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  Topic: [Ra2]Small Bomb
Lin Kuei Ominae

Replies: 6
Views: 328

Post Posted: Tue Oct 16, 2018 10:49 am    Subject: [Ra2]Small Bomb
Forum:  Modding Central » Media Hut » SHPs
he wrote [url=https://ppmforums.com/viewtopic.php?t=46009]the code here
though seeing it ingame it looks pretty strange with the random bounce direction. A simple Floater projectile would be better i ...
  Topic: Project Update: October 14th 2018
Lin Kuei Ominae

Replies: 4
Views: 232

Post Posted: Sun Oct 14, 2018 4:33 pm    Subject: Project Update: October 14th 2018
Forum:  Other Projects » Pre-Alpha Projects » Chronoshift » News and Updates
I would prefer RedAlert++. Simply fits well for this kind of project.

Nice to see this having more progress.
Looking forward to see it going public.
  Topic: Help with a crash.
Lin Kuei Ominae

Replies: 8
Views: 287

Post Posted: Fri Oct 12, 2018 11:44 pm    Subject: Help with a crash.
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
They all exist and are listed. I changed all debris warhead from HE to DebrisHE looong ago.
DebrisHE or DbrisHE?

In notepad++ you don't need an empty line between sections to make it more readabl ...
  Topic: Mental Omega has been featured on PC Gamer issue #323
Lin Kuei Ominae

Replies: 3
Views: 192

Post Posted: Fri Oct 12, 2018 8:53 pm    Subject: Mental Omega has been featured on PC Gamer issue #323
Forum:  PPM Zone » PPM News Network
congrats.
nice to see mods being acknowledge outside the modding community.
  Topic: Help with a crash.
Lin Kuei Ominae

Replies: 8
Views: 287

Post Posted: Fri Oct 12, 2018 6:46 am    Subject: Help with a crash.
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Versus.defence=75%
Does that exist? defence really written in lowercase?
Defense written in British English?

When combined with Arcing, unforseen projectile and weapon behaviour results - the pro ...
  Topic: [8] Rocktagon
Lin Kuei Ominae

Replies: 1
Views: 132

Post Posted: Thu Oct 11, 2018 11:21 am    Subject: [8] Rocktagon
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
img tags work with images, not links to websites.
You have to insert the direct link to the image which includes an image format extension like jpg png etc.

Detailing of the map looks good.
A bit ...
  Topic: Chemical Missile
Lin Kuei Ominae

Replies: 4
Views: 230

Post Posted: Thu Oct 11, 2018 10:53 am    Subject: Chemical Missile
Forum:  Modding Central » Tiberian Sun Editing Forum
Cluster=8 is default TS setting
His code is completely vanilla TS code, except chemlauncher reduced damage and raised ROF.
Can't find any other difference, so i doubt the problem lies in this part o ...
  Topic: Chemical Missile
Lin Kuei Ominae

Replies: 4
Views: 230

Post Posted: Wed Oct 10, 2018 5:28 pm    Subject: Chemical Missile
Forum:  Modding Central » Tiberian Sun Editing Forum
change the projectile image into something else and test/see if that what you fire is actually this weapon.

Could be
-another rules.ini read from another place
-Firestrm.ini overriding your setti ...
  Topic: Amphibious Voxel
Lin Kuei Ominae

Replies: 2
Views: 156

Post Posted: Tue Oct 09, 2018 6:23 am    Subject: Amphibious Voxel
Forum:  Modding Central » Tiberian Sun Editing Forum
it's hardcoded that only a unit with the ID "APC" and "APCW" has changing land/water image.
  Topic: Roundtable Discussion October 2018's Edition
Lin Kuei Ominae

Replies: 10
Views: 353

Post Posted: Mon Oct 08, 2018 9:36 pm    Subject: Roundtable Discussion October 2018's Edition
Forum:  PPM Zone » PPM News Network
#1 i have a telephone not a mobile gaming phone, thus can't care less about mobile games.

