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  Topic: FinalSun 1.01 Patches
Crimsonum

Replies: 3
Views: 330

Post Posted: Sat Aug 31, 2019 7:22 am    Subject: FinalSun 1.01 Patches
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
Excellent, thanks!
  Topic: FinalSun 1.01 Patches
Crimsonum

Replies: 3
Views: 330

Post Posted: Fri Aug 30, 2019 10:50 pm    Subject: FinalSun 1.01 Patches
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
Thanks, I've integrated most of these changes with TI's editor.

Any way one could change some of the default values/options, such as new map size (50x50 is way too small) or TeamType checkboxes (al ...
  Topic: Final Alert 2 YR v1.02 Patches
Crimsonum

Replies: 22
Views: 768

Post Posted: Fri Aug 30, 2019 7:10 am    Subject: Final Alert 2 YR v1.02 Patches
Forum:  Modding Central » Red Alert 2 Editing Forum » Mapping Discussion
Is it possible to port the same map size extension to FinalSun? The offsets seem to be different from what I can tell.
  Topic: The complete and definitive mapping index
Crimsonum

Replies: 2
Views: 419

Post Posted: Mon Aug 26, 2019 9:39 am    Subject: The complete and definitive mapping index
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Let me be the terminology nazi and note that the first segment has nothing to do with LAT Smile [url=https://www.modenc.renegadeprojects.com/LAT_system]LAT is the system that makes stuff like grass, pave ...
  Topic: AI Editor for RA2 and TS
Crimsonum

Replies: 168
Views: 49718

Post Posted: Mon Aug 26, 2019 8:56 am    Subject: AI Editor for RA2 and TS
Forum:  Featured Tools » Community Tools
These are great improvements. No longer do I need to add the difficulty and/or house prefix to the trigger/teamtype name #Tongue
  Topic: EMP Animation
Crimsonum

Replies: 1
Views: 465

Post Posted: Mon Aug 19, 2019 3:44 pm    Subject: EMP Animation
Forum:  Modding Central » Media Hut » SHPs
IIRC this animation was already in TD. It plays when you pick up a silver crate.
  Topic: $ Animation
Crimsonum

Replies: 2
Views: 393

Post Posted: Mon Aug 19, 2019 3:32 pm    Subject: Re: $ Animation
Forum:  Modding Central » Media Hut » SHPs
This animation was created from an unused segment of the TS cursor.
It was later used in RA2 as the sell-cursor for when tanks would enter the Service Depot to sell those tanks.

It's not unused, y ...
  Topic: What could the problem be this time?
Crimsonum

Replies: 10
Views: 416

Post Posted: Thu Aug 01, 2019 4:58 pm    Subject: What could the problem be this time?
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
You should go to the [url=https://ppmforums.com/viewtopic.php?t=45273]C&C Mod Haven Discord server and ask there. There are people who can tell you where the IE points at but they don't actively f ...
  Topic: How to improve FA2 performance?
Crimsonum

Replies: 4
Views: 477

Post Posted: Thu Aug 01, 2019 4:49 pm    Subject: How to improve FA2 performance?
Forum:  Modding Central » Red Alert 2 Editing Forum » Mapping Discussion
FinalAlert/-Sun drawing code is subpar, not much you can do about it. It's known to lag or glitch out when rendering building outlines, overlays with no image, i.e. when drawing the overlay data in he ...
  Topic: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
Crimsonum

Replies: 155
Views: 28618

Post Posted: Tue Jul 30, 2019 6:35 pm    Subject: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
Forum:  Featured Tools » Community Tools
Yeah, it's rare to see a C&C modding tool receive updates at all Smile
  Topic: Tiberian Sun: Reborn's Mammoth MKII's new look!
Crimsonum

Replies: 25
Views: 1403

Post Posted: Tue Jul 30, 2019 5:43 pm    Subject: Tiberian Sun: Reborn's Mammoth MKII's new look!
Forum:  PPM Zone » PPM News Network
Such close examination of a vehicle that cannot even turn around.
  Topic: Game crashes, frozen units & more issues/questions
Crimsonum

