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  Topic: About turret's barrel
4StarGeneral

Replies: 20
Views: 330

Post Posted: Thu Dec 13, 2018 12:21 pm    Subject: About turret's barrel
Forum:  Modding Central » Media Hut
Have you tried not using an HVA rotation and using FireAngle=24 on the unit?
  Topic: Is he not lying? (HE PREDICTED MY FUTURE CAREER)
4StarGeneral

Replies: 19
Views: 314

Post Posted: Tue Dec 11, 2018 1:39 am    Subject: Is he not lying? (HE PREDICTED MY FUTURE CAREER)
Forum:  Miscellaneous Forums » Offtopic Discussion Area
I wish that were the problem here Crimsonum. -_-;
  Topic: Tips for cloning Psychic dominator
4StarGeneral

Replies: 5
Views: 121

Post Posted: Mon Dec 10, 2018 12:58 pm    Subject: Tips for cloning Psychic dominator
Forum:  Modding Central » Red Alert 2 Editing Forum
You can't state Cursor= and leave it blank lol.
  Topic: AI dumb brain
4StarGeneral

Replies: 29
Views: 511

Post Posted: Mon Dec 10, 2018 12:55 am    Subject: AI dumb brain
Forum:  Modding Central » Red Alert 2 Editing Forum
Essentially the AI generals can be enabled, but it's generally useless for RA2 as it was never updated for new logics and requires a lot of work to enable.
  Topic: Emp Station shp of mental omega
4StarGeneral

Replies: 8
Views: 180

Post Posted: Sun Dec 09, 2018 1:48 pm    Subject: Emp Station shp of mental omega
Forum:  Modding Central » Red Alert 2 Editing Forum
MO's EMP Station is a private SHP I never released to anyone but Speeder. Use the one Jho linked.
  Topic: Done messed up in rules md
4StarGeneral

Replies: 1
Views: 50

Post Posted: Sun Dec 09, 2018 1:44 pm    Subject: Done messed up in rules md
Forum:  Modding Central » Red Alert 2 Editing Forum
Line 2063 needs to be commented out ;Tiberium Green
Remaking the animation list like this is BAD unless you're making a complete total conversion. I don't see any signs of a new country anywhere, unl ...
  Topic: About the first AI wave
4StarGeneral

Replies: 12
Views: 210

Post Posted: Tue Nov 27, 2018 2:43 pm    Subject: About the first AI wave
Forum:  Modding Central » Red Alert 2 Editing Forum
If you know something is wrong, you should change it when you get the chance, I do. It's open to anyone to edit.
  Topic: G-E's G6 Howitzer
4StarGeneral

Replies: 4
Views: 590

Post Posted: Sun Nov 25, 2018 11:32 am    Subject: G-E's G6 Howitzer
Forum:  Modding Central » Media Hut » Voxels
Looks really bland texture-wise and the tires are really really round, otherwise not bad.
  Topic: Codes keep dissapearing
4StarGeneral

Replies: 6
Views: 168

Post Posted: Thu Nov 22, 2018 9:23 pm    Subject: Codes keep dissapearing
Forum:  Modding Central » Red Alert 2 Editing Forum
Are you trying to save a read-only file or not have permissions to change files in that directory?
  Topic: Flag build up animation
4StarGeneral

Replies: 3
Views: 296

Post Posted: Sun Nov 18, 2018 2:43 pm    Subject: Flag build up animation
Forum:  Modding Central » Media Hut » SHPs
I feel like the grass and stuff should've come first, but still good nonetheless.
  Topic: SHPs turrets proplem
4StarGeneral

Replies: 8
Views: 223

Post Posted: Sat Nov 17, 2018 12:14 pm    Subject: SHPs turrets proplem
Forum:  Modding Central » Red Alert 2 Editing Forum
That's just how homing missiles work in RA2, it's part of the reason most projectiles have a short range. Look at the Aegis cruiser's missiles, the only reason they first go up is because the CourseLo ...
  Topic: SHPs turrets proplem
4StarGeneral

