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  Topic: Single Player mission editing
^Rampastein

Replies: 36
Views: 532

Post Posted: Sun Oct 15, 2017 7:18 pm    Subject: Single Player mission editing
Forum:  Featured Projects » Dawn of the Tiberium Age
1. Indeed not possible.

2. You can either adjust the dog's movement speed via a rules edit, or create a new unit (clone of the dog that has lower movement speed).

3. Powering laser fences on and ...
  Topic: Single Player mission editing
^Rampastein

Replies: 36
Views: 532

Post Posted: Sun Oct 15, 2017 3:11 pm    Subject: Single Player mission editing
Forum:  Featured Projects » Dawn of the Tiberium Age
If the Image= key isn't specified, it defaults to the unit's ID. In other words, to get the Commando's image, you'd use Image=RMBO.

You unfortunately cannot embed new unit sprites / cameos (or any ...
  Topic: Tiberian Sun Client
^Rampastein

Replies: 261
Views: 53875

Post Posted: Sun Oct 01, 2017 4:51 pm    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
The tracks are already in the client, but because of a bug in the engine they're only available in the Nod campaign. I'll likely make them available in multiplayer and the GDI campaign too in the futu ...
  Topic: Single Player mission editing
^Rampastein

Replies: 36
Views: 532

Post Posted: Sun Oct 01, 2017 2:57 pm    Subject: Single Player mission editing
Forum:  Featured Projects » Dawn of the Tiberium Age
Use action 80, it's more reliable than 7. For the first parameter, use your TeamType (BuggyTeam). For the second parameter, use the waypoint where you the team to spawn.

Also, if you want the patro ...
  Topic: [6] Rural Idyll
^Rampastein

Replies: 5
Views: 368

Post Posted: Sat Sep 23, 2017 1:42 pm    Subject: [6] Rural Idyll
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
Here's an updated preview from the client.
  Topic: OpenRA dta mod
^Rampastein

Replies: 37
Views: 4906

Post Posted: Tue Sep 19, 2017 7:15 pm    Subject: OpenRA dta mod
Forum:  Featured Projects » Dawn of the Tiberium Age
The "TS-adapted" (actually completely remade with an original model by LKO) war factories don't look bad, so we don't really mind them. If we switched to OpenRA we might still use the new WF ...
  Topic: White Screen!
^Rampastein

Replies: 1
Views: 118

Post Posted: Sat Sep 09, 2017 7:33 am    Subject: White Screen!
Forum:  Featured Projects » Dawn of the Tiberium Age
Try to change the Renderer in the Options menu's Display tab. Try each one until you find one that works.

You can also try disabling the compatibility fix, although if the game works with it, you s ...
  Topic: Tiberian Sun Client
^Rampastein

Replies: 261
Views: 53875

Post Posted: Thu Aug 31, 2017 1:03 pm    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
I just released a new update (version 5.41) that deletes BattleFS.ini.
  Topic: Tiberian Sun Client
^Rampastein

Replies: 261
Views: 53875

Post Posted: Thu Aug 31, 2017 7:25 am    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
Version 5.40 (August 31, 2017):
Added Tiberian Sun Demo missions (Credits: E1 Elite)
  Topic: Tiberian Sun Client
^Rampastein

Replies: 261
Views: 53875

Post Posted: Tue Aug 22, 2017 3:16 pm    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
The client still uses DirectX by default on Windows. You can manually run the OpenGL version by running Resources\clientogl.exe.

The OpenGL version is mainly intended for Linux / Mac users since I' ...
  Topic: Tiberian Sun Client
^Rampastein

Replies: 261
Views: 53875

Post Posted: Sat Aug 19, 2017 6:17 pm    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
Version 5.38 (August 19, 2017):
Added Fan-made map "Lost Contact" (Credits: Tuc0)
Added support for multiple sides for Prerequisites and AITriggerTypes (Credits: AlexB)
Fixed several mino ...
  Topic: [TS] Lost Contact (2-8)
^Rampastein

Replies: 16
Views: 1572

Post Posted: Sat Aug 19, 2017 10:00 am    Subject: [TS] Lost Contact (2-8)
Forum:  Modding Central » Tiberian Sun Editing Forum » Map Archive
The map has been included in today's new client update.
  Topic: Distant Thunder
^Rampastein

Replies: 2
Views: 379

Post Posted: Wed Jul 19, 2017 5:39 pm    Subject: Distant Thunder
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
Both players play as the Soviets in this mission.
  Topic: Tiberian Sun Client
^Rampastein

Replies: 261
Views: 53875

Post Posted: Mon Jul 17, 2017 1:41 pm    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
Just found minor bug.

