Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Mon Aug 07, 2006 8:48 pm Post subject:
well anyway, this without any bugs and stuff would be nice for ETS.
also, that image isnt complete. there are several animations for it.
-dgreen1.shp
-dgreen2.shp
-dgreen3.shp
-dgreen4.shp
there are also 3 different screens.
drop1.shp (Dropship Loadout for 1 Dropship)
drop2.shp (for 2 Dropships)
drop3.shp (for 3 Dropships, this is the one seen in Blade's pic)
all to be found in TIBSUN.mix>local.mix _________________ Please, read the signature rules of the forum. QUICK_EDIT
I thought that all dropship stuff was removed between ra2 and yr? If it still works, I for one would love it, specialy if you could make the dropships loop (1-2-3-1-2-3-ect) _________________ "It's got that Droke style to it!" QUICK_EDIT
*chielscape* Yeah, there are quite a few animations associated with the load screen, the words 'dropship loadout' animate and the little light in the dropship canopy do as well.
*Droke* I've never actually tried to get a dropship reinforcement to work in RA2 or YR, but as you can see, the load screen still works. I might do some more testing with it, but its tricky to navigate without the mouse cursor.
*Clazzy* Yes, I believe so. Not that it makes much difference in the RA2 version though. QUICK_EDIT
However, we talk about TS dropship loadout
Yes, TS use weapon name and armor name in DropShipLoadout screen
In the future we can add stuff for Nod
(DropShip Loadout for GDI now) _________________ ARM forever - x86 sucks QUICK_EDIT
Okay, everyone, I'm asking a question on the effectiveness of this, not asking if he'll use it. It's already on the wishlist, but I'm not 100% sure on if it'd be effective.
@C&CVK: Would it be possible for the armor systems and versus percentages be dependant on a list, such as:
[ArmorTypes]
1=none
2=wood
3=light
4=heavy
5=concrete
6=NewArmor01 ;the new armor
Then have the game detect this list, and compare it with the versus values so it could look for something like:
[SUPER]
Versus=100%,100%,100%,100%,100%,100%
There might be a way where you could get the game to add a special character so that you wouldn't have to completely redo all warheads, but I can't think of anything right now. How's it sound? Too hard?
EDIT: I just thought of this now, but maybe you could do something like that for the infantry death anims? QUICK_EDIT
In first version more easy to add pre-defined : special_1, special_2,special_3,special_4,special_5,special_6 _________________ ARM forever - x86 sucks QUICK_EDIT
Ahh, okay. BTW, I was reading this whole thread, and I noticed that you said that your patch program was the reason you hadn't released. Any luck yet? QUICK_EDIT
Joined: 14 Feb 2006 Location: Flying into hostile territory
Posted: Tue Aug 08, 2006 3:58 pm Post subject:
I don't think he should use a patch program
keep the exe's seperate so that a mod can use them seperetly and it is easier to rmove instead of having to do a reinstall _________________ QUICK_EDIT
I think a patch is better, because this ain't a mod, but a TS RP, if you didn't quite get that. And a patcher could undo the patch, just like RP. QUICK_EDIT
keep the exe's seperate so that a mod can use them seperetly and it is easier to rmove instead of having to do a reinstall
The point of the patch program is that it won't matter if you have a mod installed. Unless the mod's rules.ini contains the tags to make the new stuff work, then it won't work. It won't crash the game by not having the tags there.
You've clearly never used the RP or you would know that the patcher can just as easily remove the patch as well as add it (or restore the original exe whichever fits the bill). QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue Aug 08, 2006 10:07 pm Post subject:
I think the patch should make a backup of the original instead of simply patch it. If anything goes wrong, the original will still be there, specially because there are diferent versions for different languages and The First Decade one is different as well.
I can make a patcher program, if I know the specifications and what kind of data should be given to the patcher program. QUICK_EDIT
It does land on waypoints? I'm not sure if using Guard Waypoint (The aircraft flies around the waypoints while guarding against ground units, by pressing Alt+Ctrl)will casue aircraft to land on waypoints. But who cares anyway? _________________ Please, read the signature rules of the forum. QUICK_EDIT
Better - patch program, because it have less size
It's will saving original EXE file.
