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  Topic: C&C Disc Images
Bittah Commander

Replies: 11
Views: 339

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: 339

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: 259
Views: 52152

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: 37
Views: 4604

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

Replies: 39
Views: 6791

Post Posted: Sun Sep 10, 2017 11:47 am    Subject: Promotional screenshots
Forum:  Featured Projects » The 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: 39
Views: 6791

Post Posted: Sat Sep 09, 2017 11:23 pm    Subject: Promotional screenshots
Forum:  Featured Projects » The 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: 358

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: 729

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: 3335

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: 741

Post Posted: Sun Jul 23, 2017 5:20 pm    Subject:   Downtown Warfare
Subject description: By Drive
Forum:  Featured Projects » The 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: 3335

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: 3335

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: 340

Post Posted: Sun Jul 09, 2017 8:15 pm    Subject:   Distant Thunder
Subject description: by Sombracier
Forum:  Featured Projects » The 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: 259
Views: 52152

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: 321

Post Posted: Sat Jun 24, 2017 2:01 pm    Subject:   Marooned II
Subject description: By Drive
Forum:  Featured Projects » The 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: 575

Post Posted: Thu Jun 01, 2017 12:36 pm    Subject: Problem With Co-Op
Forum:  Featured Projects » The 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: 649

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: 649

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: 1464

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: 1023

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: 306

Post Posted: Sat Apr 22, 2017 3:26 am    Subject: Isolated Island Resources
Forum:  Featured Projects » The 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: 406

Post Posted: Thu Mar 30, 2017 3:57 pm    Subject: Internal Error Unable to Continue Normally
Forum:  Featured Projects » The 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: 888

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: 1112

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: 1052

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: 1112

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 ...
  Topic: Has anyone found a fix for tC&C3 crashing in windows 10
Bittah Commander

Replies: 11
Views: 749

Post Posted: Sat Mar 04, 2017 9:51 am    Subject: Has anyone found a fix for tC&C3 crashing in windows 10
Forum:  Modding Central » Command & Conquer 3 Editing Forum
It's not unlikely that your Intel graphics card simply isn't able to handle C&C3 in the first place. Intel graphics cards are generally fairly low end after all and thus not really intended for ga ...
  Topic: Help Please
Bittah Commander

Replies: 2
Views: 340

Post Posted: Thu Feb 23, 2017 2:08 am    Subject: Help Please
Forum:  Modding Central » Tiberian Sun Editing Forum
Try [url=http://www.moddb.com/mods/tiberian-sun-client]re-downloading the TS client and extract it to an empty folder again. Make sure that the place where you extract it is not in Program Files, or y ...
  Topic: Need help with game crashing and chopper blades invisible
Bittah Commander

Replies: 2
Views: 372

Post Posted: Tue Feb 21, 2017 7:41 pm    Subject: Need help with game crashing and chopper blades invisible
Forum:  Featured Projects » The Dawn of the Tiberium Age
Have you tried enabling "Back Buffer in Video Memory"? While this does make the performance slower, there are some rare cases where not enabling this will cause problems.
  Topic: [OpenRA] Shp Pack of my Mod-Maps
Bittah Commander

Replies: 7
Views: 1851

Post Posted: Sun Jan 22, 2017 7:50 pm    Subject: [OpenRA] Shp Pack of my Mod-Maps
Forum:  Modding Central » Media Hut » SHPs
0tnk uses the RA palette.
  Topic: [OpenRA] Shp Pack of my Mod-Maps
Bittah Commander

Replies: 7
Views: 1851

Post Posted: Sun Jan 22, 2017 4:46 pm    Subject: [OpenRA] Shp Pack of my Mod-Maps
Forum:  Modding Central » Media Hut » SHPs
I can probably make use of all of those "split" SHPs, although I'm still undecided about whether or not to use the veins (I'd have to thoroughly edit them to work in TS if I do).

0tnk.shp ...
  Topic: DTA TV Tropes page
Bittah Commander

Replies: 4
Views: 652

Post Posted: Sun Jan 22, 2017 4:17 pm    Subject: DTA TV Tropes page
Forum:  Featured Projects » The Dawn of the Tiberium Age
Nice work, feel free to ask if there's anything specific you'd like to know. I'll point out the potential issues I've noticed while reading over it:
Adapted Out: Due to the limitations of the Tiberia ...
  Topic: Cannot get game to work
Bittah Commander

Replies: 12
Views: 1654

Post Posted: Sat Nov 19, 2016 11:20 am    Subject: Cannot get game to work
Forum:  Featured Projects » The Dawn of the Tiberium Age
Could you check whether the problem is solved in the latest version (1.1579)?
  Topic: Cannot get game to work
Bittah Commander

Replies: 12
Views: 1654

Post Posted: Thu Nov 17, 2016 4:42 pm    Subject: Cannot get game to work
Forum:  Featured Projects » The Dawn of the Tiberium Age
Could you upload the client.log file?
  Topic: Object Exchange
Bittah Commander

Replies: 14
Views: 1372

Post Posted: Tue Nov 15, 2016 4:14 pm    Subject: Object Exchange
Forum:  Featured Tools » CnC Editing Tools
This is very useful, thanks! All light posts have been replaced now.
  Topic: Its a good love letter to earlier games, but...
Bittah Commander

Replies: 10
Views: 856

Post Posted: Wed Nov 09, 2016 10:35 pm    Subject: Re: Its a good love letter to earlier games, but...
Forum:  Featured Projects » The Dawn of the Tiberium Age
EA had nothing to do with our balancing issues whatsoever: while I might not agree with the major continuity plotholes they created in C&C3, it's perfectly fine as a game (just like how C&C Ge ...
  Topic: A few random questions.
Bittah Commander

