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  Topic: Infantry/Vehicles/Buildings you want to see as Voxel and SHP
G-E

Replies: 10
Views: 193

Post Posted: Yesterday, at 11:14 pm    Subject: Infantry/Vehicles/Buildings you want to see as Voxel and SHP
Forum:  Modding Central » Media Hut
I don't get it, if you aren't taking requests, what is this a giant tease? Some self-promotion?
  Topic: Question about warhead code from rulesmd.ini [YR]
G-E

Replies: 8
Views: 67

Post Posted: Yesterday, at 4:11 pm    Subject: Question about warhead code from rulesmd.ini [YR]
Forum:  Modding Central » Red Alert 2 Editing Forum
One more question, it is possible to create a new type of armor?
There are enough types if you bother grouping all your units into fewer, and rejigging warheads appropriately. You'd need a vastly mor ...
  Topic: AI vs Harvester mixed with AI vs Vehicles
G-E

Replies: 17
Views: 194

Post Posted: Yesterday, at 12:23 am    Subject: AI vs Harvester mixed with AI vs Vehicles
Forum:  Modding Central » Red Alert 2 Editing Forum
There are a number of default behaviours that are different between RA2 and YR and I think this is one of them.

Regardless I don't know what your unit rules are like, but Aggressive= and AvoidThrea ...
  Topic: AI vs Harvester mixed with AI vs Vehicles
G-E

Replies: 17
Views: 194

Post Posted: Fri Oct 19, 2018 5:55 pm    Subject: AI vs Harvester mixed with AI vs Vehicles
Forum:  Modding Central » Red Alert 2 Editing Forum
Maybe reduce the Points= values on the harvesters, I know they are high.
  Topic: The importance of a proper UI for Command & Conquer
G-E

Replies: 14
Views: 574

Post Posted: Wed Oct 17, 2018 9:15 am    Subject: The importance of a proper UI for Command & Conquer
Forum:  PPM Zone » PPM News Network
2) You can't compare Mortal Kombat with the complexity of a RTS game. In a RTS game you are responsible for much more than one unit and you have inumerous tasks... some repetitive micromanagement task ...
  Topic: The importance of a proper UI for Command & Conquer
G-E

Replies: 14
Views: 574

Post Posted: Tue Oct 16, 2018 5:43 am    Subject: The importance of a proper UI for Command & Conquer
Forum:  PPM Zone » PPM News Network
I wanted to keep my interface suggestion separate, someone can crosspost if they like it.

There was an old DOS game called Centurion, not a remarkable game in that it was like Risk, but with the el ...
  Topic: The importance of a proper UI for Command & Conquer
G-E

Replies: 14
Views: 574

Post Posted: Tue Oct 16, 2018 5:14 am    Subject: The importance of a proper UI for Command & Conquer
Forum:  PPM Zone » PPM News Network
Their idea was to seek popularity for the Command & Conquer franchise from other markets (mobile) and that the simplified gameplay was to make it more intuitive for the newcomers.
Chasing the wr ...
  Topic: A Special Announcement from EA
G-E

Replies: 15
Views: 781

Post Posted: Fri Oct 12, 2018 7:26 am    Subject: A Special Announcement from EA
Forum:  PPM Zone » PPM News Network
Well let me once again express my suggestion that more things should be voxelized Smile

Any modern gpu should be able to handle 100x what a cpu couldn't back in 2001 as far as turning voxels into vert ...
  Topic: A Special Announcement from EA
G-E

Replies: 15
Views: 781

Post Posted: Thu Oct 11, 2018 10:49 pm    Subject: A Special Announcement from EA
Forum:  PPM Zone » PPM News Network
If the source code was "lost" as I've heard people say, I don't understand the interest in the ORA team's experience with replicating it.

