Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

CFE Patch Redux
Chthon  [developer] 18 Dec, 2022 @ 9:55pm
Test Build for v1.9 Available
Test Build 4 for v1.9 for TD is available here[github.com].

Draft Patch Notes:
  1. The test build is now an independent mod that can be installed side-by-side with the current release of CFE Patch Redux. The idea is to simplify installation and reduce confusion about whether a user has properly installed a test build.
  2. New feature "Version Announce." If enabled, the mod's version number will be announced to all human players 5 seconds into each mission/map. Again, the idea is to reduce confusion about whether a user is using an old build, a current build, or a test build.
  3. Significant changes to the movement system, primarily in the way cells are "priced" for A* pathfinding. (All of this is gated behind the A* pathing option.)
    • Units do a much better job of estimating how long a given cell will be blocked, and whether it will still be blocked by the time they get there.
    • Units no longer prefer a blockage-free path even if an alternative path containing blockages is cheaper. (This largerly eliminates the "going the long way around" behavior at bottlenecks.)
    • Units repath every few cells to account for changed circumstances.
    • Ceteris paribus, units have a slight preference for going straight. (This eliminates the goofy stairstep paths and superficially looks more like the classic crash-and-turn pathing.)
    • Units generally try to avoid cutting directly in front of moving allies.
    • Units that have been blocked by allies for a long time develop "road rage" and become more willing to go further around.
    • Units give more weight to blockages at corners, sometimes leading to them going around wide and doing multi-lane traffic flow around the corner. Sometimes.
    • Significantly reduced situations where the path "optimizer" can shortcut through an occupied cell.
    • Made the repathing delay for blocked units ramp up with repeated failures, such that, while the overall delay before giving up is the same, newly-blocked units with an alternative path available will repath more promptly.
  4. Workarounds for GlyphX client passing garbage Scenario numbers in all cases other than official SP missions.
    • For custom SP missions, it is possible to set an "effective scenario number" in the mission's ini file by setting CFEScenario in the [Basic] block. Otherwise, the default is set in the mod's ini file CUSTOM_MISSION_DEFAULT_SCENARIO setting.
      The effective scenario number controls:
      1. whether CPU-controlled infantry scatter from squishers (Scenario > 8)
      2. the hp% threshold where CPU players will repair buildings (Scenario 1-6: 25%; Scenario 7-10: 50%; Scenario >10: 75%)
      3. Whether the CPU player can sell a building it can't afford to repair (Scenario > 2)
      4. The odds each tick that the CPU player will sell such a building (Scenario / 51 chance of selling)
      5. Whether orcas fire lasers (Scenario = 72)
    • In MP (both official and custom maps) the effective scenario is dervived from the tech level, like it is in RA. Mapped as follows: 1:1, 2:3, 3:7, 4:9, 5:11, 6:13, 7:15.
  5. New feature "Sell Fix Chance." If enabled, caps the odds on each tick that the CPU player will sell a building it can't afford to repair at 15/51. (WW forgot about this bit of code when they made higher scenario numbers for Covert Ops and console missions. They fixed it in RA.)
  6. Support for forcing helicopter reinforcement to CPU players in SP games to be "loaners" that fly off the map when done with their assigned mission(s). (MISSION_RAMPAGE is suggested.) Inspired by MinorAIFixes. Can be controlled in the mission's ini file by setting CFELoanerCopter in the [Basic] block to 0 or 1. Default is controlled by the mod's ini file LOANER_COPTER_DEFAULT setting.
  7. Support for custom dino missions/maps. Controlled in the mission/map's ini file by setting CFEDinos in the [Basic] block to 0 or 1 (default 0).
    • Makes custom SP missions behave like dino missions. (Except for the radar placeholder icon, which is handled entirely by GlyphX, so I can't change it.)
    • Replaces visceroid spawns in custom MP maps with dino spawns. (Dinos always spawn regardless of lobby setting for visceroid spawns.) If "Meaner Visercoids" is enabled, dinos will enter from the edge of the map when feasible, and will use the meaner visceroid AI.
  8. Reimplemented movement queue system in a cleaner, saner way than WW's original. (This fixes bugs in RA, not sure TD needs it, but I'd rather keep the code clean and consistent.)
  9. Engineer-related fixes inspired by MinorAIFixes:
