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  Topic: OS VSE - To Continue or Not, That is Thy Question
E1 Elite

Replies: 30
Views: 733

Post Posted: Sun Jul 08, 2018 3:05 pm    Subject: OS VSE - To Continue or Not, That is Thy Question
Forum:  Featured Tools » Community Tools
Can an alternate method to view normals be done? Like small lines coming out of every volumetric pixel (or just outer cells only) similar to a sea urchin. It would be easier to relate with a tangent l ...
  Topic: Game does not accept custom AIMD.INI
E1 Elite

Replies: 8
Views: 200

Post Posted: Sun Jul 08, 2018 5:04 am    Subject: Game does not accept custom AIMD.INI
Forum:  Modding Central » Red Alert 2 Editing Forum
The higher the weights, the higher the likelyhood of that team being produced over others. Then the team follows its script, if it is set to attack, then it will attack. Usually the starting weights a ...
  Topic: Game does not accept custom AIMD.INI
E1 Elite

Replies: 8
Views: 200

Post Posted: Sat Jul 07, 2018 7:10 pm    Subject: Game does not accept custom AIMD.INI
Forum:  Modding Central » Red Alert 2 Editing Forum
Mainly you would like to read about [url=https://www.modenc.renegadeprojects.com/ScriptTypes/ScriptActions]Scripts and [url=https://www.modenc.renegadeprojects.com/AITriggerTypes]AITriggers. For teamt ...
  Topic: Game does not accept custom AIMD.INI
E1 Elite

Replies: 8
Views: 200

Post Posted: Sat Jul 07, 2018 3:21 pm    Subject: Game does not accept custom AIMD.INI
Forum:  Modding Central » Red Alert 2 Editing Forum
Don't play with AI as allies to the player while testing. Don't use other mods aimd files as those would have used their own units which will cause problems.

Use [url=https://ppmforums.com/viewtopi ...
  Topic: Odd Nod mission 6 (capture Umagon) bug
E1 Elite

Replies: 10
Views: 300

Post Posted: Thu Jul 05, 2018 4:06 pm    Subject: Odd Nod mission 6 (capture Umagon) bug
Forum:  Modding Central » Tiberian Sun Editing Forum
Have you modified the map files as mentioned earlier? That battlefs.ini has to be used with map modifications. Open the map files in text editor like of nod6a.map, nod6b.map, nod6c.map and find [Basic ...
  Topic: OS VSE - To Continue or Not, That is Thy Question
E1 Elite

Replies: 30
Views: 733

Post Posted: Thu Jul 05, 2018 4:04 pm    Subject: OS VSE - To Continue or Not, That is Thy Question
Forum:  Featured Tools » Community Tools
Very good start.

Certainly modders would want new features as well. There have been questions on resizing the voxel to other than just double the size that VXLSE is able to do like to size of say 1 ...
  Topic: Odd Nod mission 6 (capture Umagon) bug
E1 Elite

Replies: 10
Views: 300

Post Posted: Sun Jul 01, 2018 11:57 am    Subject: Odd Nod mission 6 (capture Umagon) bug
Forum:  Modding Central » Tiberian Sun Editing Forum
For me save/load and restart the missions work properly. You can't use it for campaign progression but only to play a single mission at a time. That is why every SP map has to be edited with a text ed ...
  Topic: Odd Nod mission 6 (capture Umagon) bug
E1 Elite

Replies: 10
Views: 300

Post Posted: Sun Jul 01, 2018 9:56 am    Subject: Odd Nod mission 6 (capture Umagon) bug
Forum:  Modding Central » Tiberian Sun Editing Forum
Under [Basic] in all SP maps, I use OneTimeOnly=yes, SkipMapSelect=yes, SkipScore=yes and list all missions in battle(fs).ini.

Attaching the battlefs.ini that I used to use, may be 15+ years ago, t ...
  Topic: Map nonexistent units "clearing"
E1 Elite

Replies: 1
Views: 214

Post Posted: Thu Jun 28, 2018 1:05 pm    Subject: Map nonexistent units "clearing"
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
If pre-placed in map and and not listed in rules, then no problem. Those won't be loaded and game will continue without it. You can check that in map snapshot.