Replies: 10
Views: 1494

Post Posted: Sat Jul 13, 2019 8:26 am    Subject: Game crashes, frozen units & more issues/questions
Forum:  Featured Projects » Twisted Insurrection » Your Input
A new version is coming, likely in August. It's taken long 'cause there's only a handful of active developers at the moment.
  Topic: AI Editor for RA2 and TS
Crimsonum

Replies: 168
Views: 49718

Post Posted: Tue Jul 02, 2019 9:45 pm    Subject: AI Editor for RA2 and TS
Forum:  Featured Tools » Community Tools
Thanks for the quick fix!
  Topic: AI Editor for RA2 and TS
Crimsonum

Replies: 168
Views: 49718

Post Posted: Mon Jul 01, 2019 9:15 pm    Subject: AI Editor for RA2 and TS
Forum:  Featured Tools » Community Tools
I noticed the "Number" value type is limited to 100. This is problematic, for example in a situation where I need to specify a team number greater than 100 (I need units to switch between te ...
  Topic: [WIP]4-leg Mech projecting an electric soul
Crimsonum

Replies: 15
Views: 897

Post Posted: Tue Jun 25, 2019 12:01 pm    Subject: [WIP]4-leg Mech projecting an electric soul
Forum:  Modding Central » Media Hut
It looks good, but the concept is weird. A ghost wearing mechanical legs??
  Topic: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
Crimsonum

Replies: 155
Views: 28618

Post Posted: Tue Jun 25, 2019 11:56 am    Subject: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
Forum:  Featured Tools » Community Tools
The tunnel lines option is great, well done. I immediately found some left-over and overlapping tunnels in my map that might've caused problems.

Personally I think it's best to keep the tunnel line ...
  Topic: Mapping Tips and Tricks
Crimsonum

Replies: 5
Views: 1546

Post Posted: Mon Jun 24, 2019 9:17 pm    Subject: Mapping Tips and Tricks
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
This is pretty neat. Especially with the animated GIFs.
  Topic: nod campaign map
Crimsonum

Replies: 3
Views: 305

Post Posted: Fri Jun 21, 2019 11:30 am    Subject: nod campaign map
Forum:  Featured Projects » Twisted Insurrection » Your Input » Your Maps
I played this map a while ago but forgot to post feedback.

First of, the map is visually pleasing with good amount of detail. The only visual problem I can tell are those cliff errors as people hav ...
  Topic: Ding Ding... RA2 INI cross-checking scripts *UPDATED for YR*
Crimsonum

Replies: 113
Views: 15599

Post Posted: Sat Jun 15, 2019 9:15 pm    Subject: Ding Ding... RA2 INI cross-checking scripts *UPDATED for YR*
Forum:  Modding Central » Red Alert 2 Editing Forum
I noticed that AICHECK doesn't always seem to find buildings if another object type is listed with the same ID, for example an animation or an overlay. With cases like walls, both the building and the ...
  Topic: New Construction Options: C&C Remaster Art Preview!
Crimsonum

Replies: 75
Views: 5174

Post Posted: Thu Jun 06, 2019 8:35 pm    Subject: New Construction Options: C&C Remaster Art Preview!
Forum:  PPM Zone » PPM News Network
I do hope they'll add some actual new content into the game(s) instead of just remaking everything in HD. I couldn't care less about playing the same ancient missions and awful multiplayer maps no mat ...
  Topic: New Construction Options: C&C Remaster Art Preview!
Crimsonum

Replies: 75
Views: 5174

Post Posted: Thu Jun 06, 2019 5:06 am    Subject: New Construction Options: C&C Remaster Art Preview!
Forum:  PPM Zone » PPM News Network
Looks good. I like how the cameos retain the original perspective, that's some attention to detail.
  Topic: a visual representation of AI building patterns
Crimsonum

Replies: 1
Views: 378

Post Posted: Tue Jun 04, 2019 7:07 pm    Subject: Re: a visual representation of AI building patterns
Forum:  Modding Central » Tiberian Sun Editing Forum
it builds a ring around their base in pavement because since it cannot actually make the building, it keeps trying to place it.