Replies: 8
Views: 223

Post Posted: Fri Nov 16, 2018 11:54 am    Subject: SHPs turrets proplem
Forum:  Modding Central » Red Alert 2 Editing Forum
SHPs can't tilt, only rotate, and you need to use FirersPalette=yes in rules code (See other similar projectiles like DOGJUMP).
  Topic: Looking for: Pre-release Allied and Soviet Ore Refineries
4StarGeneral

Replies: 4
Views: 882

Post Posted: Sun Nov 11, 2018 2:05 pm    Subject: Looking for: Pre-release Allied and Soviet Ore Refineries
Forum:  Modding Central » Media Hut
Top pick by googling "Sprite sheet to images" Rolling Eyes
https://ezgif.com/sprite-cutter

It's not exactly a perfect sprite sheet, so you're going to have to align it yourself after.
  Topic: Using unused unittem colors
4StarGeneral

Replies: 9
Views: 200

Post Posted: Fri Nov 09, 2018 9:21 pm    Subject: Using unused unittem colors
Forum:  Modding Central » Red Alert 2 Editing Forum
It's just unused by WW, you can change it to any color you want and it'll work.
  Topic: CloudPunk - new voxel game
4StarGeneral

Replies: 4
Views: 135

Post Posted: Fri Nov 09, 2018 2:21 pm    Subject: CloudPunk - new voxel game
Forum:  Miscellaneous Forums » Game Chat
Well for one it's not using a 16-bit palette so I think pretty well lol. I've seen to many pixel/voxel games these days, not really impressed here without gameplay.
  Topic: Regarding garrisoned civilian buildings.
4StarGeneral

Replies: 7
Views: 242

Post Posted: Fri Nov 02, 2018 11:09 am    Subject: Regarding garrisoned civilian buildings.
Forum:  Modding Central » Red Alert 2 Editing Forum
That's what Starkku is saying, rubble frame is 4th and for the Battle Bunker, the rubble frame is the damaged while garrisoned frame (4th). You would have to manually change every civilian building's ...
  Topic: Request for [red alert 2 YR]
4StarGeneral

Replies: 16
Views: 516

Post Posted: Mon Oct 29, 2018 1:21 pm    Subject: Request for [red alert 2 YR]
Forum:  Modding Central » Red Alert 2 Editing Forum
I mean, I linked to the Ares Documentation, figured it was pretty obvious...
  Topic: Missile Projectiles and Cliffs.
4StarGeneral

Replies: 7
Views: 212

Post Posted: Sun Oct 28, 2018 7:09 pm    Subject: Missile Projectiles and Cliffs.
Forum:  Modding Central » Red Alert 2 Editing Forum
I thought the vertical problem only affected vehicles; Try:
CourseLockDuration=5
;Acceleration=40
https://i.gyazo.com/9611c9e531e55b20e5eb2162944913c8.gif

If the vertical problem still is happen ...
  Topic: Missile Projectiles and Cliffs.
4StarGeneral

Replies: 7
Views: 212

Post Posted: Sun Oct 28, 2018 2:34 pm    Subject: Missile Projectiles and Cliffs.
Forum:  Modding Central » Red Alert 2 Editing Forum
CourseLockDuration= long enough to clear the cliff, maybe 8 judging by the Acceleration, the only problem is then you have Aegis-like missiles.
  Topic: Request for [red alert 2 YR]
4StarGeneral

Replies: 16
Views: 516

Post Posted: Fri Oct 26, 2018 7:46 pm    Subject: Request for [red alert 2 YR]
Forum:  Modding Central » Red Alert 2 Editing Forum
You're looking for [url=http://ares-developers.github.io/Ares-docs/new/initialpayload.html]InitialPayload.