If in rules, listed but not defined, ...
  Topic: Bibs on gates?
E1 Elite

Replies: 17
Views: 379

Post Posted: Mon Jun 25, 2018 5:43 am    Subject: Bibs on gates?
Forum:  Modding Central » Red Alert 2 Editing Forum
Bib image can be copied to the frames of the gate SHP. Thing to remember is that all 3 cells are passable when the gate is opened.
  Topic: Positioning Problems
E1 Elite

Replies: 2
Views: 108

Post Posted: Fri Jun 22, 2018 8:41 pm    Subject: Positioning Problems
Forum:  Modding Central » Red Alert 2 Editing Forum
Try setting display scaling to 100% on Win10.
  Topic: Help: Internal Errors
E1 Elite

Replies: 582
Views: 147722

Post Posted: Tue Jun 19, 2018 10:07 am    Subject: Help: Internal Errors
Forum:  Modding Central » Tiberian Sun Editing Forum » HyperPatch
I see that in map fsnod07.map, the NextScenario=fsnod08.map (which is using small case for map name). Could test by making it as NextScenario=FSNOD08.map. If using some compatibility setting on Window ...
  Topic: Unit remaining after defeat
E1 Elite

Replies: 13
Views: 271

Post Posted: Tue Jun 12, 2018 9:30 am    Subject: Unit remaining after defeat
Forum:  Modding Central » Red Alert 2 Editing Forum
For testing, a hack for YR gamemd.exe is available for the match to continue after win/lose - at address 0xFC9E0 and 0xFCBD0 change bytes 83 EC 10 to C2 04 00.

In SP maps, condition for win/lose ca ...
  Topic: AI units are LITERALLY going off the map???
E1 Elite

Replies: 3
Views: 148

Post Posted: Sun Jun 10, 2018 7:59 pm    Subject: AI units are LITERALLY going off the map???
Forum:  Modding Central » Red Alert 2 Editing Forum
When the aircraft ROT is low and there isn't much gap between the inner and outer boundary of the map (blue and red lines in FA2), the aircraft can't make a full turn, so it gets stuck outside the vis ...
  Topic: Pathfinding bug? - Occupied cells
E1 Elite

Replies: 31
Views: 755

Post Posted: Fri Jun 08, 2018 6:49 am    Subject: Pathfinding bug? - Occupied cells
Forum:  Modding Central » Tiberian Sun Editing Forum
I did try yesterday on the speed and even the variation on the tiles on which this was happening. Speed and tile variation like clear01a-g etc. didn't matter. Unit ROT also didn't matter.

Voxels ca ...
  Topic: Pathfinding bug? - Occupied cells
E1 Elite

Replies: 31
Views: 755

Post Posted: Thu Jun 07, 2018 2:42 pm    Subject: Pathfinding bug? - Occupied cells
Forum:  Modding Central » Tiberian Sun Editing Forum
If it is related to movement then speed might affect it. Can check Bike's speed or game speed or land characteristics. If the map is shared, CPU speed difference could also be checked.
  Topic: Pathfinding bug? - Occupied cells
E1 Elite

Replies: 31
Views: 755

Post Posted: Thu Jun 07, 2018 12:28 pm    Subject: Pathfinding bug? - Occupied cells
Forum:  Modding Central » Tiberian Sun Editing Forum
Did you test the Bike without generating debris or game not generating burn marks or craters? Or when the units are destroyed they are stationary or moving from one cell to another?
  Topic: Micro$*** buying GitHub
E1 Elite

Replies: 26
Views: 674

Post Posted: Thu Jun 07, 2018 7:16 am    Subject: Micro$*** buying GitHub
Forum:  Miscellaneous Forums » Offtopic Discussion Area
There is a [url=https://docs.microsoft.com/en-us/windows-hardware/drivers/display/timeout-detection-and-recovery]TDR (Timeout Detection and Recovery) feature in the later OS, which detects the delay i ...
  Topic: Pathfinding bug? - Occupied cells
E1 Elite