After building latest TS Client I have found that alt_to_undeploy patch interferes with IsLimpetMine=true key and disables ability to undeploy completely. Adding "MoveToU ...
  Topic: STARTING MONEY AND IDEAS
^Rampastein

Replies: 79
Views: 8419

Post Posted: Sun Jun 25, 2017 12:30 pm    Subject: STARTING MONEY AND IDEAS
Forum:  Featured Projects » Twisted Insurrection » Your Input
See also: http://modenc.renegadeprojects.com/AIVirtualPurifiers
That doesn't apply to Tiberian Sun.

MultiplayerAICM= defines the number of bonus credits that the AI starts with as a percentage. In ...
  Topic: Kabooom
^Rampastein

Replies: 4
Views: 317

Post Posted: Sun Jun 18, 2017 7:50 am    Subject: Kabooom
Forum:  Featured Projects » Twisted Insurrection » Your Input
Have you modded the game in any way? Specifically changed LocalGame= in ClientDefinitions.ini. If you have, change it back to TI.

I can't see how that crash could happen if TI is correctly installe ...
  Topic: Kabooom
^Rampastein

Replies: 4
Views: 317

Post Posted: Fri Jun 16, 2017 6:17 am    Subject: Kabooom
Forum:  Featured Projects » Twisted Insurrection » Your Input
Look at your TI directory, and then the \Client\ErrorLogs\ sub-directory. There should be a ClientCrashLog file, upload it here.

What does the error message say in English?
  Topic: [4] Omega City
^Rampastein

Replies: 0
Views: 297

Post Posted: Sun Jun 11, 2017 2:01 pm    Subject:   [4] Omega City
Subject description: By Drive
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
A new multiplayer map for the upcoming DTA version 1.16, created by Drive.
  Topic: okay, what is a Political Conspirator?
^Rampastein

Replies: 63
Views: 1658

Post Posted: Thu Jun 08, 2017 7:42 pm    Subject: okay, what is a Political Conspirator?
Forum:  Miscellaneous Forums » Offtopic Discussion Area » Political & Economical Discussion
You cease being a Muslim when you become a terrorist.
Your view of your own religion sadly isn't shared by all followers of the same religion. If it was, we wouldn't have nearly as many issues relate ...
  Topic: okay, what is a Political Conspirator?
^Rampastein

Replies: 63
Views: 1658

Post Posted: Thu Jun 08, 2017 6:57 pm    Subject: okay, what is a Political Conspirator?
Forum:  Miscellaneous Forums » Offtopic Discussion Area » Political & Economical Discussion
Are you really that dumb to think MUSLIMS are in the wrong instead of being WRONGED?
I don't generally feel like participating in these topics because the discussion in them is low quality. But when ...
  Topic: Is The UK Full Of Newbs?
^Rampastein

Replies: 21
Views: 735

Post Posted: Mon Jun 05, 2017 4:04 pm    Subject: Is The UK Full Of Newbs?
Forum:  Miscellaneous Forums » Offtopic Discussion Area » Political & Economical Discussion
So please, everyone who wants to say Islam=terror/killing/rape: please search for the local mosque AND ASK.
There was a document where they did exactly that in a Danish mosque. The imams naturally de ...
  Topic: Rise and fall of Command & Conquer
^Rampastein

Replies: 31
Views: 1657

Post Posted: Sun Jun 04, 2017 11:17 pm    Subject: Rise and fall of Command & Conquer
Forum:  Miscellaneous Forums » Game Chat » Command & Conquer Chat
Maybe TS would've ended up being better if EA didn't impact the development process, maybe not.
Explain how EA impacted the development process within the same year where Tiberian Sun got delayed at ...
  Topic: Rise and fall of Command & Conquer
^Rampastein

Replies: 31
Views: 1657

Post Posted: Sat Jun 03, 2017 7:44 pm    Subject: Rise and fall of Command & Conquer
Forum:  Miscellaneous Forums » Game Chat » Command & Conquer Chat
1. The 3rd installments of tiberium and red alert would have been better than those TW & RA3.
Westwood* already failed with Tiberian Sun. While TS was a good game, it wasn't anywhere near as grea ...
  Topic: vehicles used to have structure selection boxes
^Rampastein

Replies: 11
Views: 1137

Post Posted: Mon May 15, 2017 12:05 pm    Subject: vehicles used to have structure selection boxes
Forum:  Modding Central » Tiberian Sun Editing Forum
Curiously no one mention the side effect of EMP immunity with that key on stock game so may not be as advisable apart from hack that takes it out as not always desirable.
the latest spawner has afaik ...
  Topic: [6] Subterranean Jewelry
^Rampastein

