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The Dawn of the Tiberium Age
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat Nov 24, 2007 4:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Version 1.06 is up for download.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Nov 24, 2007 4:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

bump!
about commando; couldn't you add "I've got a present for ya!" to the attack sound and delay the explosion?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat Nov 24, 2007 5:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's not a bump #Tongue

Anyway, the commando already has "I've got a present for ya!" as an attack sound, I just can't make him only say it when he's about to place a C4. Aside from that I I can't change the sound used when placing a C4; it's the same as the sound of the primary weapon (the sniper fire sound).

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Nov 24, 2007 11:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Whenever i launched a missle, whereever it was about to hit, the terrain went all... Buggy, like bright white colours and shiz. Confused I'm guessing that's not mean't to happen. #Tongue

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darknessvolt
Rocket Cyborg


Joined: 24 Oct 2007
Location: Yuri's Island!

PostPosted: Sun Nov 25, 2007 12:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Sigh. I wish I could learn how to play Tiberium Sun someday!

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Nov 25, 2007 1:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
Whenever i launched a missle, whereever it was about to hit, the terrain went all... Buggy, like bright white colours and shiz. Confused I'm guessing that's not mean't to happen. #Tongue

For as far as I know that's fixed in 1.06 (in 1.05 this only happened on Kider River because the map height wasn't set to 0).

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Anderwin
General


Joined: 16 May 2005

PostPosted: Sun Nov 25, 2007 6:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okey today I downloaded 1.06 set me down and put my cd into the cd rom.
Start up this mod and then start to play.

Then I see the campaigned button don't work. Thats was okey. Press on skirmish and yeah here we start on the bug list:

I will start to cry sometimes when I played this mod. This destroy the TD name nery Neutral. This mod have fail so I'm hope 1.07 will be much better then 1.06.

What I gonna start with? Ehm.

Start with this:

You really need fix the walls

Some tanks are to fat and they drive inside the wall corner.



1: Look on the rocket on the back of it. Is go under the service depot. This happen to every tanks ingame.
2: The light tank gonna be repaired on the broken service depot. When is tart to fix in picture 3 you see the service depot be 100% normal no damage or so on it. Fix this.


The top of this picture you see a damaged advance power plant, is get to yellow hp under 50% HP. When is get to this point. Something happen to the shp. After 1 sec is show the much damaged shp version of the building. This is wrong. Is get more damaged when u stop fire on it when is on the first picture and then 1 sec after is collapse more..



You really need to fix the refineries. When you build this like this then the top of the building go away sometimes and the button on the other refinery show up. The harvester move <-- a bit this way when is get away with the tiberium it has harvest.

HARVESTER
Harvester are so bugged. If you build a refinery and 1 more harvester, then say them gonna harvest. When one of the are done the another get stock on the tiberium and do not move before I say he gonna do it.
This happen on some maps..

Like this map
on top of the map you can't even move your unit. So do not build like I did.


You cant destroy the tress, they are immune to everything even Nuke and Ion Cannon. A lot of tress are it so. On the picture is a red x mark I wanna go there with a tank but is not work. Because some cliff error or something.


This picture show a flamethrower attack a cliff:| Yeah you can attack some cliff in this mod. Attack 1 is get white so it get attack then he run to it and start attack the cliff. The red box in this picture show again some tress some can't be destroyed.


Some terrain problems the Mammoth do not get stock put he sink down into the terrain.



This picture show some where the tiberium spawn tress are gone. This happen on some maps. I played them again and again and is the same problem. It's spawn tiberium but the tress are gone. Sucks.

I see you like to do everything can be stealth.


This picture a enemy tank get a create with invisible thing. Some of the base go away and the unit. But LOOK Even cliff get stealth. Kinda sucks..


Maybe fix the shadow on yours buildings? Some building don't even got shadows. But if you see on the refinery shadow you look is point another way then the Obelisk of light do. Fix this.

Is was more bugs even to.

Nuclear Missile was not see ingame able sometimes. Sometimes it just blow up and no animation or something. You didn't even see it fall down or get fire up. This is a problem.

Chemical infantry If you see it fire look kinda bad. He fire to right but when he fire the chemical come out from his foots not hes gun.

Mini gunner When he fire is look like he run and fire to. Is something sequence fail.

Medium tank the body are nice but the turret look out of place.

Some more bugs and so on.

I have deleted this mod from my computer. I wait for a better and more kickass version next time. You need work more on with this bugs and so on.

Some units are overpowered and so on. Fix this and I'll test the next version again. This was suck Sad Sorry to say it but is the true. Fix this things and work on it more and is will be better. I'm can test more if you want. But I got bored about the AI and so on.

It's show to me the computer really like to me Nod and not GDI. I take the AI on 4. Four AI on the map but everybody was Nod, I tried 2 times and the same happened again. Then the 3 time is show a GDI team. Just 1 so.

Edit: I even remember when I get fire up or extra armor on some units the icon do not show. EVA just say it.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Nov 26, 2007 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

That was a lovely report, though I'm getting the impression you never (or hardly) tried to mod yourself.
This "report" hardly deserves my attention, but I'll give you some feedback anyway.

- The walls simply can't be fixed (unless I'd resize either the units or the walls, which I'm not going to do).

- I know about the service depot overlapping the bottom of any (SHP) unit, but this simply always happens when any SHP unit is on top of any (flat) SHP object (even in TS). I can't fix this.

- I have no idea what you're on about with the power plants... My guess it has something to do with the ActiveAnim of the powerplant responding late when damaging the power plant, which can't be fixed.

- The top of the refinery being overlapped by the bottom of another building is indeed a problem, but I haven't been able to fix it so far. I really gave up on it, but I might try fixing it again in a while.