Replies: 31
Views: 755

Post Posted: Thu Jun 07, 2018 4:44 am    Subject: Pathfinding bug? - Occupied cells
Forum:  Modding Central » Tiberian Sun Editing Forum
TS and YR are same on the invisible lamp. You can't place building on top of it, but both infantry and units can pass over it. On all02s.map, no problem there. If the invisible lamp is covered on 2 si ...
  Topic: Pathfinding bug? - Occupied cells
E1 Elite

Replies: 31
Views: 755

Post Posted: Tue Jun 05, 2018 1:08 pm    Subject: Pathfinding bug? - Occupied cells
Forum:  Modding Central » Tiberian Sun Editing Forum
Path adjustment happens all the time when the number of cells are more. When a move command is given, the distance between the current cell and the destination, whether it is next immediate cell or th ...
  Topic: Pathfinding bug? - Occupied cells
E1 Elite

Replies: 31
Views: 755

Post Posted: Tue Jun 05, 2018 12:42 pm    Subject: Pathfinding bug? - Occupied cells
Forum:  Modding Central » Tiberian Sun Editing Forum
It looks like as if the game forgot to release a reserved cell. Does it happen only at 2 cell distance?

And this doesn't seem as serious as a plane unable to land or units piling up on repair bay o ...
  Topic: Micro$*** buying GitHub
E1 Elite

Replies: 26
Views: 674

Post Posted: Tue Jun 05, 2018 9:02 am    Subject: Micro$*** buying GitHub
Forum:  Miscellaneous Forums » Offtopic Discussion Area
Don't know about Surface on the dual boot but was talking about generic PC.
  Topic: Micro$*** buying GitHub
E1 Elite

Replies: 26
Views: 674

Post Posted: Tue Jun 05, 2018 6:02 am    Subject: Micro$*** buying GitHub
Forum:  Miscellaneous Forums » Offtopic Discussion Area
@TAK02: You can install XP and Win10 on different HDD and boot it separately on the same system.
  Topic: World Domination Units
E1 Elite

Replies: 10
Views: 1170

Post Posted: Mon Jun 04, 2018 7:23 am    Subject: World Domination Units
Forum:  Modding Central » Media Hut » Voxels
Preview.
  Topic: Ra3 Dreadnought
E1 Elite

Replies: 15
Views: 2717

Post Posted: Sun Jun 03, 2018 4:01 pm    Subject: Ra3 Dreadnought
Forum:  Modding Central » Media Hut » SHPs
Use Ares - https://ppmforums.com/index.php?f=875
  Topic: MapTool
E1 Elite

Replies: 46
Views: 6411

Post Posted: Sat Jun 02, 2018 5:53 am    Subject: MapTool
Forum:  Featured Tools » Community Tools
Overlay frame replacements is implemented by extending overlay rules to take overlay frame IDs also now. Attaching executable and source code changes.
  Topic: MapTool
E1 Elite

Replies: 46
Views: 6411

Post Posted: Thu May 31, 2018 4:56 am    Subject: MapTool
Forum:  Featured Tools » Community Tools
Ice growth fix is already implemented with building coordinates and the ice growth data persists, FinalSun retains it.

On OverlayDataPack request, it isn't tailored for any mod, but is a generic e ...
  Topic: Train specialists opinions?
E1 Elite

Replies: 29
Views: 737

Post Posted: Wed May 30, 2018 7:22 am    Subject: Train specialists opinions?
Forum:  Modding Central » Red Alert 2 Editing Forum
For urban, you could use any other free overlay IDs that is visible on the dropdown in FA2 for placing on the map and can use Starkku's Maptool to switch the overlay IDs. That tool also has a better I ...
  Topic: MapTool
E1 Elite

Replies: 46
Views: 6411

Post Posted: Wed May 30, 2018 7:19 am    Subject: MapTool
Forum:  Featured Tools » Community Tools
The overlay rules could be extended to replace a range of overlay frames in OverlayDataPack. This could help modders as the game supports all 0-255 of overlay frames but FA2/FinalSun does not show mor ...
  Topic: Train specialists opinions?
E1 Elite

