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0r30
Civilian


Joined: 30 Oct 2006

PostPosted: Mon Dec 25, 2006 10:00 pm    Post subject:  bugs Reply with quote  Mark this post and the followings unread

Well the nuke still laggs (can't you take the fire out?)
Visceriods decimate the AI
The whole map is shown in multi player? (is fog of war meant to be off?)
Rifle infantry seem to decimate guard towers (not really a bug)

part from that great mod! Cool glad the vehicle's have been scaled to a gd size too


(btw, can a voxel be animated? like the shps in red alert etc (remember the tanks antenna used to glow?) or can be textured with a palate that changes colour )like the water which used to sparkle in RA?)

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Von Kriplespac
General


Joined: 01 Sep 2004
Location: Somewhere

PostPosted: Tue Dec 26, 2006 3:01 am    Post subject: Reply with quote  Mark this post and the followings unread

I never seen the tank antenna glow...in-fact, no they don't.

As for the rest, we try with what we can with such a limited engine...

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Tue Dec 26, 2006 2:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

The glowing antennae were in RA1, not in C&C1. It was just an animated palette colour, the way the water animation is done in C&C1/RA1 too.

Fog of war wasn't there in C&C1, and this is a C&C1 remake #Tongue

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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Tue Dec 26, 2006 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

There was NO FOG OF WAR in C&C1?! O_o
I remember there was in singleplayer missions...

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Tue Dec 26, 2006 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

there was shroud, but no fow in TD #Tongue

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Tue Dec 26, 2006 6:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

There never was a FOW in any C&C(Unless turned on in .ini)

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Tue Dec 26, 2006 7:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

TS multiplayer has FOW as default.

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Wed Dec 27, 2006 1:31 am    Post subject: Reply with quote  Mark this post and the followings unread

TS and RA had Multi Engie...mm..how the hell do you get that in RA2? Neutral|

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Wed Dec 27, 2006 3:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Check rules.ini?

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Wed Dec 27, 2006 4:39 am    Post subject: Reply with quote  Mark this post and the followings unread

gufu wrote:
Check rules.ini?


-_-'

Dustin, I think multiengie got pwnt, like barrel logic.

Confused

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Wed Dec 27, 2006 2:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Rock Patch to enable multiple Engineers afaik.

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0r30
Civilian


Joined: 30 Oct 2006

PostPosted: Sat Dec 30, 2006 10:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Nyerguds wrote:
The glowing antennae were in RA1, not in C&C1. It was just an animated palette colour, the way the water animation is done in C&C1/RA1 too.

Fog of war wasn't there in C&C1, and this is a C&C1 remake #Tongue


lol yea i no I referred to Red Alert not CnC1 as to the antennae palette colours,

the reason i ask this is would it able to ship the animated palette colour from RA/CnC1 to a tib sun voxel texture? my idea is that if you could apply this animated palette texture to the aircraft rotors in such a way that it would look like the rotors are spinning? (its hard to explain but could it work anyway? can a texture contain an animated colour?)

Sorry my bad about fog of war - i meant shroud - in a few of my games the whole map can be seen? Have I done something wrong? does it only apply to certain maps?

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Tue Jan 02, 2007 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

AFAIK the entire concept of animated palette colours has been replaced by a separate animations palette and separate SHPs for building animations.

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Tue Jan 02, 2007 6:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll see what I can do about the guard tower, nuke and viscs.

animated voxels (at least the way you meant it) isn't possible.

ChielScape wrote:
TS multiplayer has FOW as default.

Really? Confused

I can't remember ever having FOW by default in any C&C before Generals...
Anyway, TD didn't have FOW, so I'll leave it as it is.

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0r30
Civilian


Joined: 30 Oct 2006

PostPosted: Wed Jan 03, 2007 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Reaperrr wrote:
I'll see what I can do about the guard tower, nuke and viscs.

animated voxels (at least the way you meant it) isn't possible.


Cheers, I just think if the fire is removed from the nuke it might reduce the lag? as for the guard tower, I just think its ROF should be increased as in Tib Dawn it really tore through enemies...

No prob about the animated voxels I can live without the rotors not spinning! keep up the good work

btw you guys have a ROTD site?

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Mr. Pokey
Energy Commando


Joined: 29 May 2005
Location: England

PostPosted: Wed Jan 03, 2007 11:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pretty certain TS doesn't have FoW on by default. It has an option, sure, but it is not on by default. Not in the versions I've played, anyway.

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Thu Jan 04, 2007 2:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

0r30 wrote:
Cheers, I just think if the fire is removed from the nuke it might reduce the lag?

The fire deals the biggest part of the damage... in fact I think it's the only thing damaging surrounding buildings & units. And I've seen that fire alone take out multile power plants. So I prefer to keep it, despite the lag.

0r30 wrote:
btw you guys have a ROTD site?

You're looking at it. We never needed anything more...

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Thu Jan 04, 2007 4:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nyerguds wrote:
The fire deals the biggest part of the damage... in fact I think it's the only thing damaging surrounding buildings & units.

sorry Nyer, but you are wrong here Wink Just install the patch, and you'll see Smile

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Thu Jan 04, 2007 6:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

..ok #Tongue

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Jokeman
Soldier


Joined: 28 Apr 2004
Location: Vienna (Austria)

PostPosted: Fri Jan 05, 2007 11:03 am    Post subject: Reply with quote  Mark this post and the followings unread

0r30 wrote:

btw you guys have a ROTD site?


in fact, i wanted to make a site, but never had time for it
but i made a teaser animation before the release of ROTD 2.0

it is still online:
http://www.rotd.net.tf/

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Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Fri Jan 05, 2007 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

that's too awesome Smile

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