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  Topic: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
E1 Elite

Replies: 68
Views: 19139

Post Posted: Yesterday, at 7:24 am    Subject: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
Forum:  Featured Tools » Community Tools
Updated Map renderer.

Changes (2019-02-19):
- Tiles and IsoMapPack5 datatype corrected and reading those from map file improved. It can handle maps with compressed IsoMapPack5, get ice growth info ...
  Topic: TMP Editor issue
E1 Elite

Replies: 7
Views: 89

Post Posted: Mon Feb 18, 2019 8:00 pm    Subject: TMP Editor issue
Forum:  Modding Central » Media Hut
Check if this helps - https://ppmforums.com/viewtopic.php?t=40255
  Topic: XCC TMP Editor Palette Issue
E1 Elite

Replies: 3
Views: 201

Post Posted: Mon Feb 11, 2019 6:56 am    Subject: XCC TMP Editor Palette Issue
Forum:  Modding Central » Tiberian Sun Editing Forum
You could try [url=https://ppmforums.com/viewtopic.php?t=41999]Starkku's batch importer/converter. Later could use [url=https://ppmforums.com/viewtopic.php?t=33732]LKO's TMPShop to do mass changes.
...
  Topic: FA2 directory issue
E1 Elite

Replies: 2
Views: 91

Post Posted: Sat Feb 09, 2019 1:00 pm    Subject: FA2 directory issue
Forum:  Modding Central » Red Alert 2 Editing Forum
Use the EXE from [url=https://ppmforums.com/viewtopic.php?p=572100#572100]here.

There are few more fixes or changes pending:
- Language INI changes for high bridges - https://ppmforums.com/viewtop ...
  Topic: yuri-Poisonous spider
E1 Elite

Replies: 6
Views: 499

Post Posted: Fri Feb 08, 2019 10:50 am    Subject: yuri-Poisonous spider
Forum:  Modding Central » Media Hut » Voxels
Nice, some composite insect. Perhaps could have been a little darker.
  Topic: [MIX] FinalSun - Extended Marble Madness
E1 Elite

Replies: 4
Views: 179

Post Posted: Wed Feb 06, 2019 8:12 pm    Subject: [MIX] FinalSun - Extended Marble Madness
Forum:  Modding Central » Media Hut
I haven't checked the file, shouldn't it be named as marble.mix. From the screenshot, that front facing tunnel should not have 9 crossed green cells as only 3 cells have tunnel terrain type set in van ...
  Topic: Tiberian Sun Client
E1 Elite

Replies: 342
Views: 101056

Post Posted: Wed Feb 06, 2019 8:09 pm    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
Attaching modified alt_to_undeploy.asm, it fixes the movement cursor not shown for limpet mine when move to undeploy is used. I don't know what other problems this hack had earlier, so need testing.
...
  Topic: Tutorial Requests!
E1 Elite

Replies: 203
Views: 92621

Post Posted: Sun Feb 03, 2019 7:02 am    Subject: Tutorial Requests!
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
TeamTypes have its associated script. When a team is created, it will execute its script. For attacking enemy, in SP maps, Make Enemy map action should be executed so that the house gets an enemy. In ...
  Topic: Tiberian Sun Client
E1 Elite

Replies: 342
Views: 101056

Post Posted: Fri Feb 01, 2019 6:24 am    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
The speed slider and game speed change works fine in TSClient v5.43 (February 3, 2018). Check if you are on the same version.

In the [url=https://ppmforums.com/viewtopic.php?p=567266#567266]selecti ...
  Topic: How to make players in multiplayer map start with 0 cash?
E1 Elite

Replies: 9
Views: 180

Post Posted: Thu Jan 31, 2019 12:26 pm    Subject: How to make players in multiplayer map start with 0 cash?
Forum:  Modding Central » Red Alert 2 Editing Forum
AI will resign if it is not able to build the starting structures, it needs around 1700 credits minimum and that needs some margin too. CnCNet already provides 2500 credit option.

If want to play a ...
  Topic: How to make players in multiplayer map start with 0 cash?
E1 Elite

Replies: 9
Views: 180

Post Posted: Thu Jan 31, 2019 8:35 am    Subject: How to make players in multiplayer map start with 0 cash?
Forum:  Modding Central » Red Alert 2 Editing Forum
You need some minimum amount to build powerplant and refinery etc.. 0 cash would mean that after deploying MCV you can't do anything.

