While the war waged between the Allies and Soviets Yuri was quietly scheming, planning, testing, and devising. History went on without him - Russian Premier Romanov signed a historic peace treaty with the Allies and the free world remained free. Now it's Yuri's turn to make history, and wreak vengeance on his foes.

Post news Report RSS Phobos v0.3 - Pre-release and PSA

Read about new features in v0.3, see new amazing stuff and learn how to help Phobos grow even bigger.

Posted by on

Hello! Kerbiter and Phobos contributors here with some info about the upcoming Phobos stuff. For those who are unaware, Phobos is a community engine extension project providing a set of new features and fixes for Yuri’s Revenge based on modified YRpp and Syringe to allow injecting code. It’s meant to accompany Ares and has many cool new features that you can see being utilized in different mods.

Sneak Peak and Status of v0.3

At the present moment v0.3 is in release candidate state, and the recent devbuilds were composed almost entirely of fixes, performance improvements etc. to ensure the release will be smooth. You can already play with the latest stuff and see if you could find some more bugs or rough edges in the latest devbuild before we finally release.

The changelist for v0.3 is now 2.5 times bigger than for v0.2. Here are some higlights from the update:

Laser Trails and Jumpjet turning
Picture from Robot Storm X


  • Laser Trails! Named so because they reuse the drawing code, these trails a are highly configurable and more visually appealing alternative to standard line trails. You can make stuff like engine exhausts, tracer rounds and other projectile trails etc.
  • Did you also notice that the flying units now properly turn to their target? ;)

Shield Improvements
Picture from Project Phantom


  • Shield logic has seen a ton of bugfixes and improvements. Stuff like shield generators (shown above), dynamic shield casting, shield penetrating warhead, different damage level images (also shown above) etc. are now possible.

Straight trajectory blasters
Picture from a private mod by @brsajo#9745


  • We implemented a way to easily code in custom projectile trajectories, debuting with (but not only) straight trajectory type. Now visible tracer rounds, like for blasters in this case, can now finally make their appearance in the mods.

Interceptors
Picture from Project Phantom (for testing purposes only, not actual ingame behavior)


  • Interceptor logic have seen quite a bit of improvement. There are no more artificial limits to the weapons that can intercept projectiles (so you are no more limited to point defence lasers, as you can see on the gif), and the projectiles can now be modified, augmented, weakened, disabled, or require multiple hits to be destroyed, while the logic itself is now much more customizable.

Husks
Picture from Rise of the East


  • Animations can now spawn units, which enables modders to do all sort of things, like on this picture you can see husks being left after vehicle was killed.

Placement Preview
Picture from Red Alert 20XX


  • Building placement preview, a feature that is commonly found in modern RTS games, now arrives to YR mods near you.

Power Delta
Picture from Assault Amerika


  • UI/UX improvements, like the power surplus indicator shown above, or build time shown in a tooltip, are also in and coming.
  • We also implemented quicksave/quickload features, which will surely be appreciated by the campaign players.

Healing Feedback
Picture from Project Phantom


  • Lots of smaller but significant things, like weapon firing feedback effects (they affect the firer, like the healing aura shown above), advanced weapon selectors, shield breaking effects, shrapnel customization, launching superweapons with regular weapons etc. were also implemented.

Portable Chronosphere
Picture from Red Alert 2: Reboot


  • Modders now can utilize the functionality if superweapon launching using regular unit weapons, enabling them to create more interesting units, like the one shown above (also utilizes feedback weapon functionality mentioned above).

Waving trees
Picture from Ion Shock


  • Of course, visual stuff wasn't forgotten either, for example - now any terrain object might be animated, like the trees on the picture above, which wasn't previously possible.

Overhauled laser visuals
Picture from Red Alert 2: Reboot


  • A new option for laser weapons was added that allows to have visually smooth, any thickness single-color lasers which were not previously possible.

  • While it's not possible to showcase, there is a lot of stuff that is not as visual, but still important, like the whopping amount of script actions (the building blocks for a smarter AI), or tons, and I really mean tons of bugfixes and new customization possibilities introduced in this update.