I'm glad they are least recognize we veterans dis ...
  Topic: Music Thread
G-E

Replies: 45
Views: 2480

Post Posted: Thu Oct 11, 2018 7:02 am    Subject: Music Thread
Forum:  Miscellaneous Forums » Offtopic Discussion Area
[youtube]https://www.youtube.com/watch?v=8V8pSdUTPTI[/youtube]

The Network movie clips tickle me too...
  Topic: AI Editor for RA2 and TS
G-E

Replies: 143
Views: 34427

Post Posted: Wed Oct 10, 2018 10:24 am    Subject: AI Editor for RA2 and TS
Forum:  Featured Tools » Community Tools
Just a note that this particular instance of duplicate is perfectly valid, each behaviour adds something, not sure if you want to leave it as a warning/error or make an exception:
Duplicate tag/index ...
  Topic: Trigger Duplicates appearing in AIEditor
G-E

Replies: 14
Views: 317

Post Posted: Wed Oct 10, 2018 6:06 am    Subject: Trigger Duplicates appearing in AIEditor
Forum:  Modding Central » Red Alert 2 Editing Forum
Ahh yes I see I have a few incorrect indexes. You don't see it in the snapshot because that went through the cleaner which fixes all the lists.
  Topic: Trigger Duplicates appearing in AIEditor
G-E

Replies: 14
Views: 317

Post Posted: Wed Oct 10, 2018 2:10 am    Subject: Trigger Duplicates appearing in AIEditor
Forum:  Modding Central » Red Alert 2 Editing Forum
So on the topic of AIEdit, I just downloaded your latest and opened mine, the error log is showing what I can only call a glitch (this particular script exists once, declared once, used twice):

Dup ...
  Topic: Trigger Duplicates appearing in AIEditor
G-E

Replies: 14
Views: 317

Post Posted: Tue Oct 09, 2018 11:07 pm    Subject: Trigger Duplicates appearing in AIEditor
Forum:  Modding Central » Red Alert 2 Editing Forum
It removes AIEdit from the array after saving the contents to a string, BEFORE orphan handling:
if [info exists rawaidata(AIEdit)] {
set aiedit $rawaidata(AIEdit)
uns ...
  Topic: Trigger Duplicates appearing in AIEditor
G-E

Replies: 14
Views: 317

Post Posted: Tue Oct 09, 2018 4:57 pm    Subject: Trigger Duplicates appearing in AIEditor
Forum:  Modding Central » Red Alert 2 Editing Forum
AIEditor updated
Only AICLEAN modifies any files, and I'm leaving the exemption for the object. You can put anything you want inside [AIEdit], and it will just add it back exactly as it was read, af ...
  Topic: Roundtable Discussion October 2018's Edition
G-E

Replies: 10
Views: 362

Post Posted: Tue Oct 09, 2018 6:04 am    Subject: Roundtable Discussion October 2018's Edition
Forum:  PPM Zone » PPM News Network
1-2: Don't care, they already know they haven't got any new ideas for the series, and frankly they don't seem to want to make a better version of the original type of game either. As far as I'm concer ...
  Topic: Trigger Duplicates appearing in AIEditor
G-E

Replies: 14
Views: 317

Post Posted: Mon Oct 08, 2018 10:48 pm    Subject: Trigger Duplicates appearing in AIEditor
Forum:  Modding Central » Red Alert 2 Editing Forum
Hope you are using latest AIEditor v2.0.3.5, which was released because of your case. What was needed was to remove AIEdit from TeamTypes list and then use the AIEditor. That last version was coded to ...
  Topic: Ding Ding... RA2 INI cross-checking scripts *UPDATED for YR*
G-E

Replies: 70
Views: 10702

Post Posted: Sun Oct 07, 2018 1:05 pm    Subject: Ding Ding... RA2 INI cross-checking scripts *UPDATED for YR*
Forum:  Modding Central » Red Alert 2 Editing Forum
Small additions...