[BFRT]
InitialPayload.Types=E1,GGI,GHOST,CLEG
InitialPayload.Nums=1,2,1,1
SizeLimit=2
...
  Topic: [RA2/YR] Manual shadow drawing, beginner's guide
4StarGeneral

Replies: 3
Views: 1235

Post Posted: Fri Oct 26, 2018 1:31 pm    Subject: [RA2/YR] Manual shadow drawing, beginner's guide
Forum:  Modding Central » Media Hut » Tutorials
If you're using a new-ish version of photoshop you can also render a shadow by turning the layer into a 1px depth 3D of itself, turn on isometric depth and render the shadow to a new layer. Probably m ...
  Topic: I'm Back!
4StarGeneral

Replies: 14
Views: 288

Post Posted: Thu Oct 25, 2018 7:27 pm    Subject: I'm Back!
Forum:  Modding Central » Red Alert 2 Editing Forum
Welcome back!

For windows 8.1 you might need a [url=https://github.com/CnCNet/ts-ddraw/releases]DirectDraw fix to run RA2, I don't think there's any other issues aside from keeping permissions from ...
  Topic: AttachEffect and Armor types + buildings problem.
4StarGeneral

Replies: 11
Views: 412

Post Posted: Thu Oct 25, 2018 12:15 pm    Subject: AttachEffect and Armor types + buildings problem.
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Is this building the firer of the superweapon and needs DamageSelf? It's the only thing that makes possible sense.
  Topic: magic circles
4StarGeneral

Replies: 17
Views: 650

Post Posted: Wed Oct 24, 2018 1:58 pm    Subject: magic circles
Forum:  Modding Central » Media Hut
Better be something worthwhile 'magic-ing' up because it's 37.2 seconds long in game time! Other than that, looks good.
  Topic: magic circles
4StarGeneral

Replies: 17
Views: 650

Post Posted: Wed Oct 24, 2018 12:31 am    Subject: magic circles
Forum:  Modding Central » Media Hut
It's nice, but reminds me too much of 2hu to be useful for my D&D mod.

I feel like the red ring makes the blue circle look like it's going into the ground though.
  Topic: Loop sound
4StarGeneral

Replies: 8
Views: 240

Post Posted: Tue Oct 23, 2018 1:08 pm    Subject: Loop sound
Forum:  Modding Central » Red Alert 2 Editing Forum
If you're hearing silence it's either because:
A) the file itself has silence in the beginning
or
B) because Priority=Low it's being cut for more important sounds. Try removing limit as well.
  Topic: [Release] Advanced Rubble for Civilian Buildings + Fixes
4StarGeneral

Replies: 8
Views: 434

Post Posted: Tue Oct 23, 2018 12:57 pm    Subject: [Release] Advanced Rubble for Civilian Buildings + Fixes
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Uploaded a new version as I didn't noticed 3 of the buildings had the wrong foundation or wrong rubble for their building.
  Topic: Concept Psychic Dominator
4StarGeneral

Replies: 17
Views: 2258

Post Posted: Mon Oct 15, 2018 2:29 am    Subject: Concept Psychic Dominator
Forum:  Modding Central » Media Hut
Because I don't see myself completing this in the foreseeable future thanks to failing health reasons, I've decided to just release it as-is and anyone that wants to tweak it to their own way can feel ...
  Topic: Help with a crash.
4StarGeneral

Replies: 8
Views: 421

Post Posted: Mon Oct 15, 2018 2:00 am    Subject: Help with a crash.
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Not sure how you're getting it corrupted, but I'm using XCC Mixer 1.47 and putting it into and out of a mix isn't corrupting it no matter how many times I try.
  Topic: The next Ares
4StarGeneral

Replies: 265
Views: 26639

Post Posted: Fri Oct 12, 2018 6:24 pm    Subject: The next Ares
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I'm just throwing this out there, but wouldn't Speed=0 work?
  Topic: A Special Announcement from EA
4StarGeneral

Replies: 15
Views: 973

Post Posted: Fri Oct 12, 2018 4:10 pm    Subject: A Special Announcement from EA
Forum:  PPM Zone » PPM News Network
Yes, if your game is free and makes no income with microtransactions or whatever, use of unreal engine is free as well.
  Topic: A Special Announcement from EA
4StarGeneral

