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  Topic: Modding DTA
Bittah Commander

Replies: 3
Views: 88

Post Posted: Yesterday, at 6:10 pm    Subject: Modding DTA
Forum:  Featured Projects » Dawn of the Tiberium Age
In order to overwrite as little as possible and to make it a quick and easy task to make your mod compatible again after you update DTA in the future, I recommend that you create a GlobalCode.ini file ...
  Topic: Where is the chronosphere and iron curtain?
Bittah Commander

Replies: 9
Views: 378

Post Posted: Tue Feb 06, 2018 7:14 pm    Subject: Where is the chronosphere and iron curtain?
Forum:  Featured Projects » Dawn of the Tiberium Age » Support & Feedback
Another issue with thieves aside from the fact the engine doesn't support them is that that the storage of funds works different from how it works in RA1: in RA1 all harvested resources are evenly spr ...
  Topic: AI cheating on skirmish?
Bittah Commander

Replies: 6
Views: 246

Post Posted: Mon Jan 29, 2018 8:35 am    Subject: AI cheating on skirmish?
Forum:  Featured Projects » Dawn of the Tiberium Age
The AI does start with more credits than human players do, but if you prevent them from harvesting they'll definitely go broke fairly quickly.

The AI is able to spawn multiple aircraft at the same ...
  Topic: Screen issues.
Bittah Commander

Replies: 3
Views: 97

Post Posted: Sat Jan 27, 2018 1:58 pm    Subject: Screen issues.
Forum:  Featured Projects » Dawn of the Tiberium Age
Depending on the renderer you're using windowed mode might indeed work better (you can enable borderless mode and use a resolution that matches your desktop resolution to make it look exactly like ful ...
  Topic: The AI units in the game
Bittah Commander

Replies: 10
Views: 244

Post Posted: Wed Jan 24, 2018 3:41 pm    Subject: The AI units in the game
Forum:  Featured Projects » Dawn of the Tiberium Age
That no longer happens since version 1.167 though.
  Topic: The AI units in the game
Bittah Commander

Replies: 10
Views: 244

Post Posted: Wed Jan 24, 2018 12:13 am    Subject: The AI units in the game
Forum:  Featured Projects » Dawn of the Tiberium Age
Yeah, the AI's structures are indeed just cheaper clones for the same part, except that on naval maps the AI's war factories were also given WeaponsFactory=no in order to prevent the AI from spawning ...
  Topic: The AI units in the game
Bittah Commander

Replies: 10
Views: 244

Post Posted: Mon Jan 22, 2018 3:50 pm    Subject: The AI units in the game
Forum:  Featured Projects » Dawn of the Tiberium Age
AI units were also given GuardRange=12 (and =30 for ships) to make them behave more aggressively and make them automatically attack any unit that comes close to the AI's base.
  Topic: Vanilla TS campaign messed up
Bittah Commander

Replies: 15
Views: 557

Post Posted: Sun Jan 14, 2018 8:44 pm    Subject: Vanilla TS campaign messed up
Forum:  Modding Central » Tiberian Sun Editing Forum
If you added GDIA only as for work-around to make sure the units of the new factory can't be built from the regular GDI War Factory, the best solution would be to just ditch GDIA and use an existing h ...
  Topic: Should C&C4 Tiberian Twilight be in the Official C&C Story?
Bittah Commander

Replies: 6
Views: 383

Post Posted: Sun Jan 14, 2018 5:29 am    Subject: Should C&C4 Tiberian Twilight be in the Official C&C Story?
Forum:  Miscellaneous Forums » Game Chat » Command & Conquer Chat
I don't know about the video you're talking about, but from what I can tell EA just ran out of money when they made C&C4 and just threw the scraps they had for C&C out there and called it the ...
  Topic: Strange behavior in Sarin Gas 2
Bittah Commander

Replies: 2
Views: 170

Post Posted: Sun Dec 31, 2017 10:21 am    Subject: Strange behavior in Sarin Gas 2
Forum:  Featured Projects » Dawn of the Tiberium Age » Support & Feedback
This seems to have been an oversight; thanks for pointing it out. I don't think Stormrider ever intended for this to be a campaign, considering that it was a stand-alone mission in Red Alert (Counters ...
  Topic: Consequences of the Pentadecimal System
Bittah Commander

