Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Fri Aug 04, 2006 5:49 pm Post subject:
Dropship doesnt carry tanks currently, only infantry.
should be made to work in ETS.
and i dont think he meant to make dropships carry lightposts....
Nyerguds wrote:
lol chielscape, too much Shuffle
(Asa 0wnz Nerine)
be damned, Asa-fanboy! burn in hell forever. Noone owns Nerine. You should hate Asa, butting in and ruining everything. _________________ Please, read the signature rules of the forum. QUICK_EDIT
N, I mean make the light on the light tower fallow enemies withought having a trigger so it would work in multiplayer if you built a light tower! _________________ (b^_^)b=[)====d(o.0)b==>
But what you mean under "DropShip" (I know [DSHP])
DropShip loadout screen transports which can carry any units _________________ ARM forever - x86 sucks QUICK_EDIT
* They whant transport Aircraft which can hold more then one vechile.
* They want a customizeable Dropship screen.
* They want Dropship screen like SW. Which allow recive customizable reinforcements. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
1. What is the point of asking for everything you can do in RA2 to be put into TS. If you want these features go mod RA2. And don't come back with "but the atmosphere is better" becuase by turning TS into RA2 you ruin any atmosphere it had anyway.
Not EVERYTHING.
JUST the useful/realistic stuff.
I agree with Ren, someone _NEEDS_ to clear out some of the spam.. like Idjit's 'dropships!1!1' crap.. _________________
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Sat Aug 05, 2006 8:33 am Post subject:
how about 32 sided SHP-tanks? would be able to have ANIMATED TRACKS!
err... animated water maybe
multi-sided buildings: if there are more sides than the default, enable a generals-style option to turn buildings into every (in this case just 4) possible direction. this however would require the all anims and the building itself, to have frames of multiple sides.
tags would be like
FrontIsNW=[frame numbers]
FrontIsSW=
FrontIsNE=
FrontIsSE=
where "Front" is the front of the building obviously.
Default for all is "none"
this should be pretty easy for buildings rendered from 3D models. _________________ Please, read the signature rules of the forum. QUICK_EDIT
multi-sided buildings: if there are more sides than the default, enable a generals-style option to turn buildings into every (in this case just 4) possible direction. this however would require the all anims and the building itself, to have
But how controling it
Add rotate key _________________ ARM forever - x86 sucks QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Sat Aug 05, 2006 2:16 pm Post subject:
same as in generals, hold the Mbutton0 (left) and release when it faces the right direction. it automatically looks for the closest possible direction, as there are only 4 directions.
(though maybe making 8 directions would be cool too. that would give so much new options for base-building) _________________ Please, read the signature rules of the forum. QUICK_EDIT
Are you going to do that, Chielscape? I doubt it. And I doubt anyone would. The time and effort needed for such a task would be enormous.
And more than 4 directions would screw up the game, as its based on an isometric grid.
The rotate thing, in my opinion, is far too much effort, without much being gained.
And Tyler.. the remaining Idjit's posts are the most acceptable ones. _________________ If there is a problem on the forums, PM me. QUICK_EDIT
The only 3D file format supported by TS's engine is .vxl; do you really want your buildings to be voxels? _________________ #renproj:renegadeprojects.com via Matrix - direct link QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Sat Aug 05, 2006 3:31 pm Post subject:
Muldrake wrote:
Are you going to do that, Chielscape? I doubt it. And I doubt anyone would. The time and effort needed for such a task would be enormous.
And more than 4 directions would screw up the game, as its based on an isometric grid.
The rotate thing, in my opinion, is far too much effort, without much being gained.
And Tyler.. the remaining Idjit's posts are the most acceptable ones.
yes i will, as soon as i can make good models. and i can image some mods using it.
renegade, the models wont go ingame, only SHPs. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Its not just buildings, but every single piece of artwork, including most terrain, such as cliffs and shore.
And when you rotate, its not simply changing the artwork for every building/unit, but rotating all the entire map. Placing every single unit in its new position.
I'm sure something like that would kill TS with lag.
For what its worth, you might as well build a new engine.. or easier, just make a TS mod for an already established 3D game.. like say.. Generals?.. _________________ If there is a problem on the forums, PM me. QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Sat Aug 05, 2006 6:33 pm Post subject:
Muldrake wrote:
For what its worth, you might as well build a new engine.. or easier, just make a TS mod for an already established 3D game.. like say.. Generals?..
isnt out yet
like the rest, its just an idea. ive explained it, and you guys obviously dont share the same opinion. can happen, its not like i wont sleep for the rest of my life now
the ideas i give are different from a "wishlist", as theyre just things i come up with every now and then.
(though 32 sided SHP-tanks and explosions would be neat )
BTW, wouldnt it be smart to upgrade to DirectX 9? would run much smoother than TS's DX 6. or would that be a bit much to ask? _________________ Please, read the signature rules of the forum. QUICK_EDIT
for the dropship, the best way to have a dropship feature is to have the dropship bay like the sarport in dune when you click on "order" or something you order the reinforcements and wait until the dropship comes and loads your ordered units out _________________ Hydraw Art on Facebook QUICK_EDIT
The dropship loadout is already customiseable, you just change the graphics for it (just .shp animations and such). The only problem it has in TS is that the cursor doesn't load (or the palette doesn't load) the first time its accessed. In RA2, the load screen is still there, but the text that displays info on the unit is messed up (wrong font or wrong character set order or something), the icon spaces are too wide (draws a green box round them when you hover at TS size) and still has the cursor problem. I'd love a feature like the starport from dune2k in TS and RA2 using this though. QUICK_EDIT
[SUPERTNK]
Name=Super Tank
Category=AFV
Image=4TNK
Prerequisite=NAWEAP
Primary=120mmx
Secondary=RedEye2
Tertiary=Sniper
Quaternary=SuperBuilding
AllowedToStartInMultiplayer=no
......