For vanilla game, MultiplayerDialogSettings section could be ch ...
  Topic: Exporting random map for Red alert 2
E1 Elite

Replies: 1
Views: 121

Post Posted: Thu Jan 31, 2019 8:31 am    Subject: Exporting random map for Red alert 2
Forum:  Modding Central » Red Alert 2 Editing Forum » Mapping Discussion
In Ares with YR, there is a map snapshot option, you can bind a hotkey in keyboard options. And use it after the random map is generated to save that map file when in game.
  Topic: Client Help
E1 Elite

Replies: 2
Views: 107

Post Posted: Sun Jan 27, 2019 5:45 am    Subject: Client Help
Forum:  Modding Central » Red Alert 2 Editing Forum
Client's country names are in Resources\GameOptions.ini and the same named icon PNG file is in Resources folder.

But that won't change the countries in the game.
  Topic: Question about AnimList= on warheads..
E1 Elite

Replies: 12
Views: 586

Post Posted: Tue Jan 22, 2019 4:31 pm    Subject: Question about AnimList= on warheads..
Forum:  Modding Central » Tiberian Sun Editing Forum
@E1 are you sure that fixed 25 damage step logic is the same in TS?
IIRC during my tests to get TIberium debris work, i noticed that adding a single anim to the end, changed the anims for several wea ...
  Topic: Question about AnimList= on warheads..
E1 Elite

Replies: 12
Views: 586

Post Posted: Tue Jan 22, 2019 12:35 pm    Subject: Question about AnimList= on warheads..
Forum:  Modding Central » Tiberian Sun Editing Forum
Which anim is played depends on the Damage value. Slots are fixed of 25 damage. 1st anim in the AnimList is played when damage is 1 to 24, 2nd in list on damage 25 to 49, 3rd when 50 to 74 and so on. ...
  Topic: Latest 1.76u Update
E1 Elite

Replies: 10
Views: 587

Post Posted: Tue Jan 22, 2019 12:33 pm    Subject: Latest 1.76u Update
Forum:  Featured Projects » Dawn of the Tiberium Age
For me, 1.176z is same as 1.176y. It switches to XNA on DirectX 11.0. Works fine with DirectX 11.1 on Win7. Win10, it works fine.
  Topic: Latest 1.76u Update
E1 Elite

Replies: 10
Views: 587

Post Posted: Sat Jan 19, 2019 5:32 am    Subject: Latest 1.76u Update
Forum:  Featured Projects » Dawn of the Tiberium Age
Anyone having problem with the new SharpDX version, has problems at different places, probably the developers didn't test it thoroughly. So the entire DX code could be put into the try catch exception ...
  Topic: Engie File converter + Game formats documentation
E1 Elite

Replies: 24
Views: 2811

Post Posted: Fri Jan 18, 2019 3:37 pm    Subject: Engie File converter + Game formats documentation
Forum:  Featured Tools » Community Tools
You have to keep the frame number at -1 (bottom left) and then do save to SHP formats as C&C1 shape.

Edit: OK, I was a little late, you already found out.
  Topic: So.....How do you create SHPs for RA1?
E1 Elite

Replies: 4
Views: 436

Post Posted: Thu Jan 17, 2019 4:42 pm    Subject: So.....How do you create SHPs for RA1?
Forum:  Modding Central » OpenRA Editing Forums
Check if this works - https://ppmforums.com/viewtopic.php?t=42154
And - https://ppmforums.com/viewtopic.php?t=45680
.
  Topic: Ares Resolution support
E1 Elite

Replies: 15
Views: 347

Post Posted: Wed Jan 16, 2019 9:02 pm    Subject: Ares Resolution support
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
As the number of vertical slots on the sidebar increases with height, it starts memory corruption. Above 1800 height it always used to crash for me. For others it starts crashing at a lower height its ...
  Topic: Testing on CNCNet5.dll
E1 Elite