Replies: 76
Views: 7026

Post Posted: Sat Dec 30, 2017 1:21 pm    Subject: Consequences of the Pentadecimal System
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
The trial refers to the [URL=https://www.origin.com/nld/en-us/store/origin-access/trials]Play First Trials you get access to when joining [URL=https://www.origin.com/nld/en-us/store/origin-access]Orig ...
  Topic: Consequences of the Pentadecimal System
Bittah Commander

Replies: 76
Views: 7026

Post Posted: Sat Dec 30, 2017 7:11 am    Subject: Consequences of the Pentadecimal System
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I don't see the button...
The button was intentionally left out. The client for YR is actually almost exactly the same client as what MO, DTA and TI use, which means that it supports all the same thi ...
  Topic: Tiberian Sun Client
Bittah Commander

Replies: 312
Views: 64405

Post Posted: Fri Dec 29, 2017 4:26 pm    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
I believe the game lags for about a second every time you take a screenshot though, which becomes very noticeable when you take multiple screenshots in a row. So taking a screenshot every frame for 90 ...
  Topic: Naval Units
Bittah Commander

Replies: 7
Views: 215

Post Posted: Thu Dec 28, 2017 9:29 pm    Subject: Naval Units
Forum:  Featured Projects » Dawn of the Tiberium Age » Support & Feedback
I can see where you're coming from concerning the Ekranoplan's appearance, but it would be a waste to just get rid of it since LKO already took the effort to make it.
I think that for now I'll just n ...
  Topic: It's me again, with yet another bug ^_^
Bittah Commander

Replies: 4
Views: 185

Post Posted: Sat Dec 23, 2017 11:29 pm    Subject: It's me again, with yet another bug ^_^
Forum:  Featured Projects » Dawn of the Tiberium Age » Support & Feedback
Unfortunately there's nothing I can do about the MCV issue; it's indeed an engine limitation.

Most game options are intentionally locked for Co-Op maps to keep them challenging, but you can of cour ...
  Topic: Consequences of the Pentadecimal System
Bittah Commander

Replies: 76
Views: 7026

Post Posted: Thu Dec 21, 2017 5:01 am    Subject: Consequences of the Pentadecimal System
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Does the CnCNet client allow running of campaign missions?
Apparently it doesn't for some reason (don't ask me why, because it should be perfectly capable of doing so for as far as I know), but you c ...
  Topic: Consequences of the Pentadecimal System
Bittah Commander

Replies: 76
Views: 7026

Post Posted: Tue Dec 19, 2017 10:09 am    Subject: Consequences of the Pentadecimal System
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I suggest trying it out with [URL=https://dta.ppmsite.com/updates/Resources/ddrawcompat.dll]DDrawCompat and otherwise try to run it with the [URL=https://cncnet.org/yuris-revenge]CnCNet Yuri's Revenge ...
  Topic: Tilting Support for SHP Vehicles
Bittah Commander

Replies: 8
Views: 275

Post Posted: Fri Dec 15, 2017 10:17 pm    Subject: Tilting Support for SHP Vehicles
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I somehow keep forgetting about the fact units can rotate on slopes Embarassed
There are only 8 slope angles though, so the number of tilt frames for an SHP unit with 32 facings, no turret, and no animations ...
  Topic: Tilting Support for SHP Vehicles
Bittah Commander

Replies: 8
Views: 275

Post Posted: Fri Dec 15, 2017 3:19 pm    Subject: Tilting Support for SHP Vehicles
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I think the amount of required frames would be reasonable as long as we don't care about smoothness (so there's only 64 extra frames + 64 shadow frames if there's no moving or firing animations) and a ...
  Topic: Image Shaper
Bittah Commander

Replies: 76
Views: 3336

Post Posted: Tue Dec 12, 2017 10:26 pm    Subject: Image Shaper
Forum:  Featured Tools » CnC Editing Tools
I believe I just used OS SHP Builder to create those SHPs, but there's a (small) chance that I used XCC Mixer.

