:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::
Do you want to advertise at Project Perfect Mod. Find out how to do it HERE.

Search found 868 matches
 Forum index » Search
Page 1 of 18 [868 Posts]   Goto page: 1, 2, 3, ..., 16, 17, 18 Next
Author Message
  Topic: Really annoying bug in Generals. (Shockwave mod)
Blade

Replies: 5
Views: 500

Post Posted: Thu May 24, 2018 9:01 pm    Subject: Really annoying bug in Generals. (Shockwave mod)
Forum:  Modding Central » Generals Editing Forum
Hopefully we'll be able to fix it in [url=https://github.com/TheAssemblyArmada/Thyme]Thyme at some point once we have enough of the game reimplemented.
  Topic: Another "Map limit"?
Blade

Replies: 70
Views: 2024

Post Posted: Fri May 04, 2018 10:29 pm    Subject: Another "Map limit"?
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
I don't believe there is a limit to the size of the IsoMapPack5 section in terms of lines. The game has hard coded limits of 40000 cells total however, which is 200x200.

tomsons26lv tells me there ...
  Topic: [help]My Voxel won't work or XCC Mixer deletes them?
Blade

Replies: 18
Views: 791

Post Posted: Sat Apr 21, 2018 9:22 pm    Subject: [help]My Voxel won't work or XCC Mixer deletes them?
Forum:  Modding Central » Media Hut
XCC can't create new keys at all, so your theory breaks down right there. Seems more like XCC Mix Editor can't create mix files correctly such that only XCC Mixer can read them and not the actual game ...
  Topic: TMP File Format (has damaged art)
Blade

Replies: 30
Views: 4163

Post Posted: Thu Apr 19, 2018 1:45 pm    Subject: TMP File Format (has damaged art)
Forum:  Featured Tools » Community Tools
In C on 32bit and 64bit platforms, int and unsigned int are 32bit. However you have missed the :1 on those 3 boolean values. Those are bitfield entries, they take up a single bit within the bitfield ( ...
  Topic: [help]My Voxel won't work or XCC Mixer deletes them?
Blade

Replies: 18
Views: 791

Post Posted: Thu Apr 19, 2018 1:32 pm    Subject: [help]My Voxel won't work or XCC Mixer deletes them?
Forum:  Modding Central » Media Hut
Based on your PM where you try and add files to an existing mix, I'd say its just XCC mixer or mix editor (which ever you are using) that doesn't rewrite the file correctly when you do that. You can s ...
  Topic: [help]My Voxel won't work or XCC Mixer deletes them?
Blade

Replies: 18
Views: 791

Post Posted: Wed Apr 18, 2018 8:05 am    Subject: [help]My Voxel won't work or XCC Mixer deletes them?
Forum:  Modding Central » Media Hut
You misunderstand what I was getting at, the mix's with the hardcoded keys can't be substituted with a new mix with a new key without the contents being garbled, as the game will still use the hardcod ...
  Topic: [help]My Voxel won't work or XCC Mixer deletes them?
Blade

Replies: 18
Views: 791

Post Posted: Tue Apr 17, 2018 8:50 am    Subject: [help]My Voxel won't work or XCC Mixer deletes them?
Forum:  Modding Central » Media Hut
Each WW mix has it's own key which deciphers the content, the content has to be made compatible with that key in order to be loaded correctly. Only the ecache/expand mixes are free from this data alte ...
  Topic: VXL To OBJ
Blade

Replies: 19
Views: 896

Post Posted: Tue Feb 20, 2018 11:00 am    Subject: VXL To OBJ
Forum:  Featured Tools » Community Tools
I'm not sure why you are going to obj then to gmz rather than just trying to write a convertor that goes straight to gmz. From your description gmz is some kind of raster format, so when not just rend ...
  Topic: SHP, RLE and coding discussion (Split from Image Shaper)
Blade

Replies: 19
Views: 1467

Post Posted: Thu Feb 15, 2018 1:03 pm    Subject: SHP, RLE and coding discussion (Split from Image Shaper)
Forum:  Featured Tools » Community Tools
One class per file is an ideal, but even with closely related classes you might want to split them out into separate files if they have more than a handful of methods (beyond simple getters and setter ...
  Topic: SHP, RLE and coding discussion (Split from Image Shaper)
Blade