Replies: 29
Views: 737

Post Posted: Wed May 30, 2018 5:31 am    Subject: Train specialists opinions?
Forum:  Modding Central » Red Alert 2 Editing Forum
FA 0.98a4 etc. beta versions does show tracks on the Overlay dropdown, so you don't want to use those?
  Topic: Train specialists opinions?
E1 Elite

Replies: 29
Views: 737

Post Posted: Wed May 30, 2018 2:57 am    Subject: Train specialists opinions?
Forum:  Modding Central » Red Alert 2 Editing Forum
@Mig Eater: Are you using #39 to #54 for train tracks or some other overlay ID? Your overlay detail post doesn't show tracks in blue, does that mean there is some setting in FA2 1.02 to make tracks av ...
  Topic: Train specialists opinions?
E1 Elite

Replies: 29
Views: 737

Post Posted: Mon May 28, 2018 7:26 am    Subject: Train specialists opinions?
Forum:  Modding Central » Red Alert 2 Editing Forum
OffTopic:
@LKO: If you want to, something could be done to make use of those above 60 frames in DTA tracks by manipulating OverlayDataPack with Starkku's MapTool. But FinalSun will show hex code for ...
  Topic: Train specialists opinions?
E1 Elite

Replies: 29
Views: 737

Post Posted: Mon May 28, 2018 6:18 am    Subject: Train specialists opinions?
Forum:  Modding Central » Red Alert 2 Editing Forum
Tested by switching off the z-data flags in ramp tiles so that game doesn't use z-data and the clipping is gone and no pathfinding problems too. So, you should be able to modify z-data and get it work ...
  Topic: Train specialists opinions?
E1 Elite

Replies: 29
Views: 737

Post Posted: Sun May 27, 2018 6:06 am    Subject: Train specialists opinions?
Forum:  Modding Central » Red Alert 2 Editing Forum
The slope frame gets clipped for a few pixels on the top and is drawn under the overlays of 1 cell above and below. It is not just art. Tried with adding few dots above and below the image and even mo ...
  Topic: Train specialists opinions?
E1 Elite

Replies: 29
Views: 737

Post Posted: Sat May 26, 2018 8:16 pm    Subject: Train specialists opinions?
Forum:  Modding Central » Red Alert 2 Editing Forum
Overlays on slopes should work pathfinding wise, though if they still get rendered correct needs to be tested.
Just tested, tracks on slopes are drawn 2 pixels down, though pathfinding is no problem. ...
  Topic: Train specialists opinions?
E1 Elite

Replies: 29
Views: 737

Post Posted: Sat May 26, 2018 7:02 pm    Subject: Train specialists opinions?
Forum:  Modding Central » Red Alert 2 Editing Forum
It is fine for slopes also if you are using tracks13 (or 14/15/16) overlay for it. I haven't tested but there may be hardcoding for tracks 1 to 12 that may be leftover in the game engine from TS.

C ...
  Topic: Train specialists opinions?
E1 Elite

Replies: 29
Views: 737

Post Posted: Sat May 26, 2018 4:45 pm    Subject: Train specialists opinions?
Forum:  Modding Central » Red Alert 2 Editing Forum
DTA mod uses overlay Tracks 13 for train tracks with 70 frames. Though FA2 will restrict displaying overlay frames upto 60 only, but not a problem with game. I did a test map to test over 60 frames, g ...
  Topic: Making unit start as Elite.
E1 Elite

Replies: 2
Views: 153

Post Posted: Sat May 26, 2018 4:25 pm    Subject: Making unit start as Elite.
Forum:  Modding Central » Red Alert 2 Editing Forum
Check [url=https://www.modenc.renegadeprojects.com/InitialVeteran]InitialVeteran. There are fields for pre-placed units on map and on teamtypes.
  Topic: I made an AI mod for RA2 YR!
E1 Elite

Replies: 4
Views: 242

Post Posted: Sat May 26, 2018 3:41 pm    Subject: I made an AI mod for RA2 YR!
Forum:  Modding Central » Red Alert 2 Editing Forum
That IsBaseDefense mismatch can also be ignored as only IsBaseDefense on teamtype matters, not on the AITrigger.
  Topic: MapTool
E1 Elite

Replies: 46
Views: 6411

Post Posted: Thu May 24, 2018 1:35 pm    Subject: MapTool
Forum:  Featured Tools » Community Tools
@Bittah Commander: Getting doubt whether you are aware of randomizer being already implemented in v1.0.7.2.
Use like:

[OverlayRules]
102|102~113 ; Randomize TIB01 in the range of TIB01 to TIB12
  Topic: MapTool
E1 Elite

Replies: 46
Views: 6411

Post Posted: Wed May 23, 2018 7:58 am    Subject: MapTool
Forum:  Featured Tools » Community Tools
What's with the ice growth requiring a TSTLAMP, though?