Technically the AI does place down the pavement building, but it get ...
  Topic: When will the AutoShadows tool return?
Crimsonum

Replies: 5
Views: 1074

Post Posted: Sun Jun 02, 2019 10:55 am    Subject: When will the AutoShadows tool return?
Forum:  Featured Tools » OS SHP Builder » Suggestions
If you want a perfect shadow, yes, but IMO a "dumb" autoshadow would already be helpful.

https://www.ppmsite.com/forum/files/obel_shadows_504.png

See the shadow on the left, you can ac ...
  Topic: When will the AutoShadows tool return?
Crimsonum

Replies: 5
Views: 1074

Post Posted: Sat Jun 01, 2019 6:53 pm    Subject: When will the AutoShadows tool return?
Forum:  Featured Tools » OS SHP Builder » Suggestions
Not really, all the program would have to do is copy the sprite, fill it with one colour, and distort it so you achieve the illusion of perspective (think of the "transform by handle" tool i ...
  Topic: how to make campaign AI auto base build
Crimsonum

Replies: 4
Views: 639

Post Posted: Sat Jun 01, 2019 6:30 pm    Subject: how to make campaign AI auto base build
Forum:  Modding Central » Tiberian Sun Editing Forum
IIRC, in the Firestorm GDI mission where you have to alert civilian villages against CABAL, the AI builds its base largely without nodes. You might want to check it out. Nevermind, just checked that w ...
  Topic: Yuri Barracks 2
Crimsonum

Replies: 10
Views: 1401

Post Posted: Fri May 24, 2019 8:11 am    Subject: Yuri Barracks 2
Forum:  Modding Central » Media Hut » SHPs
Huh, I was so used to the original I never realized how stupid that face looks Very Happy
  Topic: Game of Thrones season 8 episode 5
Crimsonum

Replies: 30
Views: 1212

Post Posted: Mon May 20, 2019 5:44 pm    Subject: Game of Thrones season 8 episode 5
Forum:  Miscellaneous Forums » Offtopic Discussion Area
The ending was perfect, a lot more geo-politically savvy that a lot of people complaining seem to get.

Disappointing ending for a disappointing season, so yeah, it was perfect Smile

It was all too ...
  Topic: scripting aircraft
Crimsonum

Replies: 8
Views: 824

Post Posted: Sat May 18, 2019 9:24 am    Subject: scripting aircraft
Forum:  Modding Central » Tiberian Sun Editing Forum
In YR you don't scrip the land or reloading aspect (though aircraft are unable to land on the ground there).

Same here, aircraft will abort any attack mission when they run out of ammo and return t ...
  Topic: Game of Thrones season 8 episode 5
Crimsonum

Replies: 30
Views: 1212

Post Posted: Sat May 18, 2019 9:17 am    Subject: Game of Thrones season 8 episode 5
Forum:  Miscellaneous Forums » Offtopic Discussion Area
Tyrion is going to get it. The last scene will be him in sunglasses, on the Iron Throne sipping a margarita

I would pay for this ending.
  Topic: Unit design
Crimsonum

Replies: 7
Views: 657

Post Posted: Thu May 16, 2019 9:05 am    Subject: Unit design
Forum:  Miscellaneous Forums » Game Chat
I find it ironic how he hates the CnC Games but (Not sure if I'm correct on this assumption) most of the unit concepts are heavily rooted/inspired by CnC Stuff.

Indeed, you can easily spot a TD Har ...
  Topic: Game of Thrones season 8 episode 5
Crimsonum

Replies: 30
Views: 1212

Post Posted: Thu May 16, 2019 8:26 am    Subject: Game of Thrones season 8 episode 5
Forum:  Miscellaneous Forums » Offtopic Discussion Area
There is only one episode left, Crimsonum.