Replies: 19
Views: 1467

Post Posted: Thu Feb 15, 2018 11:35 am    Subject: SHP, RLE and coding discussion (Split from Image Shaper)
Forum:  Featured Tools » Community Tools
Suggesting none power of 2 indent sizes? The horror! 2 or 4 I get, but 3? *shudder*.
  Topic: Terrain Expansion files
Blade

Replies: 25
Views: 1688

Post Posted: Thu Jan 04, 2018 3:27 pm    Subject: Terrain Expansion files
Forum:  Modding Central » Media Hut
Unfortunately not, the autolat system makes it choose those tiles, you'd have to clone the tile set so it didn't lat at all or make changes to how the game handles the auto lats. At least as far as I ...
  Topic: Looking For: Red Alert 2 & Yuri's Revenge Terrain Expansions
Blade

Replies: 47
Views: 2525

Post Posted: Thu Jan 04, 2018 3:21 pm    Subject: Looking For: Red Alert 2 & Yuri's Revenge Terrain Expansions
Forum:  Modding Central » Media Hut
It is possible its some limitation like that, I don't know enough about how the game handles the tunnel path finding to really say for certain.
  Topic: Looking For: Red Alert 2 & Yuri's Revenge Terrain Expansions
Blade

Replies: 47
Views: 2525

Post Posted: Thu Jan 04, 2018 1:58 pm    Subject: Looking For: Red Alert 2 & Yuri's Revenge Terrain Expansions
Forum:  Modding Central » Media Hut
I believe it was intended to operate with a mod manager that was in development at the time, but that never got traction in the community because it never got some of the features it was supposed to g ...
  Topic: Terrain Expansion files
Blade

Replies: 25
Views: 1688

Post Posted: Thu Jan 04, 2018 1:56 pm    Subject: Terrain Expansion files
Forum:  Modding Central » Media Hut
I was asking for it taken down because of the disrespectful tone you are taking over 15 year old decisions that were made for perfectly good reasons just because they inconvenience people now. Change ...
  Topic: Terrain Expansion files
Blade

Replies: 25
Views: 1688

Post Posted: Mon Dec 25, 2017 10:24 pm    Subject: Terrain Expansion files
Forum:  Modding Central » Media Hut
A) What specific changes have you made to the ini files vs the TX shipped ones? FinalAlert ini stuff was probably not known at the time and won't affect compatibility, but the actual control files for ...
  Topic: Looking For: Red Alert 2 & Yuri's Revenge Terrain Expansions
Blade

Replies: 47
Views: 2525

Post Posted: Mon Dec 25, 2017 10:07 pm    Subject: Looking For: Red Alert 2 & Yuri's Revenge Terrain Expansions
Forum:  Modding Central » Media Hut
Because no one cared to as there was no demand. This must be the first time the decision was ever questioned in 12 years is it? Looks like it was the right decision.

The fact it can be made to work ...
  Topic: Terrain Expansion files
Blade

Replies: 25
Views: 1688

Post Posted: Mon Dec 25, 2017 6:09 pm    Subject: Terrain Expansion files
Forum:  Modding Central » Media Hut
As one of the original authors of the TX I'd like to see this unauthorised modified version of the TX removed from ppm for both modifying it without permission and the poor attitude shown by the poste ...
  Topic: Looking For: Red Alert 2 & Yuri's Revenge Terrain Expansions
Blade

Replies: 47
Views: 2525

Post Posted: Mon Dec 25, 2017 6:03 pm    Subject: Looking For: Red Alert 2 & Yuri's Revenge Terrain Expansions
Forum:  Modding Central » Media Hut
Parts of the tx may work properly with RA2 with some modifications, but it was never intended to be used with it and was untested and hence unsupported by the installer. There was a cut down version o ...
  Topic: Image Shaper
Blade

Replies: 82
Views: 6674

Post Posted: Wed Dec 13, 2017 11:12 pm    Subject: Image Shaper
Forum:  Featured Tools » Community Tools
As I understand it, we have no idea what the first bit actually does, though as you say its is often set.

