 January 2010 - 12:51 PM
That does not change the fact, that i still want to known from Mr. Flibble which Mission that is ...
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#23 User is offline   MrFlibble 

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Posted 17 January 2010 - 01:21 PM
I told you I don't remember, neither am I sure that the Soviets did not have any other units left before the subs arrived.
As Nyerguds said, it does not matter, as the sub-uncloaker feature was added later and could not have been taken into consideration
during the design of the singleplayer missions (both in the original campaign and the add-ons). So if it can be disabled for the singleplayer mode, then it should be.
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#24 User is offline   Revolutionary 

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Posted 17 January 2010 - 04:56 PM
what if hyper could add a nice little tag to be used in map files with a default yes (on, Subs appear to player/ai) for this ability
Then if someone has a map which they dont want the submarines to be shown to the player or enemy eg the mission 2 official mission they simply add something like SubAppear=No

surely this would stop complaints/disputes over which is better
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#25 User is offline   Nyerguds 

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Posted 18 January 2010 - 01:34 PM
Honestly, there's no reason why the AI should be affected by this when it's clearly a disaster when the player is affected by it.
If anything, there should be 2 global rules.ini options to enable it; one for SP and one for MP.
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#26 User is offline   MrFlibble 

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Posted 27 January 2010 - 05:31 PM
One more thing I keep forgetting to mention: when the Phase Transport (or any other cloaked ground vehicle) cloaks/uncloaks, its shadow is briefly
shown in light-green (which is the internal color for the shadows that is converted to dark transparent in the game. I guess it is caused by
the fact that the cloak effect uses the same logic as the shadow effect. Would be nice to have this fixed though.
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#27 User is offline   Nyerguds 

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Posted 28 January 2010 - 09:40 AM
Ah yes. I think I already told him about it. It's because the stealth effect in RA was made for subs; it doesn't interpret shadows correctly, since the subs don't have any.
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#28 User is offline   MrFlibble 

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Posted 29 January 2010 - 11:49 AM

View PostNyerguds, on 28 January 2010 - 12:40 PM, said:
It's because the stealth effect in RA was made for subs; it doesn't interpret shadows correctly, since the subs don't have any.

Just as I thought. I wonder if this is why they disabled the stealth powerup crates in the first place. It would have been nice if the cool
TD-style shimmering stealth effect were implemented as a separate parameter (as it wouldn't have looked good on the subs), but I guess the devs didn't
bother themselves with it as no official stealth ground units were introduced until Aftermath.

However, there are two sound effects in the German version (XCC Mixer does not identify their names) that could be interpreted as "cloaking" and "uncloaking" sounds.
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#29 Guest_cousinehy

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Posted 03 February 2010 - 07:01 PM
Glitch list (confirmed)

MAGIC BUILD: Producea building, hold it in the white area, it wont go red unless you move mouse. This allows you to place a building even when buildings near by are destroyed.

SPEED FORMATION: Group mine layer and rocket men into formation. Rocket men will go now fast as mine layer. Speeding up units works with almost any units.

INFANTRY TESLAS: Just when you're about placing the building, make infantry run under it. Now your tesla has much more HP. Works with every units.

ENGINEERS IN BUILDINGS: Go repair your building with engineer like you normally would do, then stop when its almost in. Engineer will stay hidden in building and when your opponent fires the building, you can instantly repair it.

SILLY HARVESTER: Silly harvester pic. I don't know if this has been made on purpose but in my opinion it's pretty unfair on some maps.

MINE DETECTION:To find out if mines are near your base, build a structure. When it is finished don't deploy it. Slowly sweep the WHITE outline of the structure around your base.
If one of the squares in the outline turns red, you have found a mine. (Don't wander to far away from your base or the whole outline will tern red)

Unconfirmed glitches at Red Alert Archive
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#30 Guest_cousinehy

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Posted 03 February 2010 - 07:11 PM
Few more confirmed


Stuck infantry
When you sell a structure you sometimes get infantry for free. These men walk out of the building as it is sold, but sometimes walk out of the top of the
building and stand on top of a wall or ridge. At this point the wall cannot be sold and the infantry cannot be moved.

No need for Tech Centre/Service Depot
When you have built a Soviet tech centre you can sell it and still keep all the extras it brings (such as Mammoth tanks). However, if all your weapons factories
get destroyed then you will need to build a new tech centre before you can build Mammoth tanks. This trick also works for Allies but they lose the GPS. You can do a similar thing with the Service Depot.