Replies: 6
Views: 430

Post Posted: Wed Jan 16, 2019 12:17 pm    Subject: Testing on CNCNet5.dll
Forum:  Modding Central » Game Development and Programming Discussion
Red Ressurection mod has a load game feature that seems to be using spawn.ini for it, but it also has a slightly different cncnet5.dll, so it is possible. Anyway, a saved game can be loaded from withi ...
  Topic: Ares Resolution support
E1 Elite

Replies: 15
Views: 347

Post Posted: Wed Jan 16, 2019 12:14 pm    Subject: Ares Resolution support
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Ares may not have anything to do with resolutions, game picks up the list. 640x400 or 640x480 should be the lowest resolutions supported. Game might be picking the list of resolutions from registry / ...
  Topic: Ideas & suggestions
E1 Elite

Replies: 568
Views: 45030

Post Posted: Wed Jan 16, 2019 12:11 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Is Ares still in development? Didn't see any next version thread!
  Topic: Error with clientdx.exe on Win7
E1 Elite

Replies: 6
Views: 469

Post Posted: Sun Jan 13, 2019 3:33 pm    Subject: Error with clientdx.exe on Win7
Forum:  Featured Projects » Dawn of the Tiberium Age » Support & Feedback
Ah, so creating a texture works but loading a texture is where it fails?
Yes, no crash on Texture2D.SetData but crashes on loading the first texture PNG file (checkBoxClear.png) with DirectX 11.0.
  Topic: Error with clientdx.exe on Win7
E1 Elite

Replies: 6
Views: 469

Post Posted: Sun Jan 13, 2019 10:02 am    Subject: Error with clientdx.exe on Win7
Forum:  Featured Projects » Dawn of the Tiberium Age » Support & Feedback
Tested with DTA 1.176u for DirectX 11.0 and 11.1 cases.

The Directx 11.0 incompatibility change passes the current try catch test code in DXMainClient\DXGUI\GameClass.cs, doesn't generate exception ...
  Topic: Latest 1.76u Update
E1 Elite

Replies: 10
Views: 587

Post Posted: Sun Jan 13, 2019 9:54 am    Subject: Latest 1.76u Update
Forum:  Featured Projects » Dawn of the Tiberium Age
DTA 1.176u didn't crash for me.

For the DTA team to identify the problem, you should give more information like check the client.log file in Client sub-folder where the game is installed.

If you ...
  Topic: Testing on CNCNet5.dll
E1 Elite

Replies: 6
Views: 430

Post Posted: Thu Jan 10, 2019 6:49 am    Subject: Testing on CNCNet5.dll
Forum:  Modding Central » Game Development and Programming Discussion
Read the full thread, I referred to - https://ppmforums.com/viewtopic.php?p=561239#561239

The flag image next to the country on UI screens modifiable by Ares [Country] -> File.Flag=
http://are ...
  Topic: Testing on CNCNet5.dll
E1 Elite

Replies: 6
Views: 430

Post Posted: Thu Jan 10, 2019 6:10 am    Subject: Testing on CNCNet5.dll
Forum:  Modding Central » Game Development and Programming Discussion
Answered here - https://ppmforums.com/viewtopic.php?p=561221#561221

Ask dkeeton for the source, who provided that generic cncnet5.dll.
  Topic: Error with clientdx.exe on Win7
E1 Elite

Replies: 6
Views: 469

Post Posted: Tue Jan 08, 2019 3:47 pm    Subject: Error with clientdx.exe on Win7
Forum:  Featured Projects » Dawn of the Tiberium Age » Support & Feedback
Updated DirectX 11 to its latest version 11.1 (Windows6.1-KB2670838-x64.msu for Win7). Now clientdx.exe from DTA v1.176q works fine.
  Topic: Error with clientdx.exe on Win7
E1 Elite

Replies: 6
Views: 469

Post Posted: Mon Jan 07, 2019 6:10 pm    Subject:   Error with clientdx.exe on Win7
Forum:  Featured Projects » Dawn of the Tiberium Age » Support & Feedback
DTA.exe is launching clientdx.exe by default which is giving error on DTA versions of 1.175o through 1.176q (Win7 x64). Last working clientdx.exe is in DTA ver 1.174y. Clientxna.exe and clientogl.exe ...
  Topic: C&C Executable Modifier
E1 Elite

Replies: 134
Views: 55687

Post Posted: Sat Jan 05, 2019 7:33 pm    Subject: C&C Executable Modifier
Forum:  Featured Tools » Community Tools
FinalSun/FinalAlert2 shows coordinates as Y / X - H on the statusbar. With the following hack, it could be switched to show as X / Y - H.