Although it takes up 4 bytes in the file, we'll assume only the first one matters (because ...
  Topic: Image Shaper
Blade

Replies: 82
Views: 6674

Post Posted: Mon Dec 11, 2017 8:32 pm    Subject: Image Shaper
Forum:  Featured Tools » Community Tools
I wasn't trying to force your hand or anything, most people won't even be interested in the code in this community and its not like the OpenRA team or even Olaf are really likely to pursue the matter ...
  Topic: Image Shaper
Blade

Replies: 82
Views: 6674

Post Posted: Sun Dec 10, 2017 10:27 pm    Subject: Image Shaper
Forum:  Featured Tools » Community Tools
fixed
Not open sourcing it though?
I can send the source code to those who want it, but usually i don't make my tools open source.

Any particular reason? The code may be hacky and not particularl ...
  Topic: Image Shaper
Blade

Replies: 82
Views: 6674

Post Posted: Sun Dec 03, 2017 11:14 pm    Subject: Image Shaper
Forum:  Featured Tools » Community Tools
Great idea piping the output into the shapeset tool. Not open sourcing it though?
  Topic: Consequences of the Pentadecimal System
Blade

Replies: 76
Views: 8816

Post Posted: Tue Sep 26, 2017 2:19 pm    Subject: Consequences of the Pentadecimal System
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
So basically you've timed bombed it? There is no technical reason that it will break? I sort of get the thinking behind it, but I think its a bad precedent to set.

At the end of the day, what does ...
  Topic: Consequences of the Pentadecimal System
Blade

Replies: 76
Views: 8816

Post Posted: Tue Sep 26, 2017 10:15 am    Subject: Consequences of the Pentadecimal System
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I don't understand why this build will break soon, its not like the game is constantly getting updates from EA that require the hooking offsets to be reset? What is going to cause it to break?
  Topic: Westwood Color Conversion Utility
Blade

Replies: 10
Views: 1230

Post Posted: Mon Sep 04, 2017 10:15 am    Subject: Westwood Color Conversion Utility
Forum:  Featured Tools » Community Tools
I believe the TS code uses floating point maths for its conversion rather than bit shifting fixed point maths so its precision will vary slightly from this and this could theoretically account for the ...
  Topic: Ideas & suggestions
Blade

Replies: 366
Views: 27298

Post Posted: Fri Aug 04, 2017 11:38 am    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
That is asking for a different level of global then, globals never worked like that in ts engine based games, they only carried over a particular game. You are thinking more about an unlocking kind of ...
  Topic: Ideas & suggestions
Blade

Replies: 366
Views: 27298

Post Posted: Fri Aug 04, 2017 9:09 am    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
AFAIK, zlixine already released a MIX unprotector and de-encryptor. INIs aren't safe any more. Neither are all the VXLs, SHPs, and maps.

BTW, I already asked a few times, and no one gave me answer, ...
  Topic: Ideas & suggestions
Blade

Replies: 366
Views: 27298

Post Posted: Mon Jul 31, 2017 11:33 am    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Worrying about ini files in protected mixes is silly, they are already in plain text within the mixes and can easily be extracted without doing anything to fix the "protected" headers just b ...
  Topic: Thyme, a generals ZH reimplementation project.
Blade

Replies: 11
Views: 2371

Post Posted: Wed Jul 19, 2017 9:19 am    Subject: Thyme, a generals ZH reimplementation project.
Forum:  Modding Central » Generals Editing Forum
I've made the github wiki functionality available at https://github.com/TheAssemblyArmada/Thyme/wiki. Its a bit bare bones for the time being, but if anyone wants to contribute anything to it, I've ma ...
  Topic: Thyme, a generals ZH reimplementation project.
Blade

Replies: 11
Views: 2371

Post Posted: Tue Jul 11, 2017 8:46 pm    Subject: Thyme, a generals ZH reimplementation project.
Forum:  Modding Central » Generals Editing Forum
The interface for the AudioManager is a virtual interface thankfully. This has two consequences. First, if we match the virtual table layout (which we've already done for the filesystem for example, s ...
  Topic: Thyme, a generals ZH reimplementation project.
Blade