As I said, this is just a part of the stuff that is available in the upcoming v0.3. For the rest, please read the changelog. But now let me address the elefant in the room.

What's taking so long?

It's been ages ago since we published a stable update for Phobos, with v0.2.2.2 being the latest publicly released version. While we still release development builds (not as frequently as before) - it is still a gap that we would want to avoid (less frequent releases = more bugs accumulated).

The main reason for those delays and mismanagement on my/our part is a lack of motivation and the limited time that developers who are skilled enough to be a maintainer can spend on the project. As of the reasons for the lack of motivation, aside from things like getting a job again - they mainly lie in people often not seeming to understand that Phobos needs community involvement to thrive.

Phobos is not a commercial project and will never be, you don't pay anything to use it. It is an open-source community project, and relies on community being involved. When you help Phobos gain more traction you basically help your own mod indirectly by helping the project which allows to have more cool stuff in your mod. Without community involvement it will simply die and YR mods won't receive new toys to play with.

So how can you help?

  • If you're a public mod developer: promote Phobos along with your mods, showcase how Phobos allowed you to make some cool features in your mod, and most importantly - get your fanbase to know that they can get involved in making Phobos even better.
  • If you're a media content creator: same applies! Make Phobos related content, like videos (for example, showcasing different stuff made with Phobos in different mods), posts, maybe even tutorials on "how to Phobos" (don't worry, we can help if you're not too technical). This is even more important, as you have way more public coverage than others.
  • If you can tinker with modding: help test the features in pull requests and in latest devbuilds.
  • If you're a programmer: come join us, get to know how to program for YR and get involved with Phobos! Maintainership and code reviewing is especially appreciated 😄
  • If you're anyone interested in Phobos thriving: send this post to others, if they are one of the persons above - even better!

And to end this post on a good note - here's a spoiler from some stuff that is being worked on for post-0.3:


Picture from Project Vega


  • Yes, that's right. What you're seeing here is working prototype of the long-awaited multi-part unit. It still has a lot of rough edges which are being polished (and which you can help), some of them you can already see on the gif, but it's still very much real, working and can be tested.
Post comment Comments
Lord_Mordja
Lord_Mordja - - 458 comments

It's crazy what you guys have been able to do to the engine in recent years, modders really keeping the game alive!

Reply Good karma Bad karma+7 votes
szogun112
szogun112 - - 21 comments

great work

Reply Good karma Bad karma+4 votes
SquishyforGDI
SquishyforGDI - - 400 comments

Amazing

Reply Good karma Bad karma+3 votes
euclidofalexandria
euclidofalexandria - - 1 comments

This opens up so many possibilities! Thanks for pioneering a new generation of mods!

Reply Good karma Bad karma+4 votes
Guest
Guest - - 689,799 comments

Amazing project! you are heros 💪

Reply Good karma Bad karma+1 vote
Cmnd_YammarkKasrkin
Cmnd_YammarkKasrkin - - 1,090 comments

That great

Reply Good karma Bad karma+1 vote
Dynamo128
Dynamo128 - - 979 comments

Amazing job on this update. I was wondering, are there any plans to make it so that more than two bridge visual types are possible under RA2? Or is that far too hardcoded?

Reply Good karma Bad karma0 votes
Kerbiter Author
Kerbiter - - 30 comments

Hello! We usually don't plan much in advance, people that want to do that are more than welcome to try; currently there wasn't anyone who tried that.

Reply Good karma+2 votes
Guest
Guest - - 689,799 comments

Trees can be animated? That's amazing!!

Reply Good karma Bad karma0 votes
Guest
Guest - - 689,799 comments

This is AWESOME!

Reply Good karma Bad karma0 votes
Guest
Guest - - 689,799 comments

great work!thank you!

Reply Good karma Bad karma0 votes
Chetech
Chetech - - 223 comments

Might as well call it "Make your own Ra3" at this point.

Great work as always

Reply Good karma Bad karma0 votes
Guest
Guest - - 689,799 comments

This comment is currently awaiting admin approval, join now to view.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: