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  Topic: Is he not lying? (HE PREDICTED MY FUTURE CAREER)
E1 Elite

Replies: 19
Views: 303

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: 19
Views: 303

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: 19
Views: 303

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: 156

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: 156

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: 505

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: 505

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: 96

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: 1021

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 ...
  Topic: AI dumb brain
E1 Elite

Replies: 29
Views: 505

Post Posted: Fri Dec 07, 2018 8:53 am    Subject: AI dumb brain
Forum:  Modding Central » Red Alert 2 Editing Forum
Once a target is selected, it isn't re-evaluated. What is possible is to engage any enemy that comes in range with move to scripts. The target selection can be delayed by using the move to script firs ...
  Topic: AI not sending transports after loading
E1 Elite

Replies: 7
Views: 230

Post Posted: Fri Dec 07, 2018 8:48 am    Subject: AI not sending transports after loading
Forum:  Modding Central » Red Alert 2 Editing Forum
Vanilla landing craft has Passengers=12 and this team has only 4 passengers, so load won't complete.

The position of a unit in the task force list affects its production queuing. Transport unit ne ...
  Topic: Tool for Auto-List Weapons and Projectiles
E1 Elite

Replies: 18
Views: 700

Post Posted: Fri Dec 07, 2018 8:42 am    Subject: Tool for Auto-List Weapons and Projectiles
Forum:  Modding Central » Red Alert 2 Editing Forum
Weapon list looks complex with hardcodings. It would be better to get the list from the game.exe itself like what the Ares does.

Attaching the vanilla YR weapon list obtained from Ares Dump Types c ...
  Topic: AI dumb brain
E1 Elite

Replies: 29
Views: 505

Post Posted: Thu Dec 06, 2018 4:33 am    Subject: AI dumb brain
Forum:  Modding Central » Red Alert 2 Editing Forum
@TRUEGRIT: If you don't want to use more script actions like gather at enemy base, then just set AvoidThreats=yes in its teamtype. That will make the team choose alternative path if available and will ...
  Topic: AI dumb brain
E1 Elite

Replies: 29
Views: 505

Post Posted: Wed Dec 05, 2018 7:28 pm    Subject: AI dumb brain
Forum:  Modding Central » Red Alert 2 Editing Forum
I agree with you on the target selection that a team of specific units would be better against building or infantry etc. But here it is the engagement behaviour. AI units on attack missions might sele ...
  Topic: AI dumb brain
E1 Elite

Replies: 29
Views: 505

Post Posted: Wed Dec 05, 2018 6:19 pm    Subject: AI dumb brain
Forum:  Modding Central » Red Alert 2 Editing Forum
There are 3 aspects here.
1. Target selection - when using attack targettype (0,n) including attack anything (0,1), it is influenced by [url=https://www.modenc.renegadeprojects.com/TargetDistanceCoe ...
  Topic: AI dumb brain
E1 Elite

Replies: 29
Views: 505

Post Posted: Tue Dec 04, 2018 6:55 am    Subject: AI dumb brain
Forum:  Modding Central » Red Alert 2 Editing Forum
Attack scripts are coded to behave like that. Movement scripts responds depending on its teamtype attributes.

Have updated ModEnc on these. Check [url=https://www.modenc.renegadeprojects.com/Aggres ...
  Topic: Adding more colors using ares to red alert 2 yr
E1 Elite

Replies: 1
Views: 95

Post Posted: Tue Dec 04, 2018 6:52 am    Subject: Adding more colors using ares to red alert 2 yr
Forum:  Modding Central » Red Alert 2 Editing Forum
Extract uimd.ini from ra2md.mix -> localmd.mix and place it in game folder. Add to uimd.ini like:

[Colors]
Count=14

And then run Ares, it will show 14 colors instead of default 8. Adjust the ...
  Topic: Vote DTA for Mod of the Year!
E1 Elite

Replies: 2
Views: 145

Post Posted: Mon Dec 03, 2018 5:28 am    Subject: Vote DTA for Mod of the Year!
Forum:  Featured Projects » Dawn of the Tiberium Age
+1 to DTA, TI, TSCient.
  Topic: Scorched Earth MOD by G-E
E1 Elite