    • Disallow CPU-controlled teams containing engineers from targetting non-capturable things
    • Numerous bugfixes (listed below)
  10. New "Smarter Refineries" feature. If enabled, refineries will periodically ask friendly units blocking their bay to scatter while they have a harvester inbound.
  11. New Smarter Harvesters feature. If enabled, harvesters will turn around if stuck for 50 ticks. Inspired by MinorAIFixes.
  12. Most events that happen modulo the Frame number are now adjusted by the relevant object's "birthday," causing these events to be spread out more evenly. Should improve performance and visual variety.
  13. New Feature "Burning Tree Fix" If enabled, it is possible to burn down certain types of trees, as originally intended. This fixes issues with flame tanks and flame guys believing they can path through these trees even though they can't. Also causes the tree collapsing animation to play slightly slower.
  14. New Feature "Death's Door." Based on comment in original code for ObjectClass::Take_Damage() and unused supporting code for RESULT_MAJOR. If enabled, in cases where survival is plausible and not balance breaking, fatal damage is reduced to instead leave an object with 1 hp.
  15. New Feature "Nuke Radius Fix." If enabled, fixes bugs so that nuke damage scales with proximity to epicenter as originally intended.
  16. New Feature "Gunboat Bugfix." If enabled, prevents gunboats from getting fixated on an out-of-range target.
  17. Mod Bugfixes:
    • Bugfix node positions for CPU base re/building getting improperly remapped (usually off the playable map) in non-mega-maps.
    • Bugfix building placement being blocked by an object in the upper left corner of the building's artwork, even if that cell isn't part of the building foundation (e.g. Hand of Nod).
    • Bugfix harvester's tiberium search radius not getting scaled up for the megamap patch.
    • Bugfixed a few places where destination was assigned before mission move was assigned. (Fix makes motion sometimes start a tick sooner.)
    • Bugfix when flame guy takes damage from his own exposed pilot light, no one should get xp for it.
    • Bugfix for random unit getting xp for ion cannon/nuke if no associated structure exists.
  18. Vanilla Bugfixes:
    • Bugfix multiple bugs in movement system that allowed two units to occupy the same spot.
    • Bugfix added whether the temple was destroyed with ion cannon in GDI15 to the save file so special ending isn't lost by saving+loading.
    • Bugfix added one of the dino-related flags to the save file so dino missions will behave correctly after saving+loading.
    • Bugfix two engineers trying to capture the same object on the same tick resulting in failed capture and stuck engineers.
    • Bugfix engineers being able to target airborn enemy chinooks.
    • Bugfix missing safety checks regarding engineer targets. (Make sure the target is a live, enemy object that's a capturable building type or an empty chinook on the ground.)
    • Bugfix engineers assigned to mission attack being shunted to mission capture without verifying that the target is capturable.
    • Bugfix engineers not immediately heading to a newly assigned target if they already have a valid NavCom.
    • Bugfix when flame guy takes damage from his own exposed pilot light, the warhead type should be fire and the distance 0, rather than copying these properties from the thing that hit him.
    • Bugfix: When sold/destroyed, AGT and Obelisk now spawn crew in the proper cell.
    • Bugfix double power/drain for MCVs
    • Bugfix subtraction of drain that never existed if building is destroyed during construction animation.
    • Bugfix incorrect ID number on sniper bullets.
    • Bugfix instances where a function is called with multiple parameters that invoke Random_Pick(). (The order of execution is compiler-dependent; therefore this is a no-no.)
Last edited by Chthon; 18 Dec, 2022 @ 10:11pm
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Showing 1-15 of 19 comments
RezidentMeme 26 Dec, 2022 @ 2:39pm 
Good to see you're still developing this! Such a great mod!!
SpiritusIgneus 29 Dec, 2022 @ 10:47pm 
I recently started a new Nod campaign, and I've come across at least a few bugs.
1. Occasionally, clear cells of ground will become permanently impassable for no apparent reason.
2. In the early missions, at least (I don't know about later missions), the enemy harvester's AI is broken - after filling itself up on Tiberium, an enemy harvester will get stuck sitting there indefinitely while the refinery waits for it to return.
Last edited by SpiritusIgneus; 29 Dec, 2022 @ 10:57pm
Thel 'Vadam (GDI) 30 Dec, 2022 @ 9:51am 
found a bug that player silos\refineries can't store Tiberium if you start a mission with a prebuild base