AICHECK 5.6b:
- added additional checks for AI side mismatch in scripts
- fixed a bug with side detection (see above) on civilian buildings
- better list index checking

AIC ...
  Topic: Ideas & suggestions
G-E

Replies: 509
Views: 36830

Post Posted: Sun Oct 07, 2018 12:34 am    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
The only way I see it reasonably sane is that each side has a list of valid disguises, similar to the default disguise currently, but expanded to allow more low-tier or conventional units. So you coul ...
  Topic: Internal error. (Using Ares 2.0)
G-E

Replies: 4
Views: 154

Post Posted: Sat Oct 06, 2018 9:35 pm    Subject: Internal error. (Using Ares 2.0)
Forum:  Modding Central » Red Alert 2 Editing Forum
The game doesn't tend to crash when the resource is missing, but rather when the resource is found but corrupted.
  Topic: Ideas & suggestions
G-E

Replies: 509
Views: 36830

Post Posted: Sat Oct 06, 2018 9:34 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
There's also the logic aspect, why would a spy for England be able to make a tesla suit or suddenly develop mind control powers?

Your disguise would be effectively a form of technology transfer if ...
  Topic: Ideas & suggestions
G-E

Replies: 509
Views: 36830

Post Posted: Sat Oct 06, 2018 3:55 am    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I could see a one-time unit conversion being useful for a spy/infiltrator/whatever too, you would have to be very picky and strategic about what you emulate/become, but beyond that tactically it seems ...
  Topic: Updated Resoureces for a new comer?
G-E

Replies: 2
Views: 121

Post Posted: Sat Oct 06, 2018 2:39 am    Subject: Updated Resoureces for a new comer?
Forum:  Modding Central » Red Alert 2 Editing Forum
If you don't need single player, you can download the games from XWIS for free... best bet since they are based on retail versions of the games.
  Topic: C&C Red Alert 2 Yuris Return
G-E

Replies: 101
Views: 43314

Post Posted: Fri Oct 05, 2018 8:57 am    Subject: C&C Red Alert 2 Yuris Return
Forum:  Modding Central » Public Project Announcements
Do we really want mods made on auto-pilot by unthinking authors purely because stuff is available?
  Topic: C&C Red Alert 2 Yuris Return
G-E

Replies: 101
Views: 43314

Post Posted: Fri Oct 05, 2018 4:10 am    Subject: C&C Red Alert 2 Yuris Return
Forum:  Modding Central » Public Project Announcements
Because simple people like symmetry.
  Topic: Internal error. (Using Ares 2.0)
G-E

Replies: 4
Views: 154

Post Posted: Fri Oct 05, 2018 3:57 am    Subject: Internal error. (Using Ares 2.0)
Forum:  Modding Central » Red Alert 2 Editing Forum
In my experience, a bad mix will cause crashes at the loading bar around 60-70% depending what resource...
  Topic: -Error/Crash on new map-
G-E

Replies: 12
Views: 204

Post Posted: Wed Oct 03, 2018 6:00 pm    Subject: -Error/Crash on new map-
Forum:  Modding Central » Red Alert 2 Editing Forum
My working theory is that direction changes along the route are mapped out at the time of launch, and then when certain unexpected obstactles or traffic occur, the game recalculates the turns for that ...
  Topic: CnC: Final War 1.0 has been released
G-E

Replies: 1
Views: 147

Post Posted: Tue Oct 02, 2018 7:04 pm    Subject: CnC: Final War 1.0 has been released
Forum:  PPM Zone » PPM News Network
Terrain has some glitches but looks pretty good.
  Topic: observer in skirmish
G-E

Replies: 4
Views: 125

Post Posted: Mon Oct 01, 2018 11:28 pm    Subject: observer in skirmish
Forum:  Modding Central » Red Alert 2 Editing Forum
Play free-for-all mode, and build your base entirely defensively without attacking them...?
  Topic: -Error/Crash on new map-
G-E

Replies: 12
Views: 204

Post Posted: Mon Oct 01, 2018 7:32 am    Subject: -Error/Crash on new map-
Forum:  Modding Central » Red Alert 2 Editing Forum
Yea, I'd say pathfinding is the culprit.