Replies: 695
Views: 111071

Post Posted: Mon Dec 03, 2018 5:27 am    Subject: Scorched Earth MOD by G-E
Forum:  Modding Central » Public Project Announcements
It happens when the AI is not able to build some needed stuff. Like if there is ProtectWithWall and it is not able to build wall either because ConcreteWalls doesn't have entry or a unit deploys where ...
  Topic: AI not sending transports after loading
E1 Elite

Replies: 7
Views: 230

Post Posted: Sun Dec 02, 2018 4:03 pm    Subject: AI not sending transports after loading
Forum:  Modding Central » Red Alert 2 Editing Forum
The transport capacity and the number of passengers in the team should match exactly. If there are less passengers, the load won't complete. If the loading of passengers is interrupted by attack etc., ...
  Topic: Forcing start up MCV's to show up at the chosen place
E1 Elite

Replies: 5
Views: 238

Post Posted: Thu Nov 29, 2018 6:38 am    Subject: Forcing start up MCV's to show up at the chosen place
Forum:  Modding Central » Red Alert 2 Editing Forum » Mapping Discussion
When making 2 player map, have you removed the waypoints from 2 to 7?
  Topic: Converting YR maps into RA2 maps
E1 Elite

Replies: 13
Views: 200

Post Posted: Tue Nov 27, 2018 4:31 am    Subject: Converting YR maps into RA2 maps
Forum:  Modding Central » Red Alert 2 Editing Forum
[url=https://ppmforums.com/viewtopic.php?t=43411]Starkku's MapTool could be used to convert maps from one theater to another. Some profiles are provided but for the ones not available, you can create ...
  Topic: About the first AI wave
E1 Elite

Replies: 12
Views: 208

Post Posted: Tue Nov 27, 2018 4:31 am    Subject: About the first AI wave
Forum:  Modding Central » Red Alert 2 Editing Forum
When AI decides who is the enemy, it starts producing attack teams. Enemy could be chosen when any attack happens, superweapon charges quickly or an attack by harvesters etc.. So make sure no skirmish ...
  Topic: MapTool
E1 Elite

Replies: 53
Views: 9027

Post Posted: Sun Nov 25, 2018 6:45 am    Subject: MapTool
Forum:  Featured Tools » Community Tools
Updated MapTool in [url=https://ppmforums.com/viewtopic.php?p=574553#574553]the previous post with few options for the extended logging feature.
  Topic: Weird bug
E1 Elite

Replies: 6
Views: 120

Post Posted: Fri Nov 23, 2018 6:38 am    Subject: Weird bug
Forum:  Modding Central » Red Alert 2 Editing Forum
Attack enemy structure (46,n where n is structure number) uses the index in [BuildingTypes] list. So, if you change the [BuildingTypes] list, the structure in the attack structure script action will c ...
  Topic: Weird bug
E1 Elite

Replies: 6
Views: 120

Post Posted: Fri Nov 23, 2018 4:47 am    Subject: Weird bug
Forum:  Modding Central » Red Alert 2 Editing Forum
Show script and teamtype code. Check if those index IDs have duplicates.
  Topic: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
E1 Elite

Replies: 67
Views: 17895

Post Posted: Thu Nov 22, 2018 10:11 am    Subject: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
Forum:  Featured Tools » Community Tools
@G-E: Checked now. It works with older nVidia driver (I use v350.12 on Win7) but did not work with the latest driver.

@Bittah Commander: If you see advantage with the newer version, it can be compi ...
  Topic: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
E1 Elite

Replies: 67
Views: 17895

Post Posted: Wed Nov 21, 2018 11:21 am    Subject: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
Forum:  Featured Tools » Community Tools
At line 402 in CNCMaps.Engine\Rendering\VxlRenderer.cs, it is a standard call to OpenTK lib which in turn calls the underlying opengl.