Oh, well that explains why this season feels so rushed and compact. For some reason I thought there were 8 episodes (number of the season? I dunno).
  Topic: Game of Thrones season 8 episode 5
Crimsonum

Replies: 30
Views: 1212

Post Posted: Tue May 14, 2019 6:16 pm    Subject: Game of Thrones season 8 episode 5
Forum:  Miscellaneous Forums » Offtopic Discussion Area
I somewhat disliked that they defeated the Night King already in episode 3, I had hoped it to be the climax of the series. Cersei was offed just two episodes later. A lot of the subplots have also bee ...
  Topic: Unit design
Crimsonum

Replies: 7
Views: 657

Post Posted: Tue May 14, 2019 12:26 pm    Subject: Unit design
Forum:  Miscellaneous Forums » Game Chat
that person has a fine taste for RTS: C&C, Dune, Z, Dark Reign.

He clearly states he disliked C&C though. So burn him at the stake!
  Topic: Cliff Passable by Hover Unit
Crimsonum

Replies: 15
Views: 596

Post Posted: Tue May 14, 2019 12:18 pm    Subject: Cliff Passable by Hover Unit
Forum:  Modding Central » Red Alert 2 Editing Forum
Btw how destructible cliff works does it change to another terrain?

Yes, there's two facings, each gets replaced by two specific pieces from SlopeSetPieces. IIRC even if you have just a single cell ...
  Topic: Tiberian Sun: WarZone
Crimsonum

Replies: 50
Views: 1992

Post Posted: Tue May 14, 2019 12:11 pm    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
I see. But invisible dummy debris, like stray bullets, work even with just one frame, AFAIK. I guess you need Rate=0 to make sure it doesn't expire before hitting ground/obstacle.
  Topic: Tiberian Sun: WarZone
Crimsonum

Replies: 50
Views: 1992

Post Posted: Tue May 14, 2019 10:33 am    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
Image=CLRANIM ;SHP with 10 empty frames and 1x1pixel canvas size

Such a dummy anim isn't even necessary, you can just use Image=none and the animation will work just fine.

Also, if you want to ...
  Topic: Campaign AI triggers
Crimsonum

Replies: 10
Views: 725

Post Posted: Sat May 11, 2019 10:58 am    Subject: Campaign AI triggers
Forum:  Modding Central » Red Alert 2 Editing Forum
Define in AITriggerTypesEnable as yes.

All global AITriggerTypes are enabled by default, whether they're defined in [AITriggerTypesEnable] or not. The only use that section has is for disabling ind ...
  Topic: Cliff Passable by Hover Unit
Crimsonum

Replies: 15
Views: 596

Post Posted: Sat May 11, 2019 10:50 am    Subject: Cliff Passable by Hover Unit
Forum:  Modding Central » Red Alert 2 Editing Forum
I think I tested this in TS with the Hover MLRS years ago and found it worked but pathfinding was janky

This. Pathfinding generally seems to avoid crossing between different height levels unless sl ...
  Topic: Tiberian Sun: WarZone
Crimsonum

Replies: 50
Views: 1992

Post Posted: Fri May 10, 2019 2:04 pm    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
Haven't tried the Overlay, I know it has the option (Explodes=yes) but can I add the specific animation used to explode or a special Warhead that includes this?

Exploding overlays use these flags f ...
  Topic: Tiberian Sun: WarZone
Crimsonum

Replies: 50
Views: 1992

Post Posted: Fri May 10, 2019 7:17 am    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
Animations are definitely what makes this mod stand out. They have this retro look to them, and it fits. Keep it up!

You might want to increase the speed of some of the explosions, they look strang ...
  Topic: Multiple issues with GDI Mission 9:Flight
Crimsonum

Replies: 4
Views: 760

Post Posted: Thu May 02, 2019 9:39 am    Subject: Multiple issues with GDI Mission 9:Flight
Forum:  Featured Projects » Twisted Insurrection » Your Input
That issue with cyborgs is likely an engine problem, you can see it happen in Tiberian Sun too. Sometimes when cyborgs are tightly packed together some of them may survive an EMP blast.