There's that valley with the crevasses which may cause problems as it breaks straight path calcs, just like that rock belt and even the trees.

I suggest ...
  Topic: Ding Ding... RA2 INI cross-checking scripts *UPDATED for YR*
G-E

Replies: 70
Views: 10702

Post Posted: Mon Oct 01, 2018 4:31 am    Subject: Ding Ding... RA2 INI cross-checking scripts *UPDATED for YR*
Forum:  Modding Central » Red Alert 2 Editing Forum
So all mapcheck does is neaten the map's code? I've downloaded that updated version anyway. I will give the other tools a go too like I mentioned.
Read the mapclean.cfg it allows you to batch replace ...
  Topic: G-E's RA2 INI scripts Pack for October 2018
G-E

Replies: 3
Views: 1292

Post Posted: Mon Oct 01, 2018 1:21 am    Subject: G-E's RA2 INI scripts Pack for October 2018
Forum:  Featured Tools » Community Tools
Package updated with latest goodies.
  Topic: Ding Ding... RA2 INI cross-checking scripts *UPDATED for YR*
G-E

Replies: 70
Views: 10702

Post Posted: Mon Oct 01, 2018 1:09 am    Subject: Ding Ding... RA2 INI cross-checking scripts *UPDATED for YR*
Forum:  Modding Central » Red Alert 2 Editing Forum
MAPCLEAN 2.2...

Improves file loading code, and should handle spaces in filenames as well now. Also because of this, the correct error is shown when no files are specified.

Also including _mc_.b ...
  Topic: -Error/Crash on new map-
G-E

Replies: 12
Views: 204

Post Posted: Mon Oct 01, 2018 12:18 am    Subject: -Error/Crash on new map-
Forum:  Modding Central » Red Alert 2 Editing Forum
Render the map as it is, and shrink the full render to 1600px wide or something and upload to an image host you can link. Any problems like I describe should be mostly obvious to a trained eye.

As ...
  Topic: Ding Ding... RA2 INI cross-checking scripts *UPDATED for YR*
G-E

Replies: 70
Views: 10702

Post Posted: Mon Oct 01, 2018 12:13 am    Subject: Ding Ding... RA2 INI cross-checking scripts *UPDATED for YR*
Forum:  Modding Central » Red Alert 2 Editing Forum
MAPCLEAN comes with batchflies that will scan all the maps, you can edit them if you use another extension like .map or something for your mod. Then you can double-click without having to navigate to ...
  Topic: Ding Ding... RA2 INI cross-checking scripts *UPDATED for YR*
G-E

Replies: 70
Views: 10702

Post Posted: Sun Sep 30, 2018 10:54 pm    Subject: Ding Ding... RA2 INI cross-checking scripts *UPDATED for YR*
Forum:  Modding Central » Red Alert 2 Editing Forum
Hah ok, first thing, you don't have to run these from within tclsh, batchfiles work best since tclsh is installed in your %PATH% anyway. You can just open a normal prompt and type: tclsh <stuff> ...
  Topic: Aircraft Factory Mod By Me
G-E

Replies: 19
Views: 1812

Post Posted: Sun Sep 30, 2018 10:19 pm    Subject: Aircraft Factory Mod By Me
Forum:  Modding Central » Public Project Announcements
Cool so in theory you could have each building lay down concrete foundation that remains for the next building, and have a similar effect to Dune's foundation slabs.
  Topic: -Error/Crash on new map-
G-E

Replies: 12
Views: 204

Post Posted: Sun Sep 30, 2018 10:13 pm    Subject: -Error/Crash on new map-
Forum:  Modding Central » Red Alert 2 Editing Forum
Late game crashes are almost always AI related, or pathfinding. If there was a bad tile or missing overlay on the map, you'd be crashing with the loading bar.

