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  Topic: Image Shaper
Blade

Replies: 24
Views: 534

Post Posted: Yesterday, at 10:27 pm    Subject: Image Shaper
Forum:  Featured Tools » CnC Editing 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: 24
Views: 534

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

Replies: 47
Views: 3727

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: 47
Views: 3727

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: 566

Post Posted: Mon Sep 04, 2017 10:15 am    Subject: Westwood Color Conversion Utility
Forum:  Featured Tools » CnC Editing 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: 175
Views: 8927

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: 175
Views: 8927

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: 175
Views: 8927

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: 1873

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: 1873

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: 1873

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: 1581

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: 8044

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: 2559

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: 10244

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: 10244

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: 10191

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: 839

Post Posted: Wed Apr 05, 2017 11:46 am    Subject: Good idea? ccmix windows explorer context menu integration
Forum:  Featured Tools » CnC Editing 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: 839

Post Posted: Tue Apr 04, 2017 12:22 pm    Subject: Good idea? ccmix windows explorer context menu integration
Forum:  Featured Tools » CnC Editing 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: 1873

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: 13265

Post Posted: Mon Feb 13, 2017 10:12 am    Subject: ccmix, a command line mix creator
Forum:  Featured Tools » CnC Editing 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: 1873

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: 1873

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: 1873

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: 1935

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: 1873

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: 4154

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: 9952

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: 9952

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: 9952

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 ...
  Topic: SHP
Blade

Replies: 148
Views: 9952

Post Posted: Mon Aug 22, 2016 9:29 pm    Subject: SHP
Forum:  Featured Tools » OS SHP Builder


Have you ensured that other tools correctly read your files as well? You idea to add a tailer that contains palette and other information is probably a bad idea regards compatibility with other to ...
  Topic: SHP
Blade

Replies: 148
Views: 9952

Post Posted: Mon Aug 22, 2016 2:39 pm    Subject: SHP
Forum:  Featured Tools » OS SHP Builder
Have you ensured that other tools correctly read your files as well? You idea to add a tailer that contains palette and other information is probably a bad idea regards compatibility with other tools, ...
  Topic: XCC Mixer patch for windows 10
Blade

Replies: 9
Views: 1521

Post Posted: Wed Aug 03, 2016 9:45 am    Subject: XCC Mixer patch for windows 10
Forum:  Featured Tools » CnC Editing Tools
I'll look into it.
  Topic: Request!
Blade

Replies: 8
Views: 617

Post Posted: Sun Jul 31, 2016 9:44 pm    Subject: Request!
Forum:  Modding Central » Red Alert 2 Editing Forum
BySc, you can access them, just not with XCC as it follows the Mix file spec too closely while the game ignores some parts of the format in some circumstances. Programs that read Mix files like the ga ...
  Topic: What does .SHP even mean?
Blade

Replies: 3
Views: 567

Post Posted: Sat Jul 30, 2016 10:58 pm    Subject: What does .SHP even mean?
Forum:  Modding Central » Media Hut
Technically its the individual cells that are called icons, the tile is called an icon set. Wink
  Topic: getting rid of users\...\Documents\OpenRA folder
Blade

Replies: 22
Views: 2093

Post Posted: Fri Jul 15, 2016 8:10 am    Subject: getting rid of users\...\Documents\OpenRA folder
Forum:  Modding Central » OpenRA Editing Forums
Ideally, it shouldn't matter where the game stores things as long as there is an interface for installing it and cleaning it up.

User data like saves and config absolutely should live in a location ...
  Topic: XCC Utilities (PPM's Distribution) is now available!
Blade

Replies: 10
Views: 2690

Post Posted: Sun Jun 26, 2016 9:26 pm    Subject: XCC Utilities (PPM's Distribution) is now available!
Forum:  PPM Zone » PPM News Network
Just to be clear, I'm not taking requests. If the work is already done, I'll try and merge it in and compile a new build, but any additions I make will be to "scratch an itch" as it were for ...
  Topic: XCC Utilities (PPM's Distribution) is now available!
Blade

Replies: 10
Views: 2690

Post Posted: Sun Jun 26, 2016 10:42 am    Subject: XCC Utilities (PPM's Distribution) is now available!
Forum:  PPM Zone » PPM News Network
If I can get a diff of the edits tomsons26lv made for the changes to TMP editor, I can merge it into my updated tree and rebuild it as I've built against the latest library versions and png support ap ...
  Topic: XCC Mixer file insertion in Win7, and also Descriptions!
Blade

Replies: 26
Views: 4798

Post Posted: Thu Jun 23, 2016 2:18 pm    Subject: XCC Mixer file insertion in Win7, and also Descriptions!
Forum:  Featured Tools » CnC Editing Tools
The XCC source comes with code for a small util which builds the database as well as the files that it generates it from. Just grab the source, compile the libraries that it needs and then compile the ...
  Topic: XCC Mixer, now with improved TD shp encoding.
Blade

