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  Topic: Can't access PPM
Bittah Commander

Replies: 18
Views: 1244

Post Posted: Thu Jun 21, 2018 2:14 pm    Subject: Can't access PPM
Forum:  PPM Zone » PPM Discussion Zone
The forums are extremely slow right now though...

Edit: Looks like the speed issue is fixed as well now.
  Topic: [2] The Forstwirtschaft
Bittah Commander

Replies: 2
Views: 177

Post Posted: Tue Jun 12, 2018 12:03 am    Subject: [2] The Forstwirtschaft
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
The map's layout as well as the detailing both look mostly nice, although there are indeed a few things that could be improved (mainly involving the trees).
You placed down many tree groups (TC01-05) ...
  Topic: [4] The Open Mind
Bittah Commander

Replies: 6
Views: 213

Post Posted: Mon Jun 11, 2018 10:40 pm    Subject: [4] The Open Mind
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
Looks good now. One thing to keep in mind though, is that the neutral units you placed on the map have weapons and thus affect gameplay. While some are placed far enough out of the way to never get in ...
  Topic: [4] The Open Mind
Bittah Commander

Replies: 6
Views: 213

Post Posted: Mon Jun 11, 2018 6:44 pm    Subject: Re: [4] The Open Mind
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
  Topic: What EA needs to do to make C&C Rivals become a good game.
Bittah Commander

Replies: 8
Views: 569

Post Posted: Sun Jun 10, 2018 12:07 pm    Subject: What EA needs to do to make C&C Rivals become a good game.
Forum:  PPM Zone » PPM News Network
This game clearly isn't set in any time within the C&C universe in particular: while it might seem that this game is set between TD and TS, I'd argue that it actually has more elements from Tiberi ...
  Topic: [4] The Open Mind
Bittah Commander

Replies: 6
Views: 213

Post Posted: Sat Jun 09, 2018 2:32 pm    Subject: [4] The Open Mind
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
This actually looks like a pretty decent "Tournament map", although there are 2 small issues that I notice at first glance:The first one is that seem to have intentionally added an infantry- ...
  Topic: Name for XWIS-only Ares (Mars now. Unless other ideas?)
Bittah Commander

Replies: 44
Views: 1117

Post Posted: Thu Jun 07, 2018 4:01 pm    Subject: Name for XWIS-only Ares (Mars now. Unless other ideas?)
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Even if Grant (who manages the YR CnCNet client) wouldn't know (which I find unlikely since even I'd be able to create such a package despite having never actually modded YR myself), he's in touch wit ...
  Topic: Name for XWIS-only Ares (Mars now. Unless other ideas?)
Bittah Commander

Replies: 44
Views: 1117

Post Posted: Thu Jun 07, 2018 1:40 pm    Subject: Re: Name for XWIS-only Ares (starting with an S for Supremacy)
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
the YR CnCNet client is certainly capable of providing access to the campaigns (you only need to look at DTA, TI and MO to confirm this)
Oh, it's confirmed alright. The question of how to get them to ...
  Topic: Name for XWIS-only Ares (Mars now. Unless other ideas?)
Bittah Commander

Replies: 44
Views: 1117

Post Posted: Thu Jun 07, 2018 4:16 am    Subject: Re: Name for XWIS-only Ares (starting with an S for Supremacy)
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Anyways, as I think Graion and Bittah have missed my point: what I wanted was to allow mods for RA2 and YR to be 100% stand-alone (as XWIS already does that by itself, I tested it and still am on Lose ...
  Topic: Name for XWIS-only Ares (Mars now. Unless other ideas?)
Bittah Commander

Replies: 44
Views: 1117

Post Posted: Wed Jun 06, 2018 4:36 pm    Subject: Name for XWIS-only Ares (Mars now. Unless other ideas?)
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Considering that 100% of all YR players moved from XWIS to CnCNet already (for good reason), is this "AresS" really worth the effort?
  Topic: TS to RA2 and back
Bittah Commander

Replies: 14
Views: 590

Post Posted: Thu May 31, 2018 2:49 pm    Subject: TS to RA2 and back
Forum:  Modding Central » Red Alert 2 Editing Forum
The main issue with XCC Mixer is really just that it anti-aliasing tends to look bad and that because it doesn't take remapable colors into account, those remapable colors are often turned into non-re ...
  Topic: TS to RA2 and back
Bittah Commander

