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  Topic: Tiberian Sun Client
Bittah Commander

Replies: 274
Views: 56329

Post Posted: Mon Nov 20, 2017 8:20 pm    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
As long as you consistently reach 60 FPS when playing on the "Faster" gamespeed in Skirmish, it really doesn't make a difference.
  Topic: Tiberian Sun Client
Bittah Commander

Replies: 274
Views: 56329

Post Posted: Mon Nov 20, 2017 7:14 pm    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
The ingame options menu uses GDI (Graphics Device Interface) for its dialogs and your system doesn't seem to like that in combination with the TS-DDRAW renderer.

Does the DxWnd renderer work for yo ...
  Topic: Replace Ore with Tiberium
Bittah Commander

Replies: 27
Views: 337

Post Posted: Mon Nov 20, 2017 2:38 am    Subject: Replace Ore with Tiberium
Forum:  Modding Central » Red Alert 2 Editing Forum
Yes.
  Topic: OpenRA dta mod
Bittah Commander

Replies: 41
Views: 5358

Post Posted: Wed Nov 15, 2017 12:38 am    Subject: OpenRA dta mod
Forum:  Featured Projects » Dawn of the Tiberium Age
If I remember correctly, pchote recommended that we should wait until the TS mod is finished before attempt porting DTA to OpenRA, which does seem like the best plan if we don't want to have to consta ...
  Topic: Final TI: Cannot find Invisible Tiberium Spreaders
Bittah Commander

Replies: 3
Views: 69

Post Posted: Mon Nov 13, 2017 5:57 am    Subject: Final TI: Cannot find Invisible Tiberium Spreaders
Forum:  Featured Projects » Twisted Insurrection » Your Input
  Topic: Single Player mission editing
Bittah Commander

Replies: 54
Views: 1306

Post Posted: Mon Nov 06, 2017 5:58 am    Subject: Single Player mission editing
Forum:  Featured Projects » Dawn of the Tiberium Age
Since it's not possible to change the height search light is coming from, the structure would also have to be quite large in comparison to other DTA structures (even the lighthouse is smaller).
  Topic: OpenRA release 20171014 is here!
Bittah Commander

Replies: 13
Views: 606

Post Posted: Wed Oct 25, 2017 6:12 pm    Subject: OpenRA release 20171014 is here!
Forum:  PPM Zone » PPM News Network
DTA doesn't have its own domain and changing the name wouldn't be as easy, but the main reason why we kept the name is actually because it still makes sense: Red Alert literally did take place at the ...
  Topic: OpenRA release 20171014 is here!
Bittah Commander

Replies: 13
Views: 606

Post Posted: Wed Oct 25, 2017 9:47 am    Subject: OpenRA release 20171014 is here!
Forum:  PPM Zone » PPM News Network
Right, I'd forgotten about that. The conversation just kind of died down though without any resolution.
RA means RA. The letter R followed by the letter A. Does it need to make any sense? It's just a ...
  Topic: SpecOps Map
Bittah Commander

Replies: 4
Views: 291

Post Posted: Wed Oct 25, 2017 1:27 am    Subject: SpecOps Map
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
The map looks interesting aside from a few under-detailed areas and several road- and cliff errors that I've noticed, but I'm afraid the map is way too narrow to give a good playing experience for any ...
  Topic: Single Player mission editing
Bittah Commander

Replies: 54
Views: 1306

Post Posted: Wed Oct 25, 2017 1:10 am    Subject: Single Player mission editing
Forum:  Featured Projects » Dawn of the Tiberium Age
Using the Badger Bomber as a reinforcement and making it drop paratroopers is currently not possible because of an engine issue, but this'll be fixed in version 1.16 (thanks to dkeeton).

I don't th ...
  Topic: OpenRA release 20171014 is here!
Bittah Commander

Replies: 13
Views: 606

Post Posted: Wed Oct 25, 2017 1:06 am    Subject: OpenRA release 20171014 is here!
Forum:  PPM Zone » PPM News Network
Then what does the "RA" part of OpenRA mean then though? I'm personally in favor for a name change and don't think it'd be a problem for those used to the old name is they just gradually mak ...
  Topic: Single Player mission editing
Bittah Commander

Replies: 54
Views: 1306

Post Posted: Mon Oct 16, 2017 4:41 am    Subject: Single Player mission editing
Forum:  Featured Projects » Dawn of the Tiberium Age
Have you verified that at least works with just 1 trigger (to only turn the laser fence off and not back on again)? Once that works you can proceed with attaching the second trigger to the first to al ...
  Topic: Single Player mission editing
Bittah Commander

Replies: 54
Views: 1306

Post Posted: Sun Oct 15, 2017 9:06 pm    Subject: Single Player mission editing
Forum:  Featured Projects » Dawn of the Tiberium Age
Just so you know (since it wasn't mentioned), you'd need to attach the tag of Multi-trigger 1 to the building in SuperJoe's example.