Replies: 2
Views: 409

Post Posted: Fri May 05, 2017 5:53 am    Subject:   [6] Subterranean Jewelry
Subject description: By Rampastring
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
A new multiplayer map for the upcoming DTA version 1.16.
  Topic: TI: 0.6 Bug Tracker
^Rampastein

Replies: 27
Views: 3033

Post Posted: Mon May 01, 2017 2:56 pm    Subject: TI: 0.6 Bug Tracker
Forum:  Featured Projects » Twisted Insurrection » Your Input
Issue 1: This is a known problem that occurs sometimes when trying to launch a saved file from the client itself. If you try loading a saved game from the in-game dialogue itself, you may have better ...
  Topic: [TS] Lost Contact (2-8)
^Rampastein

Replies: 16
Views: 1572

Post Posted: Mon Apr 24, 2017 2:35 pm    Subject: [TS] Lost Contact (2-8)
Forum:  Modding Central » Tiberian Sun Editing Forum » Map Archive
Very impressive for your first map! Everything from terrain detailing to lighting to layout is great.

Mind if I include it with the TS client in the next update?
  Topic: Tiberian Sun Client
^Rampastein

Replies: 261
Views: 53875

Post Posted: Thu Apr 20, 2017 11:25 am    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
And you'll put up a generic cncnet5.dll for casual Ares modders?
I didn't promise anything, but it's a possibility.
  Topic: Tiberian Sun Client
^Rampastein

Replies: 261
Views: 53875

Post Posted: Thu Apr 20, 2017 9:50 am    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
Ah, I wasn't aware of that. Maybe a generic cncnet5.dll should be made and put up for download for casual YR modders. Although if someone doesn't care about Ares, they can also download the CnCNet Yur ...
  Topic: Tiberian Sun Client
^Rampastein

Replies: 261
Views: 53875

Post Posted: Thu Apr 20, 2017 7:08 am    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
It can't work with RA2. It can and does work with YR though. In addition to Mental Omega, the official [url=https://cncnet.org/yuris-revenge]CnCNet Yuri's Revenge client is based on this client.

I ...
  Topic: Co-Op: [3] The Anchoring
^Rampastein

Replies: 0
Views: 250

Post Posted: Fri Apr 14, 2017 11:55 pm    Subject:   Co-Op: [3] The Anchoring
Subject description: By Rampastring
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
A new Nod co-op mission for the upcoming DTA version 1.16.
  Topic: Everything is wrong. DTA
^Rampastein

Replies: 1
Views: 998

Post Posted: Thu Apr 13, 2017 6:47 am    Subject: Re: Everything is wrong. DTA
Forum:  Featured Projects » Dawn of the Tiberium Age » Support & Feedback
First off, i'm trying to connect to cncnet with DTA v. 1,1579 where i get: ERROR :Closing Link :"Username" by Colocrossing...............
How to fix?
Reproduce the issue, then exit the cli ...
  Topic: DTA ubuntu client
^Rampastein

Replies: 1
Views: 291

Post Posted: Thu Mar 30, 2017 12:19 pm    Subject: DTA ubuntu client
Forum:  Featured Projects » Dawn of the Tiberium Age
No such thing as a "DTA Ubuntu client" exists. There is only one DTA client, and officially we only support it on Windows.

However, it is possible to run DTA on some Linux-based OSs throu ...
  Topic: Some MP Houses questions
^Rampastein

Replies: 5
Views: 498

Post Posted: Wed Mar 29, 2017 6:00 pm    Subject: Re: Some MP Houses questions
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
1) In FinalSun, for selecting spawn house in actions, etc. , there are two options to choose from. Spawn1-8 group and Multi-Player group. What is difference between these options? Which is better to u ...
  Topic: Tiberian Sun Client
^Rampastein

Replies: 261
Views: 53875

Post Posted: Sun Mar 19, 2017 9:19 am    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
How do you prevent the "cheater" dialog box from popping up when using a modified rules.ini file?

Update to the just-released version 5.36 (back-up your modified files first, because the ...
  Topic: Tiberian Sun Client
^Rampastein

Replies: 261
Views: 53875

Post Posted: Sat Mar 18, 2017 11:27 am    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
I'm not sure what kind of co-op maps you mean, but they're possible to make similar to either vanilla TS or how they have been done in Dawn of the Tiberium Age. For the latter (which offers a lot more ...
  Topic: Tiberian Sun Client
^Rampastein

Replies: 261
Views: 53875

Post Posted: Sat Mar 18, 2017 10:54 am    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
Yes, it does work.

