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Thanks for your work!
And this new map ini reader was the cause of the crash that CosmicDan reported, Nod 4A has a very long team type script, the original RA ini reader can only read a line length of 128, I increased that to 192 with v36 but even that was not enough, now it is 256 which works with all non custom missions.
There are also many other changes that I do not write into the patch notes, e.g. when I change internal stuff that doesn't change behaviour. v36 was a really big patch in that regard, I refactored a lot of code. I completely removed the legacy renderer, I removed the WIN32LIB[github.com], I replaced the random system. I removed several code duplicates, the Remaster has 2 classes for the sidebar that a very similar, one for campaign and one for skirmish. This is bad to maintain so wrote one that works for both.
1: formation movement, like the one of RA where units move at the same speed of the slowest unit in the group
2:this is just eye candy, but i think it will look cool, when you get money reinforcements from the adv. com. center or the nod temple, make a cargo plane (like the ones that drop units in the nod airstrip) fly over the building, so it looks like the supply drop of usa in CnC generals (that also will help the player know when the enemy gets those money buff, or if the enemy has builded those buildings)
OMG thank you
this is GREAT
can you add it to RA1 too?
1. I never really used that feature in RA and it is probably quite some work to implement it, so it is a no right now.
2. There is already an animation and a sound that indicates that you got money, so this is also a no. But I plan to use the airfield from RA to recreate the Generals supply drop zone.
@Jerkakame I'm currently working on the next update for the RA mod which will include that hunt command.
I started shaking of excitement when I saw the patch notes
they even have a H icon when hunting, nice.
about the airfield supply drop, cant wait to see it implemented!, i aways loved "out of the map" support
That would be cool.
(Perhaps it is possible to get the necessary code directly from Red Alert and to transport that code functionality?)
Both of those features have been a part of this mod's functionality for about 4 years now, all you have to do is follow the mod creator's instructions in order to enable them for your game