#2 don't care what EA or any other companies create in the name of the C&C franchise

#3 can't really ...
  Topic: Surgeon's Bug Report / Feedback Thread
Lin Kuei Ominae

Replies: 8
Views: 333

Post Posted: Mon Oct 08, 2018 8:06 am    Subject: Surgeon's Bug Report / Feedback Thread
Forum:  Featured Projects » Twisted Insurrection » Your Input
I totally agree, and I could've sworn it was fixed already. Thanks for reminding me. Slow and/or non-turreted units like the Mammoth should definitely not scatter.
checked Public Beta 5 and current 0 ...
  Topic: Radiation insane damage on animation.
Lin Kuei Ominae

Replies: 11
Views: 228

Post Posted: Sun Oct 07, 2018 5:00 pm    Subject: Radiation insane damage on animation.
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
make sure the weapon is fired only once.
pretty easy, just add a dummy anim
[DUMMYANIM]
Start=0
End=1 ;one frame only
;add here your weapon
Next=APOCEXP
  Topic: Radiation insane damage on animation.
Lin Kuei Ominae

Replies: 11
Views: 228

Post Posted: Sun Oct 07, 2018 3:29 pm    Subject: Radiation insane damage on animation.
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
no clue how a weapon on an anim works, but i would assume the weapon is fired every single frame of the anim, thus multiplying the damage.
It would be the same as an anim using Damage alone, where th ...
  Topic: Do DeathFrames & StartDeathFrame work in Ra2/YR?
Lin Kuei Ominae

Replies: 2
Views: 125

Post Posted: Sun Oct 07, 2018 7:14 am    Subject: Do DeathFrames & StartDeathFrame work in Ra2/YR?
Forum:  Modding Central » Red Alert 2 Editing Forum
The deathanim is single facing only in TS and most likely in RA2 as well.

There are also the keys
MaxDeathCounter
DeathFrameRate


By checking gamemd.exe if these keys exist at all in RA2, i a ...
  Topic: Image Shaper
Lin Kuei Ominae

Replies: 89
Views: 10225

Post Posted: Thu Oct 04, 2018 11:40 am    Subject: Image Shaper
Forum:  Featured Tools » Community Tools
new version uploaded. Seems i missed a 2nd place where the array needs to be resized.
Thanks for bug reporting.

Version 01.01.00.14
-(bugfix) RLE Encoder fixed (again).
  Topic: Off Center building deploy
Lin Kuei Ominae

Replies: 5
Views: 190

Post Posted: Thu Oct 04, 2018 10:40 am    Subject: Off Center building deploy
Forum:  Modding Central » Tiberian Sun Editing Forum
RA2 has in gamemd.exe
Artillary
ICBMLauncher
TickTank
(and probably several others, which i didn't bother to find. you can use a text editor and search them yourself)

In addition it has
Deploy ...
  Topic: Off Center building deploy
Lin Kuei Ominae

Replies: 5
Views: 190

Post Posted: Thu Oct 04, 2018 6:29 am    Subject: Off Center building deploy
Forum:  Modding Central » Tiberian Sun Editing Forum
That is an engine bug that isn't fixed until Yuri's Revenge.
Wrong, he just forgot one of the deployer keys on the building.
IsJuggernaut=yes
Artillary=yes (yes, it is written that way)
TickTank=y ...
  Topic: Anim bug help
Lin Kuei Ominae

Replies: 10
Views: 269

Post Posted: Wed Oct 03, 2018 9:09 pm    Subject: Anim bug help
Forum:  Modding Central » Red Alert 2 Editing Forum
that would be actually a bug, since on a Powered=yes building, an anim only stops playing if it also has ActiveAnim*Powered=yes set in art.ini (default is no).
  Topic: Anim bug help
Lin Kuei Ominae

Replies: 10
Views: 269

Post Posted: Tue Oct 02, 2018 7:20 pm    Subject: Anim bug help
Forum:  Modding Central » Red Alert 2 Editing Forum
you use Image= in rules.ini
try it without, by giving the building itself the correct ID.

Image is known to cause trouble, like ignoring ZAdjust values.