Replies: 23
Views: 1130

Post Posted: Mon Nov 07, 2016 6:33 am    Subject: A few random questions.
Forum:  Featured Projects » The Dawn of the Tiberium Age
It sounds like you're most likely using the Default renderer on Windows 10 (or 8) and like Lin Kuei Ominae mentioned, you need to change this to fix your issue. I recommend changing it to DxWnd and se ...
  Topic: Nooze's Stuff
Bittah Commander

Replies: 34
Views: 2677

Post Posted: Sat Nov 05, 2016 11:15 pm    Subject: Nooze's Stuff
Forum:  Modding Central » Media Hut
Looks like strctures #05 and #09 are identical.
  Topic: "The Awakened Mind" inaccesable
Bittah Commander

Replies: 1
Views: 333

Post Posted: Sat Oct 29, 2016 4:25 am    Subject: "The Awakened Mind" inaccesable
Forum:  Featured Projects » The Dawn of the Tiberium Age » Support & Feedback
That mission actually requires more testing and possible changes or additions, so it's not really supposed to be accessible in the first place. I also haven't spoken to Einhander (the mission's creato ...
  Topic: Nooze's Stuff
Bittah Commander

Replies: 34
Views: 2677

Post Posted: Tue Oct 25, 2016 5:35 pm    Subject: Nooze's Stuff
Forum:  Modding Central » Media Hut
Nice, we'll put these to good use Smile
I also don't think there's use for these structures until there are at least more of them because mappers can't just repeat the same structure to create towns.
I ...
  Topic: Nooze's Stuff
Bittah Commander

Replies: 34
Views: 2677

Post Posted: Tue Oct 25, 2016 11:23 am    Subject: Nooze's Stuff
Forum:  Modding Central » Media Hut
Those appear to be corrupted. I also don't think there's use for these structures until there are at least more of them because mappers can't just repeat the same structure to create towns.
  Topic: Nooze's Stuff
Bittah Commander

Replies: 34
Views: 2677

Post Posted: Mon Oct 24, 2016 4:54 pm    Subject: Nooze's Stuff
Forum:  Modding Central » Media Hut
Houses, woooo.
http://i.imgur.com/g1IdiK7.png
Do you plan on releasing a full set of the houses at this size? I'd love to use them in DTA.
  Topic: DoorAnim Rate
Bittah Commander

Replies: 7
Views: 825

Post Posted: Tue Oct 18, 2016 3:28 pm    Subject: DoorAnim Rate
Forum:  Modding Central » Tiberian Sun Editing Forum
I don't think there's a way to delay when a war factory spawns a new unit: I'd have done it for Nod's airfield in DTA if I knew how. Instead the unit is covered up by the production anim until I want ...
  Topic: DoorAnim Rate
Bittah Commander

Replies: 7
Views: 825

Post Posted: Mon Oct 17, 2016 10:04 pm    Subject: DoorAnim Rate
Forum:  Modding Central » Tiberian Sun Editing Forum
You can change the DeployTime= value of the gate in Rules.ini to adjust the rate of the animation.
  Topic: Map Editor
Bittah Commander

Replies: 9
Views: 964

Post Posted: Fri Oct 14, 2016 1:15 pm    Subject: Map Editor
Forum:  Featured Projects » The Dawn of the Tiberium Age
Soo I found out the .ini file error... If I delete it and start the map editor without the client menu, I can manually enter the .exe file path to it and it works correctly. But if I start the client, ...
  Topic: Map Editor
Bittah Commander

Replies: 9
Views: 964

Post Posted: Fri Oct 14, 2016 12:54 am    Subject: Map Editor
Forum:  Featured Projects » The Dawn of the Tiberium Age
That's unusual... Could you tell me the exact path that's entered after you delete the FinalSun.ini file and the client creates a new one? And what's the correct path?
  Topic: MCV Bugs
Bittah Commander

Replies: 11
Views: 716

Post Posted: Thu Oct 13, 2016 7:42 pm    Subject: MCV Bugs
Forum:  Featured Projects » The Dawn of the Tiberium Age » Support & Feedback
Hacking the exe to add new stuff is not something I can do myself. I can only change simple stuff in the exe.
  Topic: Nod can't build attack helicopters
Bittah Commander

Replies: 3
Views: 302

Post Posted: Thu Oct 13, 2016 4:19 pm    Subject: Nod can't build attack helicopters
Forum:  Featured Projects » The Dawn of the Tiberium Age » Support & Feedback
In TD it's actually both the Apache and the Chinook that have the Hand of Nod as a prerequisite. I do think it makes more sense if only the Chinook to have such a prerequisite, so I'll change this for ...
  Topic: Nod can't build attack helicopters
Bittah Commander

Replies: 3
Views: 302

Post Posted: Thu Oct 13, 2016 9:36 am    Subject: Nod can't build attack helicopters
Forum:  Featured Projects » The Dawn of the Tiberium Age » Support & Feedback
Strange indeed. The Apache properly buildable when I try it though; did you make any changes in Rules.ini or Enhance.ini?
  Topic: MCV Bugs
Bittah Commander

Replies: 11
Views: 716

Post Posted: Thu Oct 13, 2016 9:13 am    Subject: MCV Bugs
Forum:  Featured Projects » The Dawn of the Tiberium Age » Support & Feedback
The AI can't build anything that has the Construction Yard as a prerequisite, meaning that I'd have to make the AI use some other AI-only structure instead of it. I'd then have to use the Prerequisite ...
 
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