[StatusBarYXToXYFS]
Name=Statusbar coordinates to ...
  Topic: FA2Ext.dll with Syringe?
E1 Elite

Replies: 1
Views: 313

Post Posted: Tue Jan 01, 2019 5:06 am    Subject:   FA2Ext.dll with Syringe?
Forum:  Modding Central » Red Alert 2 Editing Forum » Mapping Discussion
Have seen some mods using FA2Ext.dll with Syringe for FinalAlert2.

There is reference to mix types, EVA/Sound/Theme INI. What does it actually do? Is it public? Who is the author?
  Topic: Ideas & suggestions
E1 Elite

Replies: 568
Views: 45030

Post Posted: Tue Jan 01, 2019 4:50 am    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Run Ares like (in RunAres.bat)

Syringe "gamemd.exe" -LOG -SPEEDCONTROL
  Topic: Voxel Formating
E1 Elite

Replies: 4
Views: 216

Post Posted: Sun Dec 23, 2018 6:38 am    Subject: Voxel Formating
Forum:  Modding Central » Red Alert 2 Editing Forum
Search results:
http://xhp.xwis.net/documents/VXL_Format.txt
https://ppmforums.com/viewtopic.php?t=38753
https://ppmforums.com/viewtopic.php?t=40195

Source code is available for VXLSE, HVA Build ...
  Topic: VPLEdit - A VPL file editor for TS/RA2.
E1 Elite

Replies: 18
Views: 11059

Post Posted: Fri Dec 21, 2018 2:32 pm    Subject: VPLEdit - A VPL file editor for TS/RA2.
Forum:  Featured Tools » Community Tools
It was a DPI scaling issue. With the resizable UI, it gets solved. Even if there is a little clipping on the colors at 125% scaling, it can now be streched to solve it.

If not supporting, why not m ...
  Topic: How to avoid the stupid ground paralleled or side light?
E1 Elite

Replies: 10
Views: 332

Post Posted: Thu Dec 20, 2018 3:12 pm    Subject: How to avoid the stupid ground paralleled or side light?
Forum:  Modding Central » Red Alert 2 Editing Forum
Searching at PPM gave a list of shared voxels.vpl files (there may be more):
http://ppmforums.com/viewtopic.php?p=509199#509199
https://ppmforums.com/viewtopic.php?p=540421#540421
https://ppmforums ...
  Topic: TMP Shop
E1 Elite

Replies: 129
Views: 47072

Post Posted: Tue Dec 18, 2018 3:29 pm    Subject: TMP Shop
Forum:  Featured Tools » Community Tools
Though there is a problem with beach tile type in shore tiles in TS. When land units get down on beach cells from low bridge on water or users make map with incorrect shores, these units get stuck in ...
  Topic: Fixing Tiberian Sun
E1 Elite

Replies: 45
Views: 23989

Post Posted: Tue Dec 18, 2018 3:26 pm    Subject: Fixing Tiberian Sun
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
TS shore tiles have beach tile types which causes bug of units getting stuck in water. Cases where this bug can be seen are like when land units get down on beach cells from low bridge on water or whe ...
  Topic: TMP Shop
E1 Elite

Replies: 129
Views: 47072

Post Posted: Tue Dec 18, 2018 1:04 pm    Subject: TMP Shop
Forum:  Featured Tools » Community Tools
Well, I didn't see it used anywhere else but these cliff ramps, so it might indeed have (or it was intended to have) some special properties.
Vanilla TS/RA2 uses clear 13 everywhere (clear*, rmpfx*, ...
  Topic: Soviets and Yuri don't attack
E1 Elite

Replies: 3
Views: 227

Post Posted: Sat Dec 15, 2018 10:52 am    Subject: Soviets and Yuri don't attack
Forum:  Modding Central » Red Alert 2 Editing Forum
Why did you remove UseMinDefenseRule, set it to yes or no. You haven't done any side specific changes that would affect one side or the other.