There are actually so many bugs that I guess it's like impossible to remove them all, I'm not even suggesting it.
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#31 Guest_cousinehy

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Posted 03 February 2010 - 07:16 PM

Quote
No need for Tech Centre/Service Depot
When you have built a Soviet tech centre you can sell it and still keep all the extras it brings (such as Mammoth tanks). However, if all your weapons
factories get destroyed then you will need to build a new tech centre before you can build Mammoth tanks. This trick also works for Allies but they lose the GPS.
You can do a similar thing with the Service Depot.


I take these words back. I like it and don't think it is a real problem or even bug?
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#32 User is offline   Nyerguds 

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Posted 04 February 2010 - 12:15 PM
It's been like that in all games anyway. Construction options are remembered by the building that builds them. It simply "still has those build plans".

The Soviet Tech Center is indeed a bit silly I guess... since it doesn't serve any other function. Then again, it wouldn't be the first time I sold my
tech center as Allies before the satellite launched, to prevent the blackout risk.

View Postcousinehy, on 03 February 2010 - 08:11 PM, said:
Stuck infantry
When you sell a structure you sometimes get infantry for free. These men walk out of the building as it is sold, but sometimes walk out of the top of the
building and stand on top of a wall or ridge. At this point the wall cannot be sold and the infantry cannot be moved.

This is done on purpose. In C&C1, there's a bug that allows infantry to walk over walls when passing a corner in a wall.
Apparently they kinda "cut the corner" to make the movement look smoother, sicne the walls rarely fill the entire 24x24 pixel cell.
But since they're technically on the wall's cell at that moment, there's nothing preventing them from walking all the way to the other side of it.

As far as I can see, the fact RA disallows infantry to move when they're on terrain they shouldn't be on is done to prevent this.
Then again, the whole "cutting corners" logic seems to be removed too. But it seems they prefer a player-annoying bug over an exploitable bug.


The fact infantry can walk on water with the LST trick might mean it's possible you can free infantry that is stuck on rocks or walls by moving them into APC though.

Hmm... the "jesus trick" can probably be fixed quite easily... there's a logic that makes tanks drown when you try to move them
into an LST and move away the LST at the last moment, so I don't see why it can't be expanded to infantry...
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#33 User is offline   MrFlibble 

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Posted 07 February 2010 - 01:29 PM

View PostNyerguds, on 04 February 2010 - 03:15 PM, said:
As far as I can see, the fact RA disallows infantry to move when they're on terrain they shouldn't be on is done to prevent this.
Then again, the whole "cutting corners" logic seems to be removed too. But it seems they prefer a player-annoying bug over an exploitable bug.

I don't remember it happening very often during play though - in fact, I only encountered this bug after consciously creating such a situation when I read about it somewhere.
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#34 User is offline   Nyerguds 

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Posted 08 February 2010 - 10:13 PM
the walking over walls thing? Of course not. But the fact remains that it is an exploitable bug.
It's also almost certainly the reason why all bases in C&C1 missions have 2x2 blocks in the corners.
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#35 User is offline   CCHyper 

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Posted 08 February 2010 - 10:17 PM
I could just check proximity and cancel the crew if there is something on all surrounding cells.
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#36 User is offline   Nyerguds 

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Posted 08 February 2010 - 10:24 PM
Actually, simply impassable terrain (rocks) does the same.

The problem is mainly for Tesla Coils, where the infantry isn't spawned on the cell where the building is standing, but the cell it's officially on, namely the one just north of that, under the point that fires.
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#37 User is offline   CCHyper 

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Posted 09 February 2010 - 11:51 AM
Oh, so the infantry ALWAYS spawn north of the owner cell?
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#38 User is offline   Nyerguds 

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Posted 09 February 2010 - 07:38 PM
No, that IS the owner cell for the Tesla. It just happens to NOT be a cell that's part of the building foundation
(just like the C&C1 Obelisk and Advanced Guard Tower), which means you can place a tesla in such a way there's a rock (or wall) there.

I think it centers the spawn point, but rounds it in cases with an even number of cells, which makes it go to the top cell.
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#39 User is offline   MrFlibble 

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Posted 09 February 2010 - 11:29 PM

View PostNyerguds, on 09 February 2010 - 01:13 AM, said:
the walking over walls thing? Of course not. But the fact remains that it is an exploitable bug. It's also almost certainly the reason why all bases in C&C1 missions have 2x2 blocks in the corners.

No, I was talking about the "infantry stuck over a wall" bug in RA1. But it's also true about the walking over the walls in C&C1 - never noticed this.
BTW, I've always thought that 2x2 blocks in the corners were put to make the walls more nice-looking :)
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#40 User is offline   Nyerguds 

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Posted 10 February 2010 - 07:01 PM
well just surrounding a tesla coil with walls for protection and then later selling the Tesla coil without first selling the top wall immediately causes this problem.
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