Replies: 15
Views: 973

Post Posted: Fri Oct 12, 2018 3:35 pm    Subject: A Special Announcement from EA
Forum:  PPM Zone » PPM News Network
Well let me once again express my suggestion that more things should be voxelized Smile

Please no more voxels, they're really pointless for an RTS unless you're going to be using it for combat damage. ...
  Topic: Shadow frames appearing in created animations
4StarGeneral

Replies: 1
Views: 88

Post Posted: Thu Oct 11, 2018 10:51 am    Subject: Shadow frames appearing in created animations
Forum:  Modding Central » Red Alert 2 Editing Forum
https://image.prntscr.com/image/SWnzYAzDSS6tUn3gU31dCw.png

Uncheck that.
  Topic: Roundtable Discussion October 2018's Edition
4StarGeneral

Replies: 10
Views: 494

Post Posted: Tue Oct 09, 2018 12:07 am    Subject: Roundtable Discussion October 2018's Edition
Forum:  PPM Zone » PPM News Network
#1 - I understand that it is a mobile game and to be taken as such, but it is so simple that it shouldn't even be considered an RTS. It's an indirect copy of clash royale with C&C characters that ...
  Topic: Radiation insane damage on animation.
4StarGeneral

Replies: 11
Views: 340

Post Posted: Sun Oct 07, 2018 7:32 pm    Subject: Radiation insane damage on animation.
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Have you tried dividing the damage by the animation?

Intended rad level / amount of frames in animation = new RadLevel

So to get RadLevel=~100 on a 15 frame animation (I can't look at APOCEXP at ...
  Topic: [WIP]French Grand Cannon
4StarGeneral

Replies: 14
Views: 1155

Post Posted: Sat Oct 06, 2018 1:33 am    Subject: [WIP]French Grand Cannon
Forum:  Modding Central » Media Hut
Different styles, Trans_C is trying to fit it in with RA2, Scipcion isn't.
  Topic: Purple Virus recolor - die and gas
4StarGeneral

Replies: 12
Views: 1184

Post Posted: Thu Oct 04, 2018 9:01 pm    Subject: Purple Virus recolor - die and gas
Forum:  Modding Central » Media Hut » SHPs
@RIAKTOR You can easily and I mean EASILY make these yourself in SHP builder or even XCC Mixer by exporting to png with a wrong palette. You're just being really lazy here.
  Topic: Happy birthday to PPM! 18 years old!
4StarGeneral

Replies: 24
Views: 639

Post Posted: Mon Oct 01, 2018 8:16 pm    Subject: Happy birthday to PPM! 18 years old!
Forum:  PPM Zone » PPM News Network
I had no idea it was a private fork, my apologies.
  Topic: Happy birthday to PPM! 18 years old!
4StarGeneral

Replies: 24
Views: 639

Post Posted: Mon Oct 01, 2018 12:25 pm    Subject: Happy birthday to PPM! 18 years old!
Forum:  PPM Zone » PPM News Network
Congrats on 18 years, somehow still an active forum despite the age of all these games.

So are you finally upgrading PHPBB? #Tongue
  Topic: [Release] Advanced Rubble for Civilian Buildings + Fixes
4StarGeneral

Replies: 8
Views: 434

Post Posted: Sat Sep 29, 2018 12:44 pm    Subject: [Release] Advanced Rubble for Civilian Buildings + Fixes
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
That sounds like it would just be easier to find and replace all LeaveRubble=yes with LeaveRubble=no, but yes it's possible. Just make up your own armor type and change it on the rubble base:

[Armo ...
  Topic: [Release] Advanced Rubble for Civilian Buildings + Fixes
4StarGeneral