Replies: 11
Views: 2371

Post Posted: Thu Jul 06, 2017 9:52 am    Subject: Thyme, a generals ZH reimplementation project.
Forum:  Modding Central » Generals Editing Forum
A little update for those who don't obsessively click refresh on the github page. Filesystem handling is pretty much done, as is string file handling. Most of the guts of the INI parsing system are do ...
  Topic: A public discussion about painting normals and autonormals
Blade

Replies: 30
Views: 3478

Post Posted: Tue May 09, 2017 8:33 am    Subject: A public discussion about painting normals and autonormals
Forum:  Featured Tools » Voxel Section Editor III
Isn't there a simple solution to this? The code is open source, G-E can make any changes he wants and compile his own version, everyone is happy.
  Topic: Working with the Generals.str file
Blade

Replies: 10
Views: 8730

Post Posted: Tue May 09, 2017 8:29 am    Subject: Working with the Generals.str file
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
It should be noted that str file don't support unicode so are only useful for languages which use the windows 1252 codepage. as the game does a direct value mapping from a single byte to a single unic ...
  Topic: What if we added support for cnc3 style 3d terrain?
Blade

Replies: 28
Views: 4173

Post Posted: Wed Apr 12, 2017 9:45 am    Subject: What if we added support for cnc3 style 3d terrain?
Forum:  Modding Central » OpenRA Editing Forums
I would like to point out that the original C&C was already ported to a 3D engine commercially on the Nintendo64. The logic will still use cells, just the drawing is 3D.
  Topic: An intermezzo called Ares 0.D
Blade

Replies: 115
Views: 15704

Post Posted: Wed Apr 12, 2017 9:41 am    Subject: An intermezzo called Ares 0.D
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
The source code issue still stems from 0.9 not going as planned. According to plan, the sources would have been available as always, usually the night after the release or maybe a week later.

There ...
  Topic: An intermezzo called Ares 0.D
Blade

Replies: 115
Views: 15704

Post Posted: Mon Apr 10, 2017 8:39 am    Subject: An intermezzo called Ares 0.D
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Its great to see you still plugging away at this, great work as always.

Are you going to update the source on github to match the latest version at any point? You've updated syringe and the docs a ...
  Topic: Final Alert 2 YR with Mental Omega 3.0 Buildings, Units....
Blade

Replies: 39
Views: 12299

Post Posted: Wed Apr 05, 2017 12:02 pm    Subject: Final Alert 2 YR with Mental Omega 3.0 Buildings, Units....
Forum:  Modding Central » Red Alert 2 Editing Forum » Mapping Discussion
There are some issues with ccmix currently it seems when used on RA2/TS mix files which I'm guessing must be an issue with the CRC code it uses.

NucleiSplitter, ccmix just follows the format of the ...
  Topic: Good idea? ccmix windows explorer context menu integration
Blade

Replies: 7
Views: 1374

Post Posted: Wed Apr 05, 2017 11:46 am    Subject: Good idea? ccmix windows explorer context menu integration
Forum:  Featured Tools » Community Tools
Sonar's tool also didn't do any handling of encrypted headers IIRC either, so its useless for reading mix files from RA an upwards.
  Topic: Good idea? ccmix windows explorer context menu integration
Blade

Replies: 7
Views: 1374

Post Posted: Tue Apr 04, 2017 12:22 pm    Subject: Good idea? ccmix windows explorer context menu integration
Forum:  Featured Tools » Community Tools
ccmix needs a few fixes for working with RA2 and TS mix files it seems based on issues people have reported, but I have enough on my plate with Thyme and RA++ so I don't have time to look at fixing it ...
  Topic: Thyme, a generals ZH reimplementation project.
Blade

Replies: 11
Views: 2371

Post Posted: Thu Mar 02, 2017 3:54 pm    Subject: Thyme, a generals ZH reimplementation project.
Forum:  Modding Central » Generals Editing Forum
Made an interesting discovery, it seems that the game was written against STLPort rather than the standard c++ library that comes with MSVC and we think we've identified the version they used so with ...
  Topic: ccmix, a command line mix creator
Blade

Replies: 55
Views: 16067

Post Posted: Mon Feb 13, 2017 10:12 am    Subject: ccmix, a command line mix creator
Forum:  Featured Tools » Community Tools
Documentation is on the github for the project. I'm not currently working on it as it does what i want it to do already, but if anyone wants to add features and send a pull request I will merge the co ...
  Topic: Thyme, a generals ZH reimplementation project.
Blade

Replies: 11
Views: 2371

Post Posted: Sat Jan 21, 2017 10:02 pm    Subject: Thyme, a generals ZH reimplementation project.
Forum:  Modding Central » Generals Editing Forum
What copyright issues are you talking about?