About DirectX: Do you know anything about it?
Tiberian Sun using DirectDraw interface, the latest version is 7.0
so DirectX 7 is maximum.
DX7 NOT getting any new things at all
@Blade:
BTW, DropShipLoadOut screen have another problem:
ALT+TAB problem (If your res > 640x480)
you talk about which palette?
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_________________ ARM forever - x86 sucks QUICK_EDIT
Umm...does the tank know how to use it's ter-something and the Quater-something weapons? _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Sun Aug 06, 2006 2:57 pm Post subject:
The Tertiary/Quaternary will be best when we get more armourtypes. Remember that the weapon is chosen based on which has the higher effectiveness against that certain armourtype (using the percentage value on the warhead). _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
i wonder, could the weapon controls be changed ?
for instance, currently there you can only have 1 target, at which only 1 weapon can fire.
if you were to make a different scan for every weapon, and see if there is a good*most fitting to the weapon's stats* target within range, and if so aim and fire
this could of course also be done by an additional tag*Freefire=yes* ?
*adding this to the list now _________________ Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan. QUICK_EDIT
Ctrl + [ to cycle trough palettes backwards
Ctrl + ] to cycle trough palettes forwards
...If it find palettes
(Registry key: \SOFTWARE\WESTWOOD\Tiberian Sun\InstallPath must be correct)
Tank "know" how use new weapons, but not very good...
Yes.It's problem with armors. _________________ ARM forever - x86 sucks QUICK_EDIT
C&CVK: Targeting problems? Doesn't this just have anything to do with the warhead percentage? And wouldn't using 0% for a crtain armor type fix the problem? Or is the logic broken for weapons higher than secondary? QUICK_EDIT
Because he actually answered a question, be it off topic.
And I will kill almost all spammy posts.. except ones which ask questions. I don't like leaving questions unanswered.
But Idjit.. shut up. Don't mention dropships again. CNCVK is working away on ETS, if he can do it, he'll do it, in his own time.
I will delete any further spam replies from you. And if you continue it many more times, you'll simply be banned to save the job cleaning up after you.
You've been warned. _________________ If there is a problem on the forums, PM me. QUICK_EDIT
Doesn't this just have anything to do with the warhead percentage?
Yes, it find the greatest damage value for this type
Quote:
Or is the logic broken for weapons higher than secondary?
Not test, yet:)
Problem because TS have 5 only armor types.
Also it have range problem
(It's start fire and move to max(Primary,Secondary) range.)
(If Tertiary/Quaternary have greate range then Primary/Secondary)
About dropships:I added some code which show mouse. _________________ ARM forever - x86 sucks QUICK_EDIT
another question, just a question is it possible to have collectible debris? and would it be possible with this to have a unit what makes a scavenger like unit possible? only for puzzleing around to have a possibility to do so... _________________ Hydraw Art on Facebook QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Mon Aug 07, 2006 7:37 am Post subject:
i just remembered something. foundations for tanks. for tanks that are just too large. its to prevent tanks driving into eachother. also, every foundation should have its own selection box (Conquer.mix - select.shp)
adding some more foundations would be nice too (doesnt RP have that too?) _________________ Please, read the signature rules of the forum. QUICK_EDIT
You do have a point there, like TSTW's gigantic Mammoth Mk.II that takes up only 1 single cell! But I have reasons for opposing it too. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Mon Aug 07, 2006 11:09 am Post subject:
Well..Are more versions of APC/APCW possible for other vehicles, and a way to change when the game uses it? Like for Hover Crusaders,or damaged tanks. Maybe a way to keep Voxel Debris around on the field forever? _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
BTW, for anyone who doesn't know, this is how you use the dropship loadout:
Add the line StartingDropships= with a value of between 1 and 3 (depending on how many dropships would get sent in the mission) in the [Basic] section. Add AllowableUnits= to control what units are available to purchase (limited to units that has your side as one of the owners, even possible tech steals and side specific units will be allowed otherwise) as a comma seperated list and is based on the unit names from rules.ini. AllowableUnitMaximums= is another comma seperated list that has the same number of entries as the Allowable units and sets the number of each unit that is allowed to be purchased (-1 gives unlimited). I believe TechLevel of your house also limits what can be purchased. The amount of credit available to buy units is the amount set to be available for the player house, if no credit is available it seems to give an IE when you exit the screen (in RA2 at least). Exit the screen by pressing space.
I don't recall the exact coding that is needed, but basically, the first 3 transport dropships coded to come in and unload will come filled with the units you selected as long as the dropship is the only unit in the taskforce. I don't know if its hardcoded just to allow DSHP in the taskforce or if it just has to be a AirCraft type with IsDropship=yes set.
This works great in single player and once upon a time I saw a basic mod that consisted of the GDI campaign modified with about 4 of the missions giving the option to select your reinforcements rather than relying on what WW chose for you. The only limit is you cannot set the credits independant of the actual mission starting credits, allowing you to buy more than you would get normally in some cases and less in others.
For multiplayer it would be hard to make it work, since the game does not know who the reinforcements should go to. It may work well in YR where you can use <Player> for reinforcements, but the screen is even more messed up (see attached image). Also, I believe the game will time out as it uses the same time as is allocated for map transfer (which could do with being increased a bit more IMO).
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