Replies: 8
Views: 434

Post Posted: Fri Sep 28, 2018 11:13 pm    Subject: [Release] Advanced Rubble for Civilian Buildings + Fixes
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Thanks for the appreciation!
Edited the first post to include that I forgot to say to add [#include] rubblemd.ini which is pretty important.
  Topic: [Release] Advanced Rubble for Civilian Buildings + Fixes
4StarGeneral

Replies: 8
Views: 434

Post Posted: Fri Sep 28, 2018 7:18 pm    Subject:   [Release] Advanced Rubble for Civilian Buildings + Fixes
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Hey, in my spare time I've been working on converting all the vanilla civilian buildings in YR into advanced rubble, meaning taking the rubble from each building and making it it's own unique building ...
  Topic: rubble & deathweapons
4StarGeneral

Replies: 3
Views: 195

Post Posted: Fri Sep 28, 2018 7:02 pm    Subject: rubble & deathweapons
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Have you tried putting DeathWeapon.Suppress=<building> on the weapon that it uses to kill itself and giving it a deathweapon that destroys the rubble? or if need be, delayed with an animation?
  Topic: question about vehicles with anti air weapon
4StarGeneral

Replies: 4
Views: 198

Post Posted: Wed Sep 26, 2018 5:39 pm    Subject: question about vehicles with anti air weapon
Forum:  Modding Central » Red Alert 2 Editing Forum
Note: Setting CanApproachTarget=no on AA units is a method to prevent them from chasing down air units, and they will instead only follow if attacked by them.

[FV]
CanApproachTarget=no
  Topic: [Q] Ares .txt files to replace or expand ini's?
4StarGeneral

Replies: 4
Views: 214

Post Posted: Mon Sep 17, 2018 5:09 pm    Subject: [Q] Ares .txt files to replace or expand ini's?
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
You're crazy. #Tongue

No, there's no way to use it for artmd or gamemodes or anything else at the moment. Just rulesmd.ini.
  Topic: Corrupted mixes
4StarGeneral

Replies: 18
Views: 577

Post Posted: Mon Sep 17, 2018 2:33 pm    Subject: Corrupted mixes
Forum:  Modding Central » Red Alert 2 Editing Forum
If that is indeed the case, then why is it being done by MO (and I don't know who else)?
For threads like this to happen because it's clearly stopping some people from ripping.
  Topic: Scorched Earth MOD by G-E
4StarGeneral

Replies: 695
Views: 111230

Post Posted: Fri Sep 14, 2018 6:54 pm    Subject: Scorched Earth MOD by G-E
Forum:  Modding Central » Public Project Announcements
Pretty nice job, I know how much work those damaged and rubble frames take to make which is why I skip rubble completely. Though the leftmost house kind of looks like the damage was pasted on 1 pixel ...
  Topic: So you thought I was worried about Article 13 for nothing
4StarGeneral

Replies: 28
Views: 1157

Post Posted: Fri Sep 14, 2018 6:43 pm    Subject: So you thought I was worried about Article 13 for nothing
Forum:  PPM Zone » PPM Discussion Zone
AFAIK they removed all German newspapers that wanted money from Google News after the "Leistungsschutzrecht" was made a law in what, 2012(?). Google only linked news that gave them the permi ...
  Topic: Sleipnirstuff is gone?
4StarGeneral

Replies: 15
Views: 1017

Post Posted: Thu Sep 13, 2018 2:27 pm    Subject: Sleipnirstuff is gone?
Forum:  PPM Zone » PPM Discussion Zone
Most of the stuff on sleipnir's stuff is quite old, you can probably find it using https://archive.org/web/ but it's not guaranteed. The graveyard isn't complete and the forums haven't been active in ...
  Topic: SHP anim looping back
4StarGeneral

Replies: 11
Views: 427

Post Posted: Wed Sep 12, 2018 7:38 pm    Subject: SHP anim looping back
Forum:  Modding Central » Red Alert 2 Editing Forum
You're all overcomplicating it, just use PingPong=yes.

EDIT: Nevermind, it's bugged for this specific use according to ModEnc, unless Ares fixes this bug.
 
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