Your anims all have a CG*.shp file, ri ...
  Topic: Anim bug help
Lin Kuei Ominae

Replies: 10
Views: 269

Post Posted: Tue Oct 02, 2018 11:23 am    Subject: Anim bug help
Forum:  Modding Central » Red Alert 2 Editing Forum
remove the ActiveAnim*Damaged key if that has the same anim as the undamaged one. then try again.
  Topic: [4] Tournament Gold Rush
Lin Kuei Ominae

Replies: 5
Views: 227

Post Posted: Tue Oct 02, 2018 6:40 am    Subject: [4] Tournament Gold Rush
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
looks good. Thanks for contributing to this mod.

a few issues
-IMOV impassable overlays only need to be placed under tree groups. It's not necessary to place on cliffs, they are impassable by defa ...
  Topic: The Second Tiberium War 2.0 (Preview)
Lin Kuei Ominae

Replies: 7
Views: 439

Post Posted: Mon Oct 01, 2018 6:11 pm    Subject: The Second Tiberium War 2.0 (Preview)
Forum:  Other Projects » Released » C&C: The Second Tiberium War
most likely something like
Arm=10000
Proximity=no
Ranged=no
and a pretty high ROT value
  Topic: The Second Tiberium War 2.0 (Preview)
Lin Kuei Ominae

Replies: 7
Views: 439

Post Posted: Mon Oct 01, 2018 7:15 am    Subject: The Second Tiberium War 2.0 (Preview)
Forum:  Other Projects » Released » C&C: The Second Tiberium War
Nice to still see TS mods being developed/released. Approved!
  Topic: Happy birthday to PPM! 18 years old!
Lin Kuei Ominae

Replies: 24
Views: 505

Post Posted: Sun Sep 30, 2018 9:50 pm    Subject: Happy birthday to PPM! 18 years old!
Forum:  PPM Zone » PPM News Network
Happy Birthday PPM and thank you Banshee for running this site. #Birthday
  Topic: Yuri Bio Reactor [RA2/YR]
Lin Kuei Ominae

Replies: 44
Views: 6525

Post Posted: Thu Sep 27, 2018 7:01 am    Subject: Yuri Bio Reactor [RA2/YR]
Forum:  Modding Central » Media Hut » SHPs
*ZAdjust helps
  Topic: Yuri Bio Reactor [RA2/YR]
Lin Kuei Ominae

Replies: 44
Views: 6525

Post Posted: Thu Sep 27, 2018 6:24 am    Subject: Yuri Bio Reactor [RA2/YR]
Forum:  Modding Central » Media Hut » SHPs
What I need to do, to fix this?
This is a simple file replace job to get the SHP work, so unless you copied only half of the SHPs into your mix, the problem is in your code. Thus undo the changes tha ...
  Topic: Info on bridge overlay types
Lin Kuei Ominae

Replies: 5
Views: 152

Post Posted: Wed Sep 26, 2018 2:39 pm    Subject: Info on bridge overlay types
Forum:  Modding Central » Red Alert 2 Editing Forum
it clearly states WW replaced train with wood bridges. There is no new or additional or disabled bridge.

So no, you can't add it in addition.


Well, you can add a bridge image to overlay 59 and ...
  Topic: Standing animation for infantry unit
Lin Kuei Ominae

Replies: 1
Views: 90

Post Posted: Wed Sep 26, 2018 6:25 am    Subject: Standing animation for infantry unit
Forum:  Modding Central » Red Alert 2 Editing Forum
Same as in TS it seems, standing anim is not possible.
Fly is not the same as standing, the unit is actually doing something while flying and needs constant graphic updates anyway.

In TS Prone= in ...
  Topic: Question about editing my AI
Lin Kuei Ominae

Replies: 11
Views: 396

Post Posted: Tue Sep 25, 2018 9:18 pm    Subject: Question about editing my AI
Forum:  Modding Central » Tiberian Sun Editing Forum
You can give the AI a helipad clone that is no factory, just reloading. This is the one the AI builds multiple times.
Then also give the AI a special helipad clone that is a factory, which you make s ...
  Topic: Roadblock for Ra2
Lin Kuei Ominae

Replies: 3
Views: 560

Post Posted: Mon Sep 24, 2018 4:57 pm    Subject: Roadblock for Ra2
Forum:  Modding Central » Media Hut » SHPs
check your lighting setup. the one facing \ should be brighter than the / facing. One is getting the sun directly from the front, while / gets it from the side, so it should be shadowed and a lot dark ...
  Topic: Aircraft Factory Mod By Me
Lin Kuei Ominae

Replies: 19
Views: 1752

Post Posted: Sun Sep 23, 2018 10:51 am    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.
  Topic: Sound dependant on firer and (hit) target
Lin Kuei Ominae

