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 Forum index » Modding Central » Tiberian Sun Editing Forum » Extended Tiberian Sun
Quick question about ETS
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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Wed Dec 06, 2006 6:07 pm    Post subject:   Quick question about ETS Reply with quote

Is CNCVK sacking off ETS for RockPatch ?

lol no really my real question is
This is one of the planned features

"Simple 16-bit SHP files support (without remap and transparent things)"

But seriously, am I being ignorant here but what the heck is the point in this... other than allowing a couple more shades of red in a specific .shp
I dont get it ?
I cant see any new color shades being introduced because current .shp's are already 16bit no ?
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Suiseiseki
Commander


Joined: 06 Oct 2003

PostPosted: Wed Dec 06, 2006 6:09 pm    Post subject: Re: Quick question about ETS Reply with quote

SMIFFGIG wrote:
Is CNCVK sacking off ETS for RockPatch ?

lol no really my real question is
This is one of the planned features

"Simple 16-bit SHP files support (without remap and transparent things)"

But seriously, am I being ignorant here but what the heck is the point in this... other than allowing a couple more shades of red in a specific .shp
I dont get it ?
I cant see any new color shades being introduced because current .shp's are already 16bit no ?


SHPs are 8-bit for 256 colours.
16-bit would give 65,536 colours instead.

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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Wed Dec 06, 2006 7:26 pm    Post subject: Re: Quick question about ETS Reply with quote

Carnivean wrote:
SMIFFGIG wrote:
Is CNCVK sacking off ETS for RockPatch ?

lol no really my real question is
This is one of the planned features

"Simple 16-bit SHP files support (without remap and transparent things)"

But seriously, am I being ignorant here but what the heck is the point in this... other than allowing a couple more shades of red in a specific .shp
I dont get it ?
I cant see any new color shades being introduced because current .shp's are already 16bit no ?


SHPs are 8-bit for 256 colours.
16-bit would give 65,536 colours instead.


aha explains alot, i thought they where already 16bit lol
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John Galt
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Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Thu Dec 07, 2006 7:06 am    Post subject: Reply with quote

VK's idea is that the 16-bit SHPs will not use a palette, but instead carry the actual colour information with them. Meaning you are not limited to a 256 colour palette any longer, but editing the palette that is traditionally responsible for them will not have any effect on them.

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Thu Dec 07, 2006 2:39 pm    Post subject: Reply with quote

Quote:
VK's idea is that the 16-bit SHPs will not use a palette, but instead carry the actual colour information with them. Meaning you are not limited to a 256 colour palette any longer, but editing the palette that is traditionally responsible for them will not have any effect on them.

yes.

Quote:
Is CNCVK sacking off ETS for RockPatch ?

No.

Now I collect information about install errors ETS Sad

Someone said what not see maps list in multi-player menu at all Sad
Someone said what can't install the patch Sad
it's strange Sad

Probably, after the NewYear the final 3.2 will released Smile
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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Thu Dec 07, 2006 10:00 pm    Post subject: Reply with quote

VK...will there ba a C&C:TFD version of ETS for us TFD users?
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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sun Dec 10, 2006 6:51 am    Post subject: Reply with quote

Thanks for the replies, btw i was only joking with my first question CNCVK #Tongue
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djohe
Cyborg Artillery


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Wed Dec 27, 2006 6:03 am    Post subject: Reply with quote

Sorry about hijacking this thread but what happened to the Tiberian Sun Continious Sonic Beam in RockPatch you where working on before RP1.08SE in this post C&CVK?

http://forums.renegadeprojects.com/showthread.php?tid=16&pid=5673#pid5673

And Smiffgig I never got any replies from you after I sent you the codes.

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

PostPosted: Wed Dec 27, 2006 6:28 am    Post subject: Reply with quote

dont feel too bad about that. actually, i have a quation too. CNCVK, you said the 16-bit SHPs will not be transparent, didnt you? if thats the case, how do you make things show behind the SHP, instead of a blue square?
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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sat Feb 24, 2007 9:10 am    Post subject: Reply with quote

djohe wrote:

And Smiffgig I never got any replies from you after I sent you the codes.

What Codes ?

ChielScape wrote:
dont feel too bad about that. actually, i have a quation too. CNCVK, you said the 16-bit SHPs will not be transparent, didnt you? if thats the case, how do you make things show behind the SHP, instead of a blue square?


Translucency=# ?
Simple art.ini tag (or am I misunderstanding?)


@ CNCVK
As you have been working on SW's and using crate logic on new SW's

1.Do you think it would be possible to fix/enable some of the currently broken Crate logics...
here they are with WW's values and notations still in place

Code:
Squad=45,<none>                 ; squad of random infantry
Invulnerability=10,ARMOR,1.0     ; invulnerability (duration in minutes)
IonStorm=0,<none>               ; initiate ion storm
Pod=0,<none>                    ; drop pod special


'Squad' and 'Invulnerability' where both in Red Alert 1
However 'IonStorm' and 'Pod' are both new to Tiberian Sun but have never worked
'Pod' may have been disabled due to Drop Pods not being included in the release of TS (although all the code was there) and never re-enabled for WW's lazy firestorm addon.

2.Could you fix the Orca Transport logic?
The orca transport was excluded from the release version of Tiberian Sun
HOWEVER it could be easily re-enabled flawlessly
but in the very first patch for Tiberian Sun for some reason made the Orca Transport buggy (they probably didnt fix it as it was not used ingame)
If you try and enable it now, the orca transport has extreme troubles landing and goes into a frenzy jittering about whilst trying to land (it also strangely often tries to land on top of other units then re-rechooses its target

3.
Superweapon building firing animations do not work (firestorm defence and missile silo)
The animations are there but they simply do not work... for some reason they are not hooked up in the .exe code
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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sat Feb 24, 2007 4:33 pm    Post subject: Reply with quote

wait.. the firestorm defense had a firing anim?
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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Sat Feb 24, 2007 4:35 pm    Post subject: Reply with quote

Yea, tis meant to normally be closed(like on the SHP), the active animation is only displayed when the FSD is online. Well, tis meant to be like that.
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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Sat Feb 24, 2007 4:37 pm    Post subject: Reply with quote

... ah. I see. Well maybe CNCVK can fix that.
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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Feb 24, 2007 5:10 pm    Post subject: Reply with quote

probably more complex then it seems for ETS, RP still has superweapon animation issues for new ones and its certainly linked to Type= amd to be honest not much RP art code has looked into.
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DDragon
Vehicle Driver


Joined: 31 Jul 2006
Location: Australia

PostPosted: Fri Mar 30, 2007 11:13 pm    Post subject: Reply with quote

Ok ive been hiding under a rock for a while and need to catch up... ive gone thru this thread and the other threads from this one about ETS and ive found a few of the new codes for this but is there more and if so where do i find them? Thanks

-- DD
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