Don't ally with the AI as human player meaning don't k ...
  Topic: ai keeps building sentry guns and battle bunkers
E1 Elite

Replies: 5
Views: 284

Post Posted: Sat Dec 15, 2018 10:51 am    Subject: ai keeps building sentry guns and battle bunkers
Forum:  Modding Central » Red Alert 2 Editing Forum
When using Ares, associate a hotkey in options -> development and check with AI Base planning dump in the log file. Press the hotkey when AI does that and find which building it is not able to buil ...
  Topic: Is he not lying? (HE PREDICTED MY FUTURE CAREER)
E1 Elite

Replies: 20
Views: 559

Post Posted: Tue Dec 11, 2018 11:39 am    Subject: Is he not lying? (HE PREDICTED MY FUTURE CAREER)
Forum:  Miscellaneous Forums » Offtopic Discussion Area
Does it need substantiation from ideas, philosophy of life or death, time, space, matter including our bodies which are already in doubt, to say without doubt that we exist?
  Topic: Is he not lying? (HE PREDICTED MY FUTURE CAREER)
E1 Elite

Replies: 20
Views: 559

Post Posted: Tue Dec 11, 2018 9:15 am    Subject: Is he not lying? (HE PREDICTED MY FUTURE CAREER)
Forum:  Miscellaneous Forums » Offtopic Discussion Area
There seems to be doubt on everything perceivable or conceivable. Can we say with certainty that we exist or is there a doubt there also?
  Topic: Is he not lying? (HE PREDICTED MY FUTURE CAREER)
E1 Elite

Replies: 20
Views: 559

Post Posted: Tue Dec 11, 2018 6:51 am    Subject: Is he not lying? (HE PREDICTED MY FUTURE CAREER)
Forum:  Miscellaneous Forums » Offtopic Discussion Area
If time doesn't exist, then space also doesn't exist. Matter also didn't exist at one time and can't say it exist in the present as it is constantly changing. So what exists must be unchanging and can ...
  Topic: camouflaging gone terrible
E1 Elite

Replies: 7
Views: 291

Post Posted: Mon Dec 10, 2018 9:37 am    Subject: camouflaging gone terrible
Forum:  Modding Central » Media Hut
In some older versions of VXLSE the scheme folder was renamed, so it won't work. Update to the latest VXLSE. That kill 2-15 and 239 to 255 will make those as transparent, so you have to draw those aga ...
  Topic: camouflaging gone terrible
E1 Elite

Replies: 7
Views: 291

Post Posted: Mon Dec 10, 2018 7:09 am    Subject: camouflaging gone terrible
Forum:  Modding Central » Media Hut
Did you check the voxel with unitem.pal and unitsno.pal in VXLSE? If you are using custom palettes in the game then use those in VXLSE as well. If it is a VPL problem, search, there are custom VPL fil ...
  Topic: AI dumb brain
E1 Elite

Replies: 29
Views: 705

Post Posted: Mon Dec 10, 2018 5:48 am    Subject: AI dumb brain
Forum:  Modding Central » Red Alert 2 Editing Forum
If you were using Ares, that gathering at the enemy base could be made a variable rather than a fixed value. You can have in the script itself like 53,15 or 53,-10 etc. which will add or deduct the di ...
  Topic: AI dumb brain
E1 Elite

Replies: 29
Views: 705

Post Posted: Sun Dec 09, 2018 4:58 am    Subject: AI dumb brain
Forum:  Modding Central » Red Alert 2 Editing Forum
Read [url=https://www.modenc.renegadeprojects.com/Aggressive]Aggressive.

The team executes 0=53,0 first, if any enemy comes in range, it will attack (as Aggressive=yes). At the same time it abando ...
  Topic: For skirmish maps
E1 Elite

Replies: 3
Views: 179

Post Posted: Sun Dec 09, 2018 4:57 am    Subject: For skirmish maps
Forum:  Modding Central » Red Alert 2 Editing Forum
No.

It is possible with the Client, check Red Resurrection mod, it uses techlevel dropdown.
  Topic: DTA Map Assistant
E1 Elite

Replies: 25
Views: 1614

Post Posted: Fri Dec 07, 2018 9:08 am    Subject: DTA Map Assistant
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
Have updated the MapTool on the link provided earlier. You can get a terrain type coordinate from the map, then compute the coordinates where the impassable overlay has to be placed. Then generate a t ...
 
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