My guess is you have too many impassab ...
  Topic: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
G-E

Replies: 57
Views: 16782

Post Posted: Sat Sep 29, 2018 9:42 pm    Subject: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
Forum:  Featured Tools » Community Tools
Does it still have the --fixup-tiles ?
  Topic: OpenRA Release 20180923
G-E

Replies: 4
Views: 271

Post Posted: Sat Sep 29, 2018 9:16 pm    Subject: OpenRA Release 20180923
Forum:  PPM Zone » PPM News Network
He's just trying to sound morally and intellectually superior...
  Topic: Ding Ding... RA2 INI cross-checking scripts *UPDATED for YR*
G-E

Replies: 70
Views: 10702

Post Posted: Sat Sep 29, 2018 6:49 pm    Subject: Ding Ding... RA2 INI cross-checking scripts *UPDATED for YR*
Forum:  Modding Central » Red Alert 2 Editing Forum
[baleeted]
  Topic: Info on bridge overlay types
G-E

Replies: 5
Views: 155

Post Posted: Wed Sep 26, 2018 4:00 pm    Subject: Info on bridge overlay types
Forum:  Modding Central » Red Alert 2 Editing Forum
I guess I should add an addendum to the way low bridges work...

Similar to how you can drive onto crushable fences with tanks even on rock/cliff or other impassable terrain, low bridges just change ...
  Topic: Question about editing my AI
G-E

Replies: 11
Views: 412

Post Posted: Mon Sep 24, 2018 5:34 pm    Subject: Question about editing my AI
Forum:  Modding Central » Tiberian Sun Editing Forum
Well you can make a pool team with Max=1 and make all other triggers that need that aircraft recruit it.

The downside is you'll often waste a trigger cycle by firing triggers that don't meet condit ...
  Topic: Aircraft Factory Mod By Me
G-E

Replies: 19
Views: 1812

Post Posted: Mon Sep 24, 2018 6:06 am    Subject: Aircraft Factory Mod By Me
Forum:  Modding Central » Public Project Announcements
Like this?
  Topic: Aircraft Factory Mod By Me
G-E

Replies: 19
Views: 1812

Post Posted: Sun Sep 23, 2018 12:02 pm    Subject: Aircraft Factory Mod By Me
Forum:  Modding Central » Public Project Announcements
Future Fortress Thor
amazing how a unit can look good in VV and a completely pixelated ingame.
I guess that just goes to show how horrible WW's engine is. It should be fired into the sun Very Happy
Besides ...
  Topic: [WIP]French Grand Cannon
G-E

Replies: 14
Views: 949

Post Posted: Sat Sep 22, 2018 10:54 am    Subject: [WIP]French Grand Cannon
Forum:  Modding Central » Media Hut
Honestly this looks like it's a Grand Railgun...
  Topic: Requesting: magnetic satellite anim
G-E

Replies: 3
Views: 394

Post Posted: Sat Sep 22, 2018 10:51 am    Subject: Requesting: magnetic satellite anim
Forum:  Modding Central » Media Hut
Fascinating and silly as always kenosis haha Smile
  Topic: [WIP]French Grand Cannon
G-E

Replies: 14
Views: 949

Post Posted: Sat Sep 22, 2018 3:35 am    Subject: [WIP]French Grand Cannon
Forum:  Modding Central » Media Hut
But how will you get it to fire alternate barrels or angles with that many?
  Topic: Request: Some from new and old Mental Omega
G-E

Replies: 31
Views: 1064

Post Posted: Wed Sep 19, 2018 10:14 am    Subject: Request: Some from new and old Mental Omega
Forum:  Modding Central » Media Hut
And you plan on doing that without even touching 3D, ever?
Hey now, I do my best work in Photoshop...
  Topic: 2D Attempts
G-E

Replies: 243
Views: 22138

Post Posted: Tue Sep 18, 2018 7:58 am    Subject: 2D Attempts
Forum:  Modding Central » Media Hut
And what's the purpose of making a car-sized MCV exactly?
 
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