Edit: apparently ImageShaper crashes whenever it's minimized by whatever means and it' ...
  Topic: Image Shaper
Bittah Commander

Replies: 76
Views: 3336

Post Posted: Mon Dec 11, 2017 10:37 pm    Subject: Image Shaper
Forum:  Featured Tools » CnC Editing Tools
After clicking start and the operation finishes, the cursor jumps to the status panel, which means that you can't immediately press delete to remove all frames and this slows down your work pace when ...
  Topic: New Profile Options!
Bittah Commander

Replies: 11
Views: 390

Post Posted: Thu Dec 07, 2017 6:52 pm    Subject: New Profile Options!
Forum:  PPM Zone » PPM News Network » Forum Announcements
You have to link to your /user/ page at youtube instead of your channel, which indeed isn't always convenient.
  Topic: New Profile Options!
Bittah Commander

Replies: 11
Views: 390

Post Posted: Thu Dec 07, 2017 6:28 pm    Subject: New Profile Options!
Forum:  PPM Zone » PPM News Network » Forum Announcements
The Facebook button appears to always point to the topic at PPM I visited most recently, while the Skype button just links to my profile here.
The E-mail button uses the required E-mail address field ...
  Topic: First ants mission is seemingly bugged
Bittah Commander

Replies: 6
Views: 148

Post Posted: Sat Dec 02, 2017 4:11 pm    Subject: First ants mission is seemingly bugged
Forum:  Featured Projects » Dawn of the Tiberium Age » Support & Feedback
Then there would have been no way to make it only able to move on water without making it impossible for infantry to enter (or exit) it.
  Topic: First ants mission is seemingly bugged
Bittah Commander

Replies: 6
Views: 148

Post Posted: Sat Dec 02, 2017 5:19 am    Subject: First ants mission is seemingly bugged
Forum:  Featured Projects » Dawn of the Tiberium Age » Support & Feedback
The rest of the campaign was cake of peace anyway – usually you guys never labeled anything like that "hard" in the mission menu.
I might demote it to "Normal" if more people ag ...
  Topic: First ants mission is seemingly bugged
Bittah Commander

Replies: 6
Views: 148

Post Posted: Sat Dec 02, 2017 2:00 am    Subject: First ants mission is seemingly bugged
Forum:  Featured Projects » Dawn of the Tiberium Age » Support & Feedback
It seems that I overlooked something. You weren't supposed to be able to capture the structure on the island and thus weren't supposed to be able to build on the island, so I'll have to fix this in an ...
  Topic: 1 bug while playing as the soviets
Bittah Commander

Replies: 2
Views: 100

Post Posted: Sat Dec 02, 2017 12:04 am    Subject: 1 bug while playing as the soviets
Forum:  Featured Projects » Dawn of the Tiberium Age » Support & Feedback
This is already fixed. Just let the client download the update when it asks.
  Topic: DTA version 1.16 has been released!
Bittah Commander

Replies: 1
Views: 209

Post Posted: Fri Dec 01, 2017 6:50 pm    Subject:   DTA version 1.16 has been released!
Forum:  Featured Projects » Dawn of the Tiberium Age
As promised, DTA 1.16 was released today.
https://dta.ppmsite.com/images/464.pnghttps://dta.ppmsite.com/images/moty2017.png
  Topic: DTA version 1.16 has been released!
Bittah Commander

Replies: 1
Views: 355

Post Posted: Fri Dec 01, 2017 6:50 pm    Subject:   DTA version 1.16 has been released!
Forum:  PPM Zone » PPM News Network
As promised, DTA 1.16 was released today.
https://dta.ppmsite.com/images/464.pnghttps://dta.ppmsite.com/images/moty2017.png
  Topic: Tiberian Sun Client
Bittah Commander

Replies: 312
Views: 64405

Post Posted: Wed Nov 29, 2017 8:47 pm    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
Yes, this bug has always been present; even before the client or spawner were a thing. It's just that there didn't use to be any way to use those colors aside from memory hacks and trainers.
  Topic: Tiberian Sun Client
Bittah Commander

Replies: 312
Views: 64405

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: 312
Views: 64405

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 [Done]
Bittah Commander

Replies: 27
Views: 556

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

Replies: 41
Views: 6218

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: 143

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: 2174

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: 847

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: 847

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: 424

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: 2174

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: 847

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: 2174

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: 2174

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: 280

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: 280

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: 2174

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: 2343

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: 2343

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: 2174

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 ...
 
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