Bug Fixes¶
Ares provides three types of bug fixes:
Fixes to genuine bugs in the original, unmodded Yuri's Revenge 1.001, which cannot be fixed simply by modifying INI files or graphics (like the UMP does).
Fixes to logic that goes unused in the unmodded game, or at least not used to its full capabilities -- i.e. game logic that often does not work as expected when used in mods.
Corrections and enhancements to code efficiency that reduce loading times and in-game lag without affecting gameplay mechanics. Also hardware/operating system related crashes.
备注
Restored features from Tiberian Sun have their own category and are not considered fixed bugs under any of these definitions, particularly 2.
- Fixes to Original Bugs
- Aircraft Can Be Manually Docked to Structures
- Aircraft Partitioner Crash
- AI Targeting Cloaked Objects With Major Super Weapons
- Animated Cursors
- Bouncing Animation Damage Issues
- Infantry Cannot Enter Battle Bunkers in Red Health
- Behind Anim and OpenTopped Transports
- Blocking Enemy Refineries and War Factories
- Burst Abuse
- Chaos Gas (Psychedelic=yes) and the Stop Command
- Checksummer Implementation Error
- Aborting the Chronoshift announces the Chronosphere as ready
- Chronoshift Will Sink Jumpjet Units
- Construction Yard Capture Crash
- Distance Calculation Causes Overflow
- Enemy Harvester Guard Mode Exploit
- Firing Voices and Veterancy
- Force Shield and AI Exploit
- Frozen Mutation (MakeInfantry) Animations
- Units in Guard Mission Will not Chase Aircraft
- Hover Locomotor Cliff Climbing Abuse
- Infantry Deploy Glitch
- Disappearing Ivan Bombs
- Crazy Ivans Cannot Enter Grinders
- Last Target not Cleared Correctly
- Load Screen Colors
- Mind-Controlled Buildings Stopped Working When Freed
- Misleading Veteran Naval Cameos
- MultiplayPassive=yes Houses Anger Players
- NoSpawnAlt and Temporal Warheads
- Occupiers Are Promoted Only After Exiting Building
- Open-Topped Vehicles and Defensive Structures Exploit
- Parasites Gaining Experience From Killing Allies
- Parasites In Airborne Units
- Pip Distortion Bug
- Prism Support Bugs
- Minimizing While Radial Indicator Visible
- Crates Disappear When Loading A Game
- Secret Lab Boon Weighting
- Selling Buildings Exploits
- Units Being Repaired on Shipyards are Immune to Damage
- Robot Tank Sounds On Loading Screen
- Spying on Allied Buildings
- Super Weapon Option Affected Campaigns
- Tech Structures and Animations
- Temporal Warheads and Potential Occupation Targets
- Temporal Warheads Earn Experience By Killing Friendly Units
- Temporal Warheads Gain Double Experience
- Repair Wrench Playing When Warping Out
- Out of Bounds Array Access Could Lead to Crashes
- Too Many Secret Labs
- Selling Unit on Dock Structures
- Unit Sounds Played At Inappropriate Times
- Visual Effects Switched Off Erratically
- Voxel Animation Damage Issues
- Warhead Verses' Special Values
- Fixes to Mod Logics
AircraftTypesand Railguns- Air-To-Air Combat
- Alternate Theater Art For
BuildingTypes - AmbientDamage=0 Still Dealt Damage
- Amphibious Objects Sink When Chronoshifted Onto Water
- Animation Damage Warheads
- Infantry Getting Stuck in Armory
- Assaulter Mix Up
- BaseUnit
- Buildable Construction Yards
- Buildable Secret Labs
- BuildConst
BuildingTypesandInfantryTypesDo Not Reload Ammo ProperlyBuildingTypeUpgrades Are Not Viable Prerequisites- BuildLimit and Queues
- C4 Veteran Ability
- Carryall Cargo Fixes
- Chrono-Transport Deploy Inconsistency
- Cloakable
AircraftTypesandBuildingTypes - Cloakable Spawners
- Cloaked Objects no Longer Uncloak if Unaffected
- Repair Wrench Revealing Cloaked Structures
- Custom Palettes
- Destroyable Cliffs
- DestroyAnims Cause Reconnection Errors
- DestroyAnims Don't Remap
- DigSound
- Passengers and TurretCount
- Crew with Engineer=yes could freeze the game
- Crash with undefined Engineer, Technician and Crew
- Factory Load Sharing
- Free Unit Initial Mission
- Gap Generator Radius can be greater than 127 Cells
- Hardcoded Wall/Gate Interactions
- Hijackers are reimbursed when a unit is grinded
- Cloakable Infantry Constantly Uncloaking
- Infantry Lost In Special Function Buildings
- Initial Veteran Cameos
- Ivan Bombs Can Only Be Fired By
InfantryTypes - Ivan Bombs and Cloaked Ivans
- Jumpjet Shadows
- Crash with Loose SHP Files
- Mind-Controller Parasites
- Slaves Change Ownership If Enslaver Switches Sides
- Mirage Logic with Turrets/Barrels
- 建筑发射导弹子机
- Moving Alpha Lights
- Multiple AI Factories Clone Units
- AI ignores BuildLimit when creating teams
- Negatively Damaging Weapons with AnimList
- New Construction Options
- NoSpawnAlt and Turret
- Player-controlled infantry considered as same owner in campaigns
- Occupiers are always trained even if Trainable=no
- OpenTopped Gunners and Temporal weapons
- OpenTopped Transports Do Not Decloak To Fire
- Overriding missionsmd.pkt
- Paradropping from Player-Loaded Aircraft
- PKT Duplication
- Player @ X Support for Multiplayer Map Events
- Play Sound at Random Waypoint
- ProduceCashDelay Problems
- RadBeams And Waves Using The Wrong FLH
- Radiation Color and Snow Theater
- Reinforcements and Multiplayer Map Triggers
- Remappable Walls
- Shape Compression 1 Draws Vertical Lines on Large Images
- Sonic Waves Respect Wall=no
- Sonic Wave Ambient Damage
- "Special" Weapons now function in secondary slots
- SpyPlane Count Decoupled From AllyParaDropNum
- Subterranean Units Could Accidentally Leave The Map
- Summoned Airstrikes no longer dependent on SovParaDropInf
- Temporal Warheads Still Affect Objects That Are Not Warpable
- The 100-Unit Bug
- Warning When a Too Long ID is Used
- Unit Instances Not Counting Towards BuildLimit
- Unit Sounds Played At Inappropriate Times
- Units overpowering buildings
- Vehicle Paradrop Offset
- IsMagBeam Waves and Moving Targets
- IsSonic Waves and Hardcoded Ranges
- IsLaser and IsBigLaser on Lower Detail Levels
- The Whiteboy Bug
- Performance Improvements