And any mod MUST BE compatible with ETS
Can anybody send me FS GAME.EXE from TFD _________________ ARM forever - x86 sucks QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Wed Aug 09, 2006 5:08 am Post subject:
I would like to apologise to everyone for being an ass earlier in the topic..
Sorry guys.
I've submited my two cents on the official wishlist now. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
I guess it's okay...say how did they get the Prism Tank's Comet weapon to turn into the color of your side? If it could be done in TS... _________________ Please, read the signature rules of the forum. QUICK_EDIT
Its a simple consept, If IsHouseColor=yes then use the house color's entry rather then the laser color from the weapon. _________________ "It's got that Droke style to it!" QUICK_EDIT
True, however that means that unit can always teleport, while teleporters would, I imagine be a building that allows any units to teleport from one location to another. _________________ QUICK_EDIT
First, TS would need garrison on building logic. Which it doesn't. I wouldn't be suprised if we turn TS into a scifi looking RA2 or YR, by at least the end of this patch. QUICK_EDIT
Some stuff is just going to be too time consuming to port I imagine though and I believe there is more stuff in RA2 needing porting back to TS than there is TS stuf needing porting to RA2. The result is likely to be that the two game engines will end up more like each other, but will be missing a few features the other one has. QUICK_EDIT
Good point. But we do need to come up with original stuff for this patch, like the bounty logic in RP. That's a good, original idea. Anyone got an idea? Something creative and unique, as unsimilar to anything done before, but within boundaries...
I thought for a minute, and a mutation system where tiberium lifeforms have a new tag attached, like TiberiumLifeform=yes/no and that would cause the game to read that, then read a tag like Lifeform=DOGGIE that would enable a logic inside the game that would cause any infantry killed by that lifeform to change into one of those, to the neutral player. Then, infantry could also have the Mutation=yes/no to cancel out that effect on certain infantry, like mutants, cyborgs, and other lifeforms. What do you think? I don't wanna see this in, but to help suggest for new ideas for a more interesting patch. QUICK_EDIT
Use an invalid locomotor. Your unit will teleport. It's the famous 'k' trick (although it was famous about 4, 6 years ago... not now).
The game set default locomotor - TeleportLocomotor
Quote:
I thought for a minute, and a mutation system where tiberium lifeforms have a new tag attached, like TiberiumLifeform=yes/no and that would cause the game to read that, then read a tag like Lifeform=DOGGIE that would enable a logic inside the game that would cause any infantry killed by that lifeform to change into one of those, to the neutral player. Then, infantry could also have the Mutation=yes/no to cancel out that effect on certain infantry, like mutants, cyborgs, and other lifeforms. What do you think? I don't wanna see this in, but to help suggest for new ideas for a more interesting patch.
I see it: I try move Lifeform= tag to InfantryType _________________ ARM forever - x86 sucks QUICK_EDIT
i would like this code to be in TS for non gided missiles
cannot taret anything it simply fies in a stragiht line great for rocket logic
Firesinastarightline=ture
for air to air combat
AAtoAAcapable=ture
make a self destruct bomb... exploes by raming the target
isramdemobomb=yes
to stop a turret and barrel form rotating can go up and down only
turretisfixed=yes
behave like a heilcopter ?
isheilcopter =yes ....no means its a plane _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Fri Aug 11, 2006 7:01 am Post subject:
Modder666 wrote:
Good point. But we do need to come up with original stuff for this patch, like the bounty logic in RP. That's a good, original idea. Anyone got an idea? Something creative and unique, as unsimilar to anything done before, but within boundaries...
how about ships that walk on land (yea, yea, i know. supreme commander, but its not even in RP!)
hero units were something ive always dreamed of of heaving in TS though. like.. the Mammoth and CCommando. though i dont really think this would be within boundaries. just making sure
again, i do want to emphasize the potential op SHP-like HVA animations.
(WalkFrames=1-10
PrimaryFireFrames=11-30
SecondaryFireFrames=
TertiaryFireFrames=
QuaternaryFireFrames=*
IdleFrames=
IdleGuardFrames=
Death1Frames= ;explosion
Death2Frames= ;electrocution
Death3Frames= ;?