Replies: 6
Views: 160

Post Posted: Sun Sep 23, 2018 8:18 am    Subject: Sound dependant on firer and (hit) target
Forum:  Modding Central » Red Alert 2 Editing Forum
@Mig
i was recently informed, there is no such thing in YR like in TS, where a unit choses between Primary/Secondary according to the warheads Verses effectiveness. How would you achieve this anyway?
  Topic: How to properly make custom gates in TS (Using Sunedit 2k)
Lin Kuei Ominae

Replies: 15
Views: 530

Post Posted: Sat Sep 22, 2018 9:41 pm    Subject: How to properly make custom gates in TS (Using Sunedit 2k)
Forum:  Modding Central » Tiberian Sun Editing Forum
Figured it out. I needed to add "modifed=yes" under "GAGATE_A" and GAGATE_B" in the Rules.ini
there is no such key.
It's like writing "wingdangdudel=ghawarbl", it' ...
  Topic: Anyone have tips to fix broken bridge-cliffs on maps?
Lin Kuei Ominae

Replies: 12
Views: 304

Post Posted: Mon Sep 17, 2018 5:48 am    Subject: Anyone have tips to fix broken bridge-cliffs on maps?
Forum:  Modding Central » Red Alert 2 Editing Forum
oh you use custom bridge tiles? So it's not a map but a tile problem.
There is a "HasDamagedArt" flag in the tile. When used wrong, this can happen.
Check and compare original with your cu ...
  Topic: Anyone have tips to fix broken bridge-cliffs on maps?
Lin Kuei Ominae

Replies: 12
Views: 304

Post Posted: Sun Sep 16, 2018 12:02 pm    Subject: Anyone have tips to fix broken bridge-cliffs on maps?
Forum:  Modding Central » Red Alert 2 Editing Forum
there are special flags for each tile, which the editor is unable to edit.
e.g. the growing ice logic in TS

Only by copy pasting those special flags are copied as well.
Simply placing clear groun ...
  Topic: Request: Some from new and old Mental Omega
Lin Kuei Ominae

Replies: 30
Views: 1021

Post Posted: Sat Sep 15, 2018 6:21 pm    Subject: Request: Some from new and old Mental Omega
Forum:  Modding Central » Media Hut
RIAKTOR, create 10 public high quality assets yourself, before requesting anything ever again.
PPM is not your personal asset factory.
Painters make shp, modelers make voxels. I make rules.ini code. ...
  Topic: Sleipnirstuff is gone?
Lin Kuei Ominae

Replies: 15
Views: 694

Post Posted: Sat Sep 15, 2018 4:12 pm    Subject: Sleipnirstuff is gone?
Forum:  PPM Zone » PPM Discussion Zone
But why the ORA forums?
you wanted an answer from/contact to pchote
pchote works on OpenRA
sleipnirstuff changed to OpenRA forums
see the connection
  Topic: Sleipnirstuff is gone?
Lin Kuei Ominae

Replies: 15
Views: 694

Post Posted: Sat Sep 15, 2018 2:54 pm    Subject: Sleipnirstuff is gone?
Forum:  PPM Zone » PPM Discussion Zone
And how am I supposed to reach him?
with this forum could work. There is this thing called private message to a user called [url=https://ppmforums.com/profile.php?mode=viewprofile&u=7900]pchote. ...
  Topic: Request: Some from new and old Mental Omega
Lin Kuei Ominae

Replies: 30
Views: 1021

Post Posted: Sat Sep 15, 2018 2:52 pm    Subject: Request: Some from new and old Mental Omega
Forum:  Modding Central » Media Hut
RIAKTOR, create 10 public high quality assets yourself, before requesting anything ever again.
PPM is not your personal asset factory.
  Topic: How to properly make custom gates in TS (Using Sunedit 2k)
Lin Kuei Ominae

Replies: 15
Views: 530

Post Posted: Sat Sep 15, 2018 7:21 am    Subject: How to properly make custom gates in TS (Using Sunedit 2k)
Forum:  Modding Central » Tiberian Sun Editing Forum
[General]
:
GDIGateOne=GAGATE_A      ; these buildings affect nearby walls, so I need to know what they are
GDIGateTwo=GAGATE_B
WallTower=GACTWR
NodGateOne=NAGATE_A
No ...
  Topic: Slim Laser Anim
Lin Kuei Ominae