screenshot for proof: https://drive.google.com/file/d/1FeCdY0pVtfmYC_mnUnD0hgSuWvXd_VpJ/view?usp=share_link

Edit:
it might also affect the AI silo\refienries with this issue i hope you get around it and fix it
Last edited by Thel 'Vadam (GDI); 30 Dec, 2022 @ 9:56am
Chthon  [developer] 1 Jan, 2023 @ 7:03am 
@DrIgnispirus: I'm pretty sure that #1 is a side effect of one of the bug fixes for "two units in one spot." I think I know how to fix this; I was just trying to avoid doing it for performance reasons. I have no idea what's happening with #2. Could you send me a save game from just before a harvester gets stuck?

@Flippy: I'm going to guess this is a side effect of the bug fix for "don't subtract power drain if a building is destroyed before it finished construction." Also, are the power and drain correct on your pre-built base? Could you send me a copy of that map so I can mess with it?
@Chthon

oh yeah sure

here: https://drive.google.com/file/d/1ZbxO16oGJkgESdWgxYey2M6Fz7TtnDm4/view?usp=share_link

this is the same map on the screenshot its a full working mission with working AI part of a campaign i am working on

edit:
Oh just saw that the power bar is completely green it seems there is no power being consumed as well

so i guess since its a prebuild base buildings have their build-up animation never happening in the first place it does not add the storage to your money cap and add the power drain
but when i build a silo it did add the storage and the power drain and since AI bases are most likely prebuilt that makes this issue pretty game breaking like AI not getting money because they have no storage due to this issue making them unable to build stuff when they have used their starting money
Last edited by Thel 'Vadam (GDI); 1 Jan, 2023 @ 4:08pm
SpiritusIgneus 3 Jan, 2023 @ 6:42pm 
Originally posted by Chthon:
@DrIgnispirus: I'm pretty sure that #1 is a side effect of one of the bug fixes for "two units in one spot." I think I know how to fix this; I was just trying to avoid doing it for performance reasons. I have no idea what's happening with #2. Could you send me a save game from just before a harvester gets stuck?
Here: https://www.dropbox.com/t/cyrzueEadQVVyAwp
If you use the recon bike to reveal the tiberium field to the south of the GDI base, you can see the harvester collecting tiberium. When it stops, presumably because it's full, it just sits there doing nothing while the refinery waits for it to come back. Weirdly, if you then capture the GDI Tiberium Refinery, the harvester stops being stuck, and tries to come back and dump its load at the refinery...which, of course, it can't do.
Last edited by SpiritusIgneus; 3 Jan, 2023 @ 7:09pm
Chthon  [developer] 4 Jan, 2023 @ 6:55pm 
Status Update:
* The bug Flippy found with pre-built buildings is fixed.
* The bug DrIgnispirus found with cells becoming impassable is fixed, I think. Since it's an intermittent bug, lots of testing may be needed to be sure it's really gone.
* Found a new bug! When I tried to load the save game from DrIgnispirus, the game crashed! Looks like I introduced an intermittent crash bug when loading save games. Yikes! I'm pretty sure I fixed this just now, but I haven't had time to test yet.
* I'm not able to reproduce the harvester bug reported by DrIgnispirus. Since I was unable to load the save file, I just played the mission 3 times. The CPU's harvester behaved normally each time. (The only other fix in place at the time was for the impassable cells bug. I suppose it's possible the harvesters were getting pinned in by impassable cells, though I can't imagine how.)
WakizashiM 4 Jan, 2023 @ 8:48pm 
I'm so glad to see that you are still working on this Chthon. Thank you! You are doing the lord's work.

I was thinking of replaying the game soon. Any ETA on when 1.9 will be officially released?

Also, is the way to change the color of Nod units still through the .xml file or is it possible for your mod to take care of that automatically or through the .ini?

In any case, cheers mate! And thank you again.
Chthon  [developer] 4 Jan, 2023 @ 9:06pm 
@WakizashiM:

I'll do another test build for TD as soon as the bugs noted in this thread appear to be dead. Assuming the bugs are truly dead, it will be the same as the eventual 1.9 final.

Getting RA ready to go for 1.9 is going to take awhile, because, at this point, there are months worth of work that's been TD-only that I now need to port.

Color changes will always have to be through xml, since that's all handled by the GlyphX client which I've got no control over.
glad you fixed some of these bugs like i addressed the issue with prebuild bases and that was a pretty big deal, especially with AI bases since those are likely to have pre-build bases anyway

this Mod is great to play single-player missions with, it improves the game very well
SpiritusIgneus 17 Jan, 2023 @ 4:31am 
I just checked the save game myself, and found that a cell the harvester was trying to path through was impassable. So the only actual bug I found was the first one on my list.
Chthon  [developer] 18 Jan, 2023 @ 6:50am 
Status update: :steamfacepalm:
Turns out that there's a second intermittent crash bug with loading save games. It's proven very hard to track down. Now I at least have a pretty good idea where the crash bug is happening, but not the faintest idea why. (Because I didn't touch any of the code anywhere near there. It may be that I've created circumstances for a vanilla bug to manifest more frequently. But I don't see any obvious issues there.) Unfortunately, my kid came down with covid for the second time this week, so I won't have any free time to continue the bug hunt for a least several days. (Not a serious case, just massively inconvenient.)
Chthon  [developer] 25 Jan, 2023 @ 11:43pm 
Status Update: :steamsad:
Now I've come down with covid for the second time. (Before anyone asks, yes, I've had 4 shots. But they're just not up to resisting the level of viral exposure that comes from a toddler coughing in your face all the time.) Work will resume when I'm healthy again. Sorry everyone.
RezidentMeme 25 Jan, 2023 @ 11:56pm 
Originally posted by Chthon:
Status Update: :steamsad:
Now I've come down with covid for the second time. (Before anyone asks, yes, I've had 4 shots. But they're just not up to resisting the level of viral exposure that comes from a toddler coughing in your face all the time.) Work will resume when I'm healthy again. Sorry everyone.

Sorry to hear that. Get well soon.
WakizashiM 26 Jan, 2023 @ 8:59am 
Take care of yourself, man. No rush.
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