In other words when you need to attach 2 triggers to a building ...
  Topic: MTBASE
Bittah Commander

Replies: 3
Views: 214

Post Posted: Sun Oct 15, 2017 6:25 pm    Subject: MTBASE
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
Please stick to a single topic per map.

The transitions are better, but there's still no smooth transition to the interior part. I also notice several cliff errors.
  Topic: MTBASE update
Bittah Commander

Replies: 2
Views: 15

Post Posted: Sun Oct 15, 2017 6:22 pm    Subject: MTBASE update
Forum:  Classified Forums » Staff » Moderators Spot » Trash
Please stick to a single topic per map.

The transitions are better, but there's still no smooth transition to the interior part.
  Topic: MTBASE
Bittah Commander

Replies: 3
Views: 214

Post Posted: Sun Oct 15, 2017 3:26 pm    Subject: MTBASE
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
The map has a few small interesting areas, but those are greatly overshadowed by the ton of abrupt changes between terrain and the lack of smooth transitions. You need to avoid having visible sharp 45 ...
  Topic: Single Player mission editing
Bittah Commander

Replies: 54
Views: 1306

Post Posted: Thu Oct 12, 2017 8:29 pm    Subject: Single Player mission editing
Forum:  Featured Projects » Dawn of the Tiberium Age
You could make the unit that needs to be rescued change its house when it's discovered so that it won't be able to reveal shroud before then.

Alternatively you could add some rules.ini code to your ...
  Topic: Triggers, taskforces, teams, and scripts (***)
Bittah Commander

Replies: 11
Views: 1989

Post Posted: Mon Oct 02, 2017 5:48 pm    Subject: Triggers, taskforces, teams, and scripts (***)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
Try clearing your browser's cache.
  Topic: Triggers, taskforces, teams, and scripts (***)
Bittah Commander

Replies: 11
Views: 1989

Post Posted: Mon Oct 02, 2017 2:41 pm    Subject: Triggers, taskforces, teams, and scripts (***)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
The images of this tutorial have now been replaced with mine because the theme (black text on blue backgrounds) was just painful to look at.

Edit:
A good thing to mention in addition to this tutor ...
  Topic: Single Player mission editing
Bittah Commander

Replies: 54
Views: 1306

Post Posted: Sun Oct 01, 2017 4:14 pm    Subject: Single Player mission editing
Forum:  Featured Projects » Dawn of the Tiberium Age
Mind that if you want a pre-placed unit on a map to do something, the trigger action you need to use is "4 Create Team...".

You can read the [URL=https://ppmforums.com/viewtopic.php?t=338 ...
  Topic: Single Player mission editing
Bittah Commander

Replies: 54
Views: 1306

Post Posted: Sat Sep 30, 2017 6:06 pm    Subject: Single Player mission editing
Forum:  Featured Projects » Dawn of the Tiberium Age
You need to add it to INI\Battle.ini or INI\BattleE.ini.
  Topic: Promotional screenshots
Bittah Commander

Replies: 40
Views: 7529

Post Posted: Fri Sep 29, 2017 8:34 pm    Subject: Promotional screenshots
Forum:  Featured Projects » Dawn of the Tiberium Age » Screenshots
A new theme that'll be available for version 1.16.
  Topic: Single Player mission editing
Bittah Commander

Replies: 54
Views: 1306

Post Posted: Fri Sep 29, 2017 4:21 pm    Subject: Single Player mission editing
Forum:  Featured Projects » Dawn of the Tiberium Age
In FinalSun, try going to Edit, then Houses and select a proper house from the "House of human player" dropdown list. The house you select when creating a new singleplayer map is always igno ...
  Topic: Bad Neighbors
Bittah Commander

Replies: 1
Views: 236

Post Posted: Sat Sep 23, 2017 3:14 pm    Subject:   Bad Neighbors
Subject description: By Drive
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
A new multiplayer map by drive, to be included with DTA version 1.16.
  Topic: C&C Disc Images
Bittah Commander

Replies: 11
Views: 503

Post Posted: Thu Sep 14, 2017 12:23 pm    Subject: C&C Disc Images
Forum:  Miscellaneous Forums » Game Chat » Command & Conquer Chat
All these years and you still don't have a basic understanding of civility. Get a grip, would you?
  Topic: C&C Disc Images
Bittah Commander

Replies: 11
Views: 503

Post Posted: Wed Sep 13, 2017 2:19 pm    Subject: C&C Disc Images
Forum:  Miscellaneous Forums » Game Chat » Command & Conquer Chat
I'm pretty sure that in this case JP stands for Japanese and not Jurassic Park Laughing
  Topic: Tiberian Sun Client
Bittah Commander