Replies: 12
Views: 964

Post Posted: Thu Sep 13, 2018 7:48 pm    Subject: Slim Laser Anim
Forum:  Modding Central » Media Hut » SHPs
what? use punctuation and be a bit more precise what you actually wanna do
well, that's a brilliant idea but is it possible that we can use this SHP as an image for a projectile for an air burst
the ...
  Topic: SHP anim looping back
Lin Kuei Ominae

Replies: 11
Views: 333

Post Posted: Wed Sep 12, 2018 6:11 pm    Subject: SHP anim looping back
Forum:  Modding Central » Red Alert 2 Editing Forum
Reverse=yes
  Topic: Yuriko Omega sequence
Lin Kuei Ominae

Replies: 9
Views: 386

Post Posted: Tue Sep 11, 2018 7:13 pm    Subject: Yuriko Omega sequence
Forum:  Modding Central » Media Hut
i haven't checked the complete yuriko SHP.
Which is why I criticized you.
and spoon feeding like you did, doesn't helps at all in the long run.
  Topic: Yuriko Omega sequence
Lin Kuei Ominae

Replies: 9
Views: 386

Post Posted: Tue Sep 11, 2018 6:42 pm    Subject: Yuriko Omega sequence
Forum:  Modding Central » Media Hut
3rd number is the multiplier needed to reach the next facing.
imagine the following are the frames
x----x----x----x----x----x----x----x----yyyyyyyyz-z-z-z-z-z-z-z-
with x being the first frame of a ...
  Topic: Yuriko Omega sequence
Lin Kuei Ominae

Replies: 9
Views: 386

Post Posted: Tue Sep 11, 2018 2:10 pm    Subject: Yuriko Omega sequence
Forum:  Modding Central » Media Hut
; *** Infantry Sequences ***
; Infantry animations are grouped within a single art file.
; Unlike units, infantry animation layout is completely
; arbitrary and must be explicitly specified. Each
...
  Topic: Dark Reign mod for OpenRA is under production.
Lin Kuei Ominae

Replies: 3
Views: 348

Post Posted: Tue Sep 11, 2018 6:28 am    Subject: Dark Reign mod for OpenRA is under production.
Forum:  PPM Zone » PPM News Network
The OpenRA engines versatility is so awesome.
Dark Reign was one of my favorite games back then and it's great to see a revival in OpenRA. Yay!
  Topic: Dark Reign mod
Lin Kuei Ominae

Replies: 28
Views: 11094

Post Posted: Mon Sep 10, 2018 7:47 pm    Subject: Dark Reign mod
Forum:  Modding Central » Tiberian Sun Editing Forum
You noticed that the discussion you're continuing ended 4 years ago
and Matthias just revived this topic with some OpenRA DarkReign news, since that was/is one of the options discussed 4 years ago!?
  Topic: Dark Reign mod
Lin Kuei Ominae

Replies: 28
Views: 11094

Post Posted: Mon Sep 10, 2018 2:13 pm    Subject: Dark Reign mod
Forum:  Modding Central » Tiberian Sun Editing Forum
wow, this looks really good. Approved!
Are those sprites read directly from the DarkReign format (IIRC .spr) or were they converted into a OpenRA friendly format?
It seems all the shadows are miss ...
  Topic: Exception - Divide by Zero
Lin Kuei Ominae

Replies: 4
Views: 306

Post Posted: Sun Sep 09, 2018 3:50 pm    Subject: Exception - Divide by Zero
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
the following bad codes can cause trouble
[V19]
=


[AITriggerTypesEnable]
=
01A10CND-G=yes



[Lighting]
DominatorRed=0.850000
DominatorBlue=0.300000
DominatorGr ...
  Topic: [RA2/YR] Super man
Lin Kuei Ominae

Replies: 7
Views: 686

Post Posted: Sun Sep 09, 2018 1:50 pm    Subject: [RA2/YR] Super man
Forum:  Modding Central » Media Hut » SHPs
needs anti-aliasing. this is way too pixelated, especially with those strange colorful pixel artifacts which appear at the border of the cape.

fly anim looks like a very lazy/bored body posture, wi ...
 
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