You should update opengl32.dll/graphics card driver.
  Topic: The next Ares
E1 Elite

Replies: 265
Views: 26568

Post Posted: Sun Nov 18, 2018 8:07 pm    Subject: The next Ares
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
AI picks power plants respecting the prerequisites of the structure (fix by FS-21)
It seems AIs would still build the basic power plants regardless of the prerequisites. Is this intentional so that ...
  Topic: MapTool
E1 Elite

Replies: 53
Views: 9027

Post Posted: Sat Nov 17, 2018 10:32 am    Subject: MapTool
Forum:  Featured Tools » Community Tools
The tool doesn't take any terrain INI file like temperat.ini as input to validate whether a tile is missing or a pack has invalid tiles. IsoMapPack5 contains a set of numbers. A profile supplies what ...
  Topic: MapTool
E1 Elite

Replies: 53
Views: 9027

Post Posted: Sat Nov 17, 2018 5:03 am    Subject: MapTool
Forum:  Featured Tools » Community Tools
MapTool uses conversion profiles to convert tiles in the map. These profiles contain info on which tiles are to be converted into another. The existing profiles are for vanilla games. You can create y ...
  Topic: What is the difference between ecache and expandmd
E1 Elite

Replies: 4
Views: 161

Post Posted: Sat Nov 17, 2018 4:57 am    Subject: What is the difference between ecache and expandmd
Forum:  Modding Central » Red Alert 2 Editing Forum
Check - https://www.modenc.renegadeprojects.com/MIX

Basically if you are modding YR 1.001 with Ares, you can put almost any file into expandmdXX.mix. Without Ares, lang*.mix file contents fall high ...
  Topic: Helicopter's rotor stops when it doesn't move
E1 Elite

Replies: 4
Views: 101

Post Posted: Fri Nov 16, 2018 3:14 pm    Subject: Helicopter's rotor stops when it doesn't move
Forum:  Modding Central » Red Alert 2 Editing Forum
Check https://www.modenc.renegadeprojects.com/IdleRate
  Topic: Helicopter's rotor stops when it doesn't move
E1 Elite

Replies: 4
Views: 101

Post Posted: Fri Nov 16, 2018 3:02 pm    Subject: Helicopter's rotor stops when it doesn't move
Forum:  Modding Central » Red Alert 2 Editing Forum
AircraftType or VehicleType?
  Topic: DTA Map Assistant
E1 Elite

Replies: 25
Views: 1021

Post Posted: Fri Nov 16, 2018 1:09 pm    Subject: DTA Map Assistant
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
[url=https://ppmforums.com/viewtopic.php?p=574553#574553]Updated MapTool with ModifyOverlays section to take coordinates and apply the overlays to the map. Check the documentation for details and exam ...
  Topic: MapTool
E1 Elite

Replies: 53
Views: 9027

Post Posted: Fri Nov 16, 2018 12:59 pm    Subject: MapTool
Forum:  Featured Tools » Community Tools
Attaching MapTool with the following changes:

- Based on 1.0.7.3 version (Github 2018-06-24) (OverlayFrameReplacements changes included)
- UI enlarged to accommodate a bit of higher DPI scaling
- ...
  Topic: How to convert VXL to SHP?
E1 Elite

Replies: 2
Views: 154

Post Posted: Fri Nov 16, 2018 5:20 am    Subject: How to convert VXL to SHP?
Forum:  Modding Central » Media Hut
Bot clone of https://ppmforums.com/viewtopic.php?t=40628
  Topic: could someone tell me whats wrong with this code
E1 Elite

Replies: 9
Views: 149

Post Posted: Mon Nov 12, 2018 7:58 pm    Subject: could someone tell me whats wrong with this code
Forum:  Modding Central » Red Alert 2 Editing Forum
Make some other change in your rules file and check whether that is taking effect.
  Topic: could someone tell me whats wrong with this code
E1 Elite

Replies: 9
Views: 149

Post Posted: Mon Nov 12, 2018 7:37 pm    Subject: could someone tell me whats wrong with this code
Forum:  Modding Central » Red Alert 2 Editing Forum
Is 411= already used in [BuildingTypes] ?
  Topic: could someone tell me whats wrong with this code
E1 Elite

Replies: 9
Views: 149

Post Posted: Mon Nov 12, 2018 7:06 pm    Subject: could someone tell me whats wrong with this code
Forum:  Modding Central » Red Alert 2 Editing Forum
There should be theater specific graphics or generic like aghpad.shp in your expandmdXX.mix (XX in 02 to 99).