Replies: 0
Views: 961

Post Posted: Wed Jun 15, 2016 10:38 pm    Subject:   XCC Mixer, now with improved TD shp encoding.
Forum:  Featured Tools » CnC Editing Tools
Fearing for neither my life or sanity I have dived into the code of XCC mixer and wrested from it the ability to compress TD shp files properly in the same manner that shapeset does. Replace your norm ...
  Topic: Standalone Games = Profit?
Blade

Replies: 9
Views: 1612

Post Posted: Mon Jun 06, 2016 9:29 pm    Subject: Standalone Games = Profit?
Forum:  Modding Central » OpenRA Editing Forums
There is nothing patented about any of the algorithms used in the various C&C formats and even if there were, they would have expired by now. I think it would be a stretch for EA to try and claim ...
  Topic: Standalone Games = Profit?
Blade

Replies: 9
Views: 1612

Post Posted: Fri Jun 03, 2016 6:56 pm    Subject: Standalone Games = Profit?
Forum:  Modding Central » OpenRA Editing Forums
If all the assets are custom and not in any way derived from the Westwood developed ones, then in theory, yes, you could sell the game. You would have to release the source code to the engine with any ...
  Topic: C++ weird exception.
Blade

Replies: 12
Views: 1243

Post Posted: Tue May 31, 2016 4:14 pm    Subject: C++ weird exception.
Forum:  Modding Central » Game Development and Programming Discussion
If you don't known when, where or why to use it, don't use it. A lot of C++ guys will tell you not to use it at all and rely on the data structures provided in the standard libraries such as vectors t ...
  Topic: C++ weird exception.
Blade

Replies: 12
Views: 1243

Post Posted: Mon May 30, 2016 1:36 pm    Subject: C++ weird exception.
Forum:  Modding Central » Game Development and Programming Discussion
Sounds to me like you need a better grasp of the basics, I would work through at least some of http://c.learncodethehardway.org/ first or something to get a base understanding of C and particularly po ...
  Topic: C++ weird exception.
Blade

Replies: 12
Views: 1243

Post Posted: Mon May 30, 2016 10:59 am    Subject: C++ weird exception.
Forum:  Modding Central » Game Development and Programming Discussion
You don't even need that call to SetAttribute to set GL double buffering, according to the SDL2 wiki, it has that default to 1 anyhow. What you should do is check the attribute value with GetAttribute ...
  Topic: C++ weird exception.
Blade

Replies: 12
Views: 1243

Post Posted: Sun May 29, 2016 10:56 pm    Subject: C++ weird exception.
Forum:  Modding Central » Game Development and Programming Discussion
VBOID is a pointer to a GLuint, not a GLuint itself, you code for checking it should be:

if (*_vboID == 0) {
   glGenBuffers(1, _vboID);
}

However I don't get why you are allocatin ...
  Topic: Header can be incorrectly written for TD shape files
Blade

Replies: 4
Views: 562

Post Posted: Fri May 20, 2016 2:45 pm    Subject: Header can be incorrectly written for TD shape files
Forum:  Featured Tools » OS SHP Builder » Bug Reporting
No problem, if you are interested in having a look over the code, you can find it posted at https://forums.cncnet.org/index.php?topic=4403.0

It would be nice to get a user friendly program able to ...
  Topic: Header can be incorrectly written for TD shape files
Blade

Replies: 4
Views: 562

Post Posted: Fri May 20, 2016 2:15 pm    Subject: Header can be incorrectly written for TD shape files
Forum:  Featured Tools » OS SHP Builder » Bug Reporting
Its the size of the encoded frame as written to disk IIRC. If it was just Width*Height then you wouldn't need the MaxFrameSize.

I think this field is left over from the WSA header as the TD shp fo ...
  Topic: Header can be incorrectly written for TD shape files
Blade

Replies: 4
Views: 562

Post Posted: Fri May 20, 2016 1:10 pm    Subject:   Header can be incorrectly written for TD shape files
Forum:  Featured Tools » OS SHP Builder » Bug Reporting
The header description for TD shape files is wrong, UnknownC is actually two words, MaxFrameSize and Flags.

If Flags is set to any odd number (such as if a large single frame file were created tha ...
  Topic: RedAlert++
Blade

Replies: 29
Views: 3668

Post Posted: Fri May 20, 2016 10:31 am    Subject: RedAlert++
Forum:  Modding Central » Other Games Modding
We do have an eye on how C&C and SS might be supported within the RA++ code base, but their support is very much a stretch goal currently and the final form they might take is undecided.
 
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