Replies: 14
Views: 590

Post Posted: Thu May 31, 2018 1:22 pm    Subject: TS to RA2 and back
Forum:  Modding Central » Red Alert 2 Editing Forum
You need to resize RA2 stuff to 80% to get the TS scale, which can easily be done with OS HVA Builder by just going to Tools > View Transform and then multiplying all numbers with 0.8. Doing this s ...
  Topic: Delayed attack? Temporary turtling?
Bittah Commander

Replies: 1
Views: 345

Post Posted: Sat May 26, 2018 4:33 pm    Subject: Delayed attack? Temporary turtling?
Forum:  Featured Projects » Dawn of the Tiberium Age
There really isn't any more space to add more game options to Skirmish without removing existing ones and even if there was space, there's no simple way to pull it off.

That said though, if you're ...
  Topic: MapTool
Bittah Commander

Replies: 46
Views: 5787

Post Posted: Thu May 24, 2018 6:47 pm    Subject: MapTool
Forum:  Featured Tools » Community Tools
I actually seem to have missed Starkku's post, so thanks for pointing it out.

Edit:
I created a profile for randomizing all of DTA's individual resource types (green tiberium, blue tiberium, ore, ...
  Topic: MapTool
Bittah Commander

Replies: 46
Views: 5787

Post Posted: Thu May 24, 2018 11:53 am    Subject: MapTool
Forum:  Featured Tools » Community Tools
I don't need to worry about that because DTA has no slopes in the first place #Tongue
Either way, it was just an example to demonstrate the need for custom ranges for randomizing tiberium (assuming that t ...
  Topic: MapTool
Bittah Commander

Replies: 46
Views: 5787

Post Posted: Wed May 23, 2018 1:49 pm    Subject: MapTool
Forum:  Featured Tools » Community Tools
The overlays TIB13-TIB20 are meant for different slope facings, wouldn't that cause problems? TIB13 & TIB14 are for NW slopes, TIB15 & TIB16 are for NE slopes, etc.
I'm aware that's what they ...
  Topic: MapTool
Bittah Commander

Replies: 46
Views: 5787

Post Posted: Tue May 22, 2018 6:17 pm    Subject: MapTool
Forum:  Featured Tools » Community Tools
The randomizer is actually primarily for when someone for example has only placed TIB01 on the map, which then needs to be randomized to use TIB01 up to TIB12. Likewise when someone has only placed TI ...
  Topic: MapTool
Bittah Commander

Replies: 46
Views: 5787

Post Posted: Tue May 22, 2018 1:58 pm    Subject: MapTool
Forum:  Featured Tools » Community Tools
Could this tool also be used to randomize tiberium overlays on a map? And if not, could such a feature be added? Preferably you should be able to randomize a specific tiberium type within a certain ra ...
  Topic: Video of the day
Bittah Commander

Replies: 42
Views: 4531

Post Posted: Sat Apr 28, 2018 12:52 am    Subject: Video of the day
Forum:  Miscellaneous Forums » Offtopic Discussion Area
[youtube]https://www.youtube.com/watch?v=Ipb_buw95d4[/youtube]
  Topic: Modding DTA
Bittah Commander

Replies: 3
Views: 329

Post Posted: Sat Feb 17, 2018 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: 1216

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: 580

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: 262

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: 497

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: 497

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: 497

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: 1364

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: 842

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: 302

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: 8825

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: 8825

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: 330
Views: 79589

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: 380

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: 349

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: 8825

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: 8825

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: 445

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: 445

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: 82
Views: 6691

Post Posted: Tue Dec 12, 2017 10:26 pm    Subject: Image Shaper
Forum:  Featured Tools » Community 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: 82
Views: 6691

Post Posted: Mon Dec 11, 2017 10:37 pm    Subject: Image Shaper
Forum:  Featured Tools » Community 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: 16
Views: 1281

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: 16
Views: 1281

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: 301

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: 301

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: 301

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: 212

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: 346

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: 628

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: 330
Views: 79589

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: 330
Views: 79589

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.
 
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