I believe you are confused with patents, the last of which expires in April for MP3 and October for S3TC, the texture compression codec used in DirectX ...
  Topic: Thyme, a generals ZH reimplementation project.
Blade

Replies: 11
Views: 2371

Post Posted: Fri Jan 20, 2017 12:45 pm    Subject: Thyme, a generals ZH reimplementation project.
Forum:  Modding Central » Generals Editing Forum
Portability mainly, Linux and Mac versions that can play Windows player for example should be possible. The possibility to recompile for more modern CPU's to take advantage of SSE for or replace the A ...
  Topic: Thyme, a generals ZH reimplementation project.
Blade

Replies: 11
Views: 2371

Post Posted: Fri Jan 20, 2017 11:07 am    Subject: Thyme, a generals ZH reimplementation project.
Forum:  Modding Central » Generals Editing Forum
Essentially, yes, in that the two projects work in similar manners.

The difference is with goals though, Ares is focused (at least publicly) on implementing new features ASAP, reimplementing only w ...
  Topic: Thyme, a new Generals: Zero Hour reimplementation project.
Blade

Replies: 9
Views: 2788

Post Posted: Sun Jan 15, 2017 3:58 pm    Subject: Thyme, a new Generals: Zero Hour reimplementation project.
Forum:  PPM Zone » PPM News Network
How would a small difference like that affect its usefulness in identifying functions in the windows version? The function calls and code paths will remain mostly the same apart from differences in in ...
  Topic: Thyme, a generals ZH reimplementation project.
Blade

Replies: 11
Views: 2371

Post Posted: Wed Jan 11, 2017 3:04 pm    Subject:   Thyme, a generals ZH reimplementation project.
Forum:  Modding Central » Generals Editing Forum
I've just pushed the beginings of a Zero Hour reimplementation project to https://github.com/TheAssemblyArmada/Thyme if anyone is interested in contributing to such a project.

The project is using ...
  Topic: OpenRA wants a new logo
Blade

Replies: 65
Views: 6095

Post Posted: Sun Jan 08, 2017 7:55 pm    Subject: OpenRA wants a new logo
Forum:  Modding Central » OpenRA Editing Forums
I feel sorry for the OpenRA devs for this whole debacle, they announce they want to get a new icon to distance the engines perception from the Red Alert mod and a pretty good replacement icon/logo is ...
  Topic: SHP
Blade

Replies: 148
Views: 14723

Post Posted: Wed Aug 24, 2016 7:42 am    Subject: SHP
Forum:  Featured Tools » OS SHP Builder
The loop frame doesn't actually do anything and is unused by the game as far as I can tell. It looks like TD Shape is descended from the WSA format which is stored as deltas against the previous frame ...
  Topic: SHP
Blade

Replies: 148
Views: 14723

Post Posted: Tue Aug 23, 2016 9:37 pm    Subject: SHP
Forum:  Featured Tools » OS SHP Builder

Infact in the TD format header, the last image offset is to the end of the file, so its perfectly within spec to check that the flile end and that offset agree.

The last offset is not to the end ...
  Topic: SHP
Blade

Replies: 148
Views: 14723

Post Posted: Tue Aug 23, 2016 11:52 am    Subject: SHP
Forum:  Featured Tools » OS SHP Builder
ModEnc seems to agree that there is a flag in the header that indicates either compression (Zero RLE) or no compression and that is bit 2 of the flags (basically and & 0x02 check).

stucuk, you ...
 
Page 1 of 18 [868 Posts]   Goto page: 1, 2, 3, ..., 16, 17, 18 Next
 Forum index » Search
Jump to:  


Powered by phpBB © phpBB Group

Wildcard SSL Certificates
[ Time: 0.1927s ][ Queries: 16 (0.0722s) ][ Debug on ]