As for them ...
  Topic: Tunnel Tutorial
Crimsonum

Replies: 15
Views: 9179

Post Posted: Thu May 02, 2019 9:27 am    Subject: Tunnel Tutorial
Forum:  Featured Projects » Twisted Insurrection » Your Input
For the coordinates being shown in reverse in FinalSun/FinalTI on the status bar as Y / X - H, it can be changed to show as X / Y - H with an EXE hack available

Just want to point out that they wi ...
  Topic: New Construction Options: C&C Remaster Art Preview!
Crimsonum

Replies: 75
Views: 5174

Post Posted: Sat Apr 27, 2019 9:51 am    Subject: New Construction Options: C&C Remaster Art Preview!
Forum:  PPM Zone » PPM News Network
Loot crates are just goodie crates evolved #Tongue
  Topic: New Construction Options: C&C Remaster Art Preview!
Crimsonum

Replies: 75
Views: 5174

Post Posted: Wed Apr 24, 2019 6:02 pm    Subject: New Construction Options: C&C Remaster Art Preview!
Forum:  PPM Zone » PPM News Network
Shouldnt post it here and confuse people.
I was currious how it might look on EA side

Terrain and hummer taken from google

Damn. That mockup screenshot alone gives me such strong nostalgia vib ...
  Topic: How about a MOVIE review thread of sorts?
Crimsonum

Replies: 18
Views: 1485

Post Posted: Tue Mar 19, 2019 8:16 pm    Subject: How about a MOVIE review thread of sorts?
Forum:  Miscellaneous Forums » Offtopic Discussion Area
I don't get why people enjoy the recent DC/Marvel superhero movies. They're obviously done on pure milking purposes. They're all the same, shallow and full of clichés and political correctness.

A ...
  Topic: [4] Catastrophe Park
Crimsonum

Replies: 3
Views: 437

Post Posted: Mon Mar 18, 2019 9:54 am    Subject: [4] Catastrophe Park
Forum:  Featured Projects » Twisted Insurrection » Miscellaneous » Multiplayer Maps
Nice to see some activity here, that's one good looking map. Smile

Dude! Long time no see Very Happy You should check out the TI Discord, you'd be surprised. https://discordapp.com/invite/QeAfg8j
  Topic: FS : River Runs(2-4)
Crimsonum

Replies: 7
Views: 816

Post Posted: Mon Mar 18, 2019 9:45 am    Subject: FS : River Runs(2-4)
Forum:  Modding Central » Tiberian Sun Editing Forum » Map Archive
Detail around the river, especially the upper half, is very good. I like the narrow paths at the top, though they may be problematic for the AI. It's also nice to see a few ambient light and meteor st ...
  Topic: C&C Executable Modifier
Crimsonum

Replies: 146
Views: 64642

Post Posted: Sun Mar 17, 2019 8:57 am    Subject: C&C Executable Modifier
Forum:  Featured Tools » Community Tools
When moving the group number pip, it's worth keeping in mind it affects buildings too. The group number is offset from the leftmost cell on the building's foundation.
  Topic: [4] Catastrophe Park
Crimsonum

Replies: 3
Views: 437

Post Posted: Wed Mar 06, 2019 7:28 pm    Subject:   [4] Catastrophe Park
Forum:  Featured Projects » Twisted Insurrection » Miscellaneous » Multiplayer Maps
https://ti.ppmsite.com/Public/Maps/cataparkmini.png
(Click to view map in actual size)Author: McPwny and TrainStation
  Topic: XCC TMP Editor Palette Issue
Crimsonum

Replies: 3
Views: 598

Post Posted: Mon Feb 11, 2019 8:20 am    Subject: XCC TMP Editor Palette Issue
Forum:  Modding Central » Tiberian Sun Editing Forum
Oh, sweet, I wasn't even aware of Starkku's tool. Thanks for the tip.
 
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