I used TSTLAMP as an example for a[url=https://ppmforums.com/viewtopic.php?p=569032#569032] test map and left the profile file as it is.

U ...
  Topic: MapTool
E1 Elite

Replies: 46
Views: 6411

Post Posted: Tue May 22, 2018 3:15 pm    Subject: MapTool
Forum:  Featured Tools » Community Tools
Currently there is no randomize function. One overlay can be replaced with another. So if in [OverlayTypes] index (without gaps - in vanilla 40, 41 are missing) TIB13 to TIB20 are at 114-121, it can b ...
  Topic: Tiberian Sun Client
E1 Elite

Replies: 330
Views: 81671

Post Posted: Tue May 22, 2018 7:01 am    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
I can't get into maintaining but could help here and there. What I understand is that you are not abandoning it completely, just looking for if someone could give more frequent updates.
  Topic: [Ra2]Yuri Tunnel
E1 Elite

Replies: 15
Views: 1294

Post Posted: Tue May 22, 2018 6:53 am    Subject: [Ra2]Yuri Tunnel
Forum:  Modding Central » Media Hut » SHPs
Ares tunnel feature uses all 4 sides for entry and exit. This could be called something similar to mini factory. Undamaged image could be darkened a bit.
  Topic: MapTool
E1 Elite

Replies: 46
Views: 6411

Post Posted: Tue May 22, 2018 6:22 am    Subject: MapTool
Forum:  Featured Tools » Community Tools
Thanks for the review and update. But found the following left out when comparing FixTSSnowMapsV5 code with current the Github source and tool:

- MapTool.cs Line# 717 : isoMapPack[i + 10] = t.IceGr ...
  Topic: MapTool
E1 Elite

Replies: 46
Views: 6411

Post Posted: Fri May 18, 2018 6:04 am    Subject: MapTool
Forum:  Featured Tools » Community Tools
Update to V5 version for TSSnowMaps fix.
  Topic: Another "Map limit"?
E1 Elite

Replies: 70
Views: 2282

Post Posted: Wed May 16, 2018 5:44 am    Subject: Another "Map limit"?
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
Updated MapTool FixTSSnowMaps to V4.

It is yes for both FixTSSnowMapIceGrowth and IceGrowthFixReset, as explained in documentation. But an oversight on my part, when the building count used for ic ...
  Topic: The next Ares
E1 Elite

Replies: 130
Views: 11124

Post Posted: Tue May 15, 2018 3:16 pm    Subject: The next Ares
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Ares possibilities:
1- re-enable FirePower, Armor atleast in [Easy], [Normal] and [Difficult] if not all others as in TS. ROF and computer controlled fields already work.
2- make passengers part of ...
  Topic: [TS] Divide and Conquer (2-8)
E1 Elite

Replies: 3
Views: 690

Post Posted: Mon May 14, 2018 10:17 am    Subject: [TS] Divide and Conquer (2-8)
Forum:  Modding Central » Tiberian Sun Editing Forum » Map Archive
Nice map, snow maps are rare to come by and that too of this big size.

Checked with the IsoMapPack5 compression, it was able to reduce it to 8479 lines from 9724 lines with multi-level compression. ...
  Topic: Another "Map limit"?
E1 Elite

Replies: 70
Views: 2282

Post Posted: Sun May 13, 2018 8:25 pm    Subject: Another "Map limit"?
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
Implemented the Ice growth fix with a building rather than an overlay, use with MapTool v1.0.6.1. Check Starkku's MapTool. Attaching the test map I used where the building has to be placed on water al ...
 
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