Replies: 274
Views: 56329

Post Posted: Mon Sep 11, 2017 10:15 am    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
That is a beta map. Asin, it's an unfinished/disabled map from RA2 converted to TS (mp07t4 there).
  Topic: OpenRA dta mod
Bittah Commander

Replies: 41
Views: 5358

Post Posted: Mon Sep 11, 2017 9:11 am    Subject: OpenRA dta mod
Forum:  Featured Projects » Dawn of the Tiberium Age
Good to know. I'm looking forward to hearing how it works out.
  Topic: Promotional screenshots
Bittah Commander

Replies: 40
Views: 7529

Post Posted: Sun Sep 10, 2017 11:47 am    Subject: Promotional screenshots
Forum:  Featured Projects » Dawn of the Tiberium Age » Screenshots
just noticed: why are there Allies using GDI tech or GDI having Allies buildings?
Is this strange tech mix explained in the briefing?

The flame thrower infantry, being neither GDI nor Allies tech, ...
  Topic: Promotional screenshots
Bittah Commander

Replies: 40
Views: 7529

Post Posted: Sat Sep 09, 2017 11:23 pm    Subject: Promotional screenshots
Forum:  Featured Projects » Dawn of the Tiberium Age » Screenshots
Another screenshot of a certain campaign we're remaking.

https://ppmforums.com/files/img_09092017_153800_118.png
  Topic: RA1/TD 1 Cell Wide Cliffs and Tunnels
Bittah Commander

Replies: 5
Views: 577

Post Posted: Thu Sep 07, 2017 3:00 pm    Subject: RA1/TD 1 Cell Wide Cliffs and Tunnels
Forum:  Modding Central » Media Hut » SHPs
Awesome, I'll be able to put those tunnels to good use. Since not everybody will necessarily use the same palette (I won't for one), access to the original PNGs would be convenient though. Would you m ...
  Topic: Allied World splitter railgun artillery
Bittah Commander

Replies: 8
Views: 1050

Post Posted: Sun Aug 20, 2017 9:38 am    Subject: Allied World splitter railgun artillery
Forum:  Modding Central » Media Hut » Voxels
Looks like a railgun.
  Topic: TS Client: Unique MCVs and ConYards (*****)
Bittah Commander

Replies: 24
Views: 3740

Post Posted: Sat Aug 19, 2017 7:00 pm    Subject: TS Client: Unique MCVs and ConYards (*****)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
The latest TS Client update now includes [url=https://ppmforums.com/viewtopic.php?t=42382]AlexB's "Side index improvements" patch, which means that Part 3 of this tutorial is no longer neces ...
  Topic: Downtown Warfare
Bittah Commander

Replies: 12
Views: 919

Post Posted: Sun Jul 23, 2017 5:20 pm    Subject:   Downtown Warfare
Subject description: By Drive
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
A new multiplayer map for DTA version 1.16 by Drive.
  Topic: TS Client: Unique MCVs and ConYards (*****)
Bittah Commander

Replies: 24
Views: 3740

Post Posted: Thu Jul 20, 2017 8:58 pm    Subject: TS Client: Unique MCVs and ConYards (*****)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
I'm afraid they're not up for sharing because they're technically still unfinished patches and AlexB strongly insists on not having his WIP patches publicly shared. I only included the patches in dta. ...
  Topic: TS Client: Unique MCVs and ConYards (*****)
Bittah Commander

Replies: 24
Views: 3740

Post Posted: Thu Jul 20, 2017 5:48 pm    Subject: TS Client: Unique MCVs and ConYards (*****)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
While DTA does make use of the patches you mentioned, they actually don't work together with this tutorial at all and DTA shouldn't be used as a reference for how to apply this tutorial because of thi ...
  Topic: Distant Thunder
Bittah Commander

Replies: 2
Views: 402

Post Posted: Sun Jul 09, 2017 8:15 pm    Subject:   Distant Thunder
Subject description: by Sombracier
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
A new Co-Op mission by Sombracier, based on a RA1 singleplayer mission. To be included in version 1.16.
  Topic: Tiberian Sun Client
Bittah Commander

Replies: 274
Views: 56329

Post Posted: Mon Jul 03, 2017 1:18 pm    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
Actually, only older versions of the client didn't accept MIX files inside of other mix files because of the hack I used to make the folder structure work: I basically renamed all file names to includ ...
  Topic: Marooned II
Bittah Commander

Replies: 2
Views: 376

Post Posted: Sat Jun 24, 2017 2:01 pm    Subject:   Marooned II
Subject description: By Drive
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
Drive's remake of the classic Red Alert map "Marooned II", to be included with version 1.16.
  Topic: Problem With Co-Op
Bittah Commander