Also in code:
UIName=name:AAHPAD -> UIName=Name:AAHPAD
power=-25 -> Power=-25 ...
  Topic: Some basic TS Modding questions
E1 Elite

Replies: 1
Views: 253

Post Posted: Sun Nov 11, 2018 7:34 am    Subject: Some basic TS Modding questions
Forum:  Modding Central » Tiberian Sun Editing Forum
1. No. The sidebar list gets refreshed for additional prereqs being absent when you loose all factories of that type and then rebuild the factory,
2. Unit inside units is not supported, Ares for YR ...
  Topic: AI building placement Issues
E1 Elite

Replies: 4
Views: 111

Post Posted: Sat Nov 10, 2018 2:49 pm    Subject: AI building placement Issues
Forum:  Modding Central » Red Alert 2 Editing Forum
If you are using Ares, then associate a hotkey and check with AI Base planning dump in the log file. Typically when AI is not able to place walls when ProtectWithWall is used, AI goes into loop. Units ...
  Topic: DTA Map Assistant
E1 Elite

Replies: 25
Views: 1021

Post Posted: Sat Nov 10, 2018 8:38 am    Subject: DTA Map Assistant
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
In rules.ini, look for [OverlayTypes], reference to overlays uses 0-based index. In DTA, for example IMOV is at 180 index.

Have updated [url=https://www.modenc.renegadeprojects.com/OverlayPack]ModE ...
  Topic: Looking for a weapon sound
E1 Elite

Replies: 4
Views: 270

Post Posted: Thu Nov 08, 2018 9:28 am    Subject: Looking for a weapon sound
Forum:  Modding Central » Tiberian Sun Editing Forum
TSRetro mod uses expand02.mix -> ecache02.mix -> elcad1.aud for Oxanna and mutant woman's weapons.

As I have read in the policy somewhere, there shouldn't be any problem with using other mod' ...
  Topic: weird AI Chrono Legionnaire
E1 Elite

Replies: 2
Views: 143

Post Posted: Wed Nov 07, 2018 5:22 am    Subject: weird AI Chrono Legionnaire
Forum:  Modding Central » Red Alert 2 Editing Forum
Not an AI problem. Game has problem with relocating more than 8 chrono legionnaire in an AI team.
  Topic: Looking for a weapon sound
E1 Elite

Replies: 4
Views: 270

Post Posted: Wed Nov 07, 2018 5:20 am    Subject: Looking for a weapon sound
Forum:  Modding Central » Tiberian Sun Editing Forum
By looking into the rules.ini, the same tibsun.mix -> sounds.mix -> chaingn1.aud is used for weapons of buggy, vulcan component tower, Oxanna, mutant, mutant sergeant and mutant woman.
  Topic: AI Editor for RA2 and TS
E1 Elite

Replies: 150
Views: 37187

Post Posted: Wed Oct 31, 2018 8:14 pm    Subject: AI Editor for RA2 and TS
Forum:  Featured Tools » Community Tools
@Crimsonum: Updated with the fixes.
--------------------------------

Update version 2.0.3.9

Changes:
- TS config file fix of veteran level and removed unused AITrigger condition choices
- Ski ...
  Topic: Request for [red alert 2 YR]
E1 Elite

Replies: 16
Views: 514

Post Posted: Mon Oct 29, 2018 3:58 pm    Subject: Request for [red alert 2 YR]
Forum:  Modding Central » Red Alert 2 Editing Forum
You have to run Ares like on commandline

Syringe "gamemd.exe" -LOG

or run RunAres.bat.
  Topic: AI Issues in Mod
E1 Elite

Replies: 35
Views: 4281

Post Posted: Mon Oct 29, 2018 3:30 pm    Subject: AI Issues in Mod
Forum:  Modding Central » Red Alert 2 Editing Forum
Found out what was causing the production of large amount of base defense buildings by the AI in the sample 4th side I linked earlier in this thread.

If a side is not provided with that side speci ...
  Topic: Light towers & Invisible light posts
E1 Elite

Replies: 10
Views: 653

Post Posted: Fri Oct 26, 2018 9:34 pm    Subject: Light towers & Invisible light posts
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
Open the map file in any text editor, then copy the changes for that sections like:

128,040034C0,1,0,1,0,1,None,None,None,0,0

That facing value can be set from 0, 32, 64 ... upto 256 for 8 diire ...
 
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