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Are .HVA counted for multiplayer sync?
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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sun Sep 02, 2018 7:20 am    Post subject:  Are .HVA counted for multiplayer sync?
Subject description: I am doing a graphics mod
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Ok, so I am working on a graphics pack to update the look of RA2 while it still works on CNCnet. So far, quite functional.

However, I have left off the .hva of the voxels I use because I fear they contain game info that has to be synced/has ingame effects, as oppossed to the voxels themselves.

This renders some voxels quite outside the usual (for example, disjointed turrets, or bad centering)

So I was wondering if anyone here thinks I can include .hva files and the game will not go out of sync because of them.

So far I have included voxels, turrets and barrels with no ill effects. (Of course only I look at the modified assets), as well as a couple of cameos (I don't foresee any .shp giving problem as long as they are sequenced just like the original game ones... but they need to be EXACTLY the same number of frames or it will cause problem with buildups and damage animations.)

image hosting

Then, it is only .hva that may give me problems, because they have "ordering commands" such as the sequence of animated rotors and multi-stage turrets, etc.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Sep 02, 2018 12:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

AFAIK replacing the hva files shouldn't be a problem.

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