Replies: 8
Views: 654

Post Posted: Thu Jun 01, 2017 12:36 pm    Subject: Problem With Co-Op
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
There are 2 causes for the crash:You added houses to the map, which shouldn't be done for any multiplayer maps. So to fix this issue, simply delete all houses in the map editor or open the map with a ...
  Topic: Is there a way to resize a voxel by decimal?
Bittah Commander

Replies: 12
Views: 781

Post Posted: Fri May 26, 2017 9:48 pm    Subject: Is there a way to resize a voxel by decimal?
Forum:  Modding Central » Media Hut
I don't see why re-centering should be a problem. You then already have the voxel open in the HVA editor to begin with after all and all details are preserved when you shrink the voxel down (the volum ...
  Topic: Is there a way to resize a voxel by decimal?
Bittah Commander

Replies: 12
Views: 781

Post Posted: Fri May 26, 2017 2:12 pm    Subject: Is there a way to resize a voxel by decimal?
Forum:  Modding Central » Media Hut
Just use OS HVA Builder, go to "Tools" > "View Transform" and it's practically a decimal already.
Usually the number in the first column of the first row, the number in the sec ...
  Topic: Rise and fall of Command & Conquer
Bittah Commander

Replies: 31
Views: 1836

Post Posted: Sat May 20, 2017 1:07 am    Subject: Rise and fall of Command & Conquer
Forum:  Miscellaneous Forums » Game Chat » Command & Conquer Chat
welp I would love more official ant levels. Very Happy
You can play DTA for that #Tongue
[youtube]https://www.youtube.com/watch?v=E0NWgrIC2po[/youtube]
  Topic: vehicles used to have structure selection boxes
Bittah Commander

Replies: 11
Views: 1240

Post Posted: Sun May 14, 2017 11:14 pm    Subject: vehicles used to have structure selection boxes
Forum:  Modding Central » Tiberian Sun Editing Forum
Normally the IsCoreDefender=yes selection box has a 1x1 size with a height of 2 or 3. The hack to change the size of the selection box was originally done by CCHyper for TO and I came across it when I ...
  Topic: Isolated Island Resources
Bittah Commander

Replies: 2
Views: 340

Post Posted: Sat Apr 22, 2017 3:26 am    Subject: Isolated Island Resources
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
You can use the Chinook to airlift vehicles to those islands. To do this, select a Chinook, then click on the vehicle you want to airlift to make it attach itself to it and finally click wherever you ...
  Topic: Internal Error Unable to Continue Normally
Bittah Commander

Replies: 8
Views: 555

Post Posted: Thu Mar 30, 2017 3:57 pm    Subject: Internal Error Unable to Continue Normally
Forum:  Featured Projects » Dawn of the Tiberium Age » Support & Feedback
Make sure [URL=https://www.microsoft.com/en-us/download/details.aspx?id=17718]the full version of .NET Framework 4 is installed. The error message most likely mentions this as well.
  Topic: —police car— [RA2]
Bittah Commander

Replies: 6
Views: 1019

Post Posted: Sun Mar 26, 2017 12:29 pm    Subject: —police car— [RA2]
Forum:  Modding Central » Media Hut » Voxels
You could edit the dimensions of the HVA yourself to shrink it down.
  Topic: Should we give Soviets their Hind back ?
Bittah Commander

Replies: 9
Views: 1247

Post Posted: Mon Mar 13, 2017 2:12 am    Subject: Should we give Soviets their Hind back ?
Forum:  Modding Central » OpenRA Editing Forums
They hold the rifle like that because they're all noobs that can only spray and pray. Why do you think it takes them so many shots to kill enemy infantry?

Also, according to the RA1 rules.ini file ...
  Topic: What was Dusk?
Bittah Commander

Replies: 16
Views: 1240

Post Posted: Fri Mar 10, 2017 11:22 pm    Subject: What was Dusk?
Forum:  Other Projects » Pre-Alpha Projects » Tiberian Dusk
I don't think TS Dusk ever had any clear goals and it was more like Judeau's sketch book in which he drew whatever came to mind (for as far as it was fitting within the C&C universe) while attempt ...
  Topic: Should we give Soviets their Hind back ?
Bittah Commander

Replies: 9
Views: 1247

Post Posted: Fri Mar 10, 2017 4:25 am    Subject: Should we give Soviets their Hind back ?
Forum:  Modding Central » OpenRA Editing Forums
Automatic infantry... best name ever xD

What's wrong with the name "rifle infantry" anyway? It makes a lot more sense than TD's "minigunner". I hope you're not under the impress ...
 
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