DamagedWalkFrames=
DamagedFireFrames=
DamagedIdleFrames=
DamagedIdleGuardFrames=
WhateverElseImportantIveMissed= )
*i think quaternaryweapons isnt enough. there should be as many as there are armor types.
all locomotors should be able to deploy. (and land first, if necessary)
and "foundations" for tanks might be possible, maybe you should take a look at the core defender.
could it be possible to make a certain type of cliff a "gravity path", Prey-style?
and i like Dubz idea of the fixed turret. and dogfights are a must, of course. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Fri Aug 11, 2006 10:25 am Post subject:
I agree, you're all asking for far too complicated things. For example, I asked for a fix to the bug where infiltrating the radar on multiplayer would allow all players to see the map of the infiltrated player. Someone then made the suggestion of having the RA2 spy logic backported to TS, obviously not an easy task. The best thing to do is to just forget RA2 existed, and make a wishlist based on TS only. _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
yes, why would we want another RA2? I myself would like just to have all fixable bugs fixed.
One simple (if it is simple) feature I'd like to see would be the Drop Pod falling image for every direction, NE, NW, SE, SW, and a crashed image for the same direction too. _________________ QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Aug 11, 2006 12:45 pm Post subject:
Go away. The guy already knows that you want dropships working. Return when he releases a patch with it, instead of keeping spamming the topic. QUICK_EDIT
Personally I prefer TS to Red Alert 2 in graphics, RA2's normals are disgraceful, so adding all of the goodies from RA2 (like guarensable buildings etc sound great, spelling lol) QUICK_EDIT
Well, the Orca Transport bug will be fixed right? It can land properly with infantry inside, instead of landing, releasing the infantry, flying back up again and repeating.
And Rico, it's garrisonable by the way _________________ Please, read the signature rules of the forum. QUICK_EDIT
Only 1 question, any knowledge on a release date, it appears that its almost finished or something?
First version have some bugs, IMO
But next versions will become better and better
Quote:
TertiaryFireFrames=
QuaternaryFireFrames=*
Probably in first version will be not exist:(
Most important bug now - "loading bug"
I find: if game loading firstly after Windows start ...it's loading 30 secs _________________ ARM forever - x86 sucks QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Fri Aug 11, 2006 4:46 pm Post subject:
C&CVK wrote:
Quote:
Only 1 question, any knowledge on a release date, it appears that its almost finished or something?
First version have some bugs, IMO
But next versions will become better and better
Quote:
TertiaryFireFrames=
QuaternaryFireFrames=*
Probably in first version will be not exist:(
Most important bug now - "loading bug"
I find: if game loading firstly after Windows start ...it's loading 30 secs
that means the rest of the Frame tags will be there?! C&CVK, i love you if you'd really pull that off!
(and if you don't plz dont tell me right away, let me be happy for a while ) _________________ Please, read the signature rules of the forum. QUICK_EDIT
I must fix "load bug"
Also finish PrimaryFireFLH, SecondaryFireFLH, TertiaryFireFLN, QuaternaryFireFLN, TBarrelLength, QBarrelLength
Also 4th weapons code not work very weel
Maybe add [ArmorTypes]:
I liked the Special_XX idea, would take less loading though the person would have to remember what armor number equils what units... _________________ "It's got that Droke style to it!" QUICK_EDIT
For some weird reason, you can't load saved games with mods.
Anyway, I wonder if Aircraft can take off like real ones. It works for the Jumpjet Infantry, so I wonder why it wouldn't work for aircraft...with the exception of certain bugs. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Was just thinking about how that could possably be done.
Basicly you would need it to start moving in one direction for X amount of time for the take off, this includes runway and lift off times. Also after X amount of time bring the plane from ground level at Y rate untill it reaches normal hight. Then go after the target.
RunDirection=(Which direction is the runway facing)
RunTime=(How long it heads strait rather then the direction of the target.)
ClimbStart=(How long untill you start going up)
ClimbRate=(How far does it climb each frame, it does this til it reaches normal flight level)
Thats my rough idea, I don't know landing exactly, or if I've even explaned in a understandable way. But basicly you make it run a set direct, and add to the high of its cords until its where you want.
(It is late and I am horrid with words, but I hope my idea came accrost and is plausable...) _________________ "It's got that Droke style to it!" QUICK_EDIT
Well it can practically take off from any place. Other than the obvious ones. _________________ Please, read the signature rules of the forum. QUICK_EDIT
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