Make sure your map has a ".map" file extension.
  Topic: Tiberian Sun Client
^Rampastein

Replies: 261
Views: 53875

Post Posted: Sat Mar 18, 2017 8:30 am    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
Put your map to Maps\Custom\, then in Skirmish / multiplayer it should show up under either the "Custom Map" or "Standard" game mode.
  Topic: Problem With Co-Op
^Rampastein

Replies: 8
Views: 611

Post Posted: Sun Mar 12, 2017 8:11 pm    Subject: Problem With Co-Op
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
Can you select something as the tech level as the game host?

If not, could you post the map's code in MPMaps.ini here?
  Topic: Problem With Co-Op
^Rampastein

Replies: 8
Views: 611

Post Posted: Sun Mar 12, 2017 7:02 pm    Subject: Problem With Co-Op
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
In the game lobby, what are your Starting Credits and Tech Level options set to before the game is started (on the client PCs)?
  Topic: Problem With Co-Op
^Rampastein

Replies: 8
Views: 611

Post Posted: Sun Mar 12, 2017 5:14 pm    Subject: Problem With Co-Op
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
Go to your DTA directory, then to the "Client\ErrorLogs\" sub-directory. Find the client crash log there and upload it to this topic.

Is your "co-op mission" a regular multiplay ...
  Topic: Letting AI not sell pre-assigned buildings
^Rampastein

Replies: 13
Views: 792

Post Posted: Fri Mar 10, 2017 6:21 pm    Subject: Letting AI not sell pre-assigned buildings
Forum:  Modding Central » Red Alert 2 Editing Forum » Mapping Discussion
In TS, if you give the AI a pre-placed factory, like a barracks or war factory, the AI won't sell off all its pre-placed buildings at the start of the game. The RA2 AI could work similarly, so give it ...
  Topic: New EVA/Cabal speech
^Rampastein

Replies: 15
Views: 710

Post Posted: Fri Mar 10, 2017 4:10 pm    Subject: New EVA/Cabal speech
Forum:  Modding Central » Tiberian Sun Editing Forum
I don't know exactly how WDT worked either, it was already offline by the time we got internet access in our family. (EDIT: I got ninja'd by Crimsonum, thanks for the info)

I also don't think any g ...
  Topic: New EVA/Cabal speech
^Rampastein

Replies: 15
Views: 710

Post Posted: Fri Mar 10, 2017 3:09 pm    Subject: New EVA/Cabal speech
Forum:  Modding Central » Tiberian Sun Editing Forum
Maybe they were used in WDT?
  Topic: [6] Rural Idyll
^Rampastein

Replies: 5
Views: 368

Post Posted: Wed Mar 08, 2017 8:55 am    Subject: [6] Rural Idyll
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
You have a point. I'll add some gems near the top-left player's starting location to give them a nice early-game economy boost (I don't think they're irrelevant, especially not early on).
  Topic: Hi there! New (and late) to TS modding.
^Rampastein

Replies: 10
Views: 633

Post Posted: Wed Mar 08, 2017 8:49 am    Subject: Hi there! New (and late) to TS modding.
Forum:  Modding Central » Tiberian Sun Editing Forum
I plan to use as much outside assets as I can (again no theft intended!) to keep my focus on actual features and unit stats, gameplay etc. Art is not my forte, making SHPs and HVAs and Voxels for EVER ...
  Topic: [6] Rural Idyll
^Rampastein

Replies: 5
Views: 368

Post Posted: Tue Mar 07, 2017 9:54 pm    Subject:   [6] Rural Idyll
Subject description: By Rampastring
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
A new multiplayer map for DTA 1.16.
  Topic: Hi there! New (and late) to TS modding.
^Rampastein

Replies: 10
Views: 633

Post Posted: Tue Mar 07, 2017 3:50 pm    Subject: Hi there! New (and late) to TS modding.
Forum:  Modding Central » Tiberian Sun Editing Forum
Rampastring, on the off chance you should ever read this - Keep up the work dude, people really do appreciate your efforts.
I'm active here on the forums, and being a TS modder, I of course read topi ...
  Topic: Help Please
^Rampastein

Replies: 2
Views: 371

Post Posted: Thu Feb 23, 2017 7:51 am    Subject: Re: Help Please
Forum:  Modding Central » Tiberian Sun Editing Forum
...but when I update the game it can no longer launch and it gives me a error repeating telling me to contact someone on this forum about it.
If there's a Client sub-directory in your TS installation ...
  Topic: Operation: Seasick
^Rampastein

Replies: 20
Views: 1036

Post Posted: Sat Feb 18, 2017 12:56 pm    Subject: Operation: Seasick
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
Looks like it indeed doesn't work. I'll ask the creator of the hack (dkeeton of CnCNet) about it. Until it's fixed, you'll have to do it with the traditional way of editing tutorial.ini.
 
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