- The harvester not working out of itself never really happened to me in DTA, though this has nothing to do with the mod, but only the map and it even happens on some TS maps.

- Your units not being able to move on the spots of those X-es is because there is an impassable tile there, I could look into fixing that, but it isn't really anything mentionable I'd say.

- You can't destroy groups of trees because they really only occupy 1 cell (and the other cells are really passable), because of which the other cells that the group of trees look like they're occupying has to be made impassable with use of the impassable clear ground tiles. If I would make those groups of trees destroyable, the ground would remain impassable on the spot where the trees was, so that's why I'm not making them destroyable and I can't fix that.

- The cliffs (just like the rivers, shores, roads and bridges) are targetable because they're really SHPs -you really should have known this, because I've said this on many occasions-. They are not legal targets (meaning they can only be attacked by force-firing on them) and them flashing when you do force-fire on them is nothing I can help because that's just what happens in TS when you attack any kind of SHP.
If this bothers you, just don't force-fire on the terrain.

- Part of the terrain overlapping the mammoth is the same problem as with the Service Depot; any flat SHP objects just happen to partly overlap SHP units when they stand on them.

- The tiberium trees not appearing is an odd bug and I've never seen it happening before myself (at least not in DTA). I'll have a look at it, but I doubt there's much I can do about it.

- A terrain object (a cliff in this matter) cloaking when a stealth crate laying next to it is picked up is a problem I pointed out myself already. Buildings and units just happen to cloak when they're in the radius of a picked up stealth crate; there's nothing I can do about that.

- The shadows on most buildings are exactly the same as they are in TD; the Refinery's shadow is just different because I had to mirror the refinery (otherwise the harvester would enter the Refinery on the wrong side).

- The Nuke anim always has worked fine to me. If it doesn't for you on certain occasions that's indeed a problem, but nothing I can do anything about.

- The firing offset for the Chem Warrior is indeed wrong. Thanks for pointing this out Smile

- The Minigunner sometimes running while firing is something that just happens sometimes with any kind of infantry in TS. Just like with some of the problems you mentioned above; why point out TS bugs in a raport about a mod?

- I don't see what's wrong with the turret of the medium tank; it's position is perfect, so if there's anything else, I doubt I can fix it (it was probably that way already in TD).

- I know the powerup icons don't show up sometimes, but thanks for pointing it out anyway. I'll look into that.

I couldn't care less whether you keep the mod or delete it, since you don't seem to appreciate the work that went into it anyway.

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Anderwin
General


Joined: 16 May 2005

PostPosted: Mon Nov 26, 2007 3:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm sorry I was a bit harsh about this report. I'm kinda of sorry.

Anyways, I hope you will fix this bugs. Is not fun to find a cliff are clocked ^.^.

I will test it again and see if something with my PC with about the nuke anim you just talked about. If so something strange. Because the others mods I test I don't got any anim problems. So strange. Neutral I'll test the mod again and write a much better report.

Sorry for be harsh but I just get angry on something dunno what now.

Anyways is a great mod but this bugs really destroy the mod I meant.

edit: The mini gunner work great without some mod on my pc so Neutral

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Nov 26, 2007 5:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

treegroups were in TD invincible too. So this is absolute correct imo.

About shp units on buildings being hidden under the building: do you used the BibShape tag for the buildings? The bib is always drawn under any unit (even SHP units).
You should this way also move every ground/cliff and other environment to the bibshape tag and use image=none for the building.
e.g. art.ini
[TDCLIFFSW]
Image=none ; let the actual building be invisible
Height=1
Foundation=2x2
BibShape=TDCLIFFSW ; the cliffimage now moved to the bibshape

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Nov 26, 2007 8:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, that's just about what I'm doing already. Instead of using Image=none I'm using a blank SHP with the same canvas as the bib has (Image=none made the bib appear wrong for some reason).

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Tue Nov 27, 2007 4:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Anderwin wrote:
Some tanks are to fat and they drive inside the wall corner.

Can't really be considered a bug, this happens with other mods and TS itself as well. You would need a game-engine with biggers cells or in 3D to avoid this, or resize the units unitl they're small enough, which would result in graphics crappier than in TD.

Quote:
2: The light tank gonna be repaired on the broken service depot. When is tart to fix in picture 3 you see the service depot be 100% normal no damage or so on it. Fix this.

Cannot be fixed, since this is a bug in the game. The ProductionAnimDamaged= tag in the games's art.ini simply doesn't work. Blame Westwood for this, they never fixed this even though the TS repair bay had the same problem.

Quote:
Maybe fix the shadow on yours buildings? Some building don't even got shadows.

Again, you can blame Westwood for this, because many buildings in TD actually didn't have (or at least no really visible) shadows either (Construction Yard, for example), and his graphics are based upon them. And hand-drawing good-looking shadows is not as easy as you might think.

Quote:
Some units are overpowered and so on.

As far as I can tell, he used the same armor types, hitpoint values, firepowers and so on as in the original TD. The problem lies partially in TD (the balance was good, but not perfect), and partially in TS' engine, since projectile behavior and therefore (in-)accuracy of weapons cannot be re-created 100% accurately, which might result in some units having a higher efficiency than they had in TD.

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Nyerguds
General


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

PostPosted: Wed Nov 28, 2007 12:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

One thing I DID notice in this picture is a conversion error on the Mammoth tank.


The shadow filter used in the turret's barrels should be changed to dark grey or black in TS. In this pic, the middle of the barrels is obviously 100% transparent.

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Anderwin
General


Joined: 16 May 2005

PostPosted: Wed Nov 28, 2007 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Reaperrr

He make the TD better?
Shadows and so on this TS engine need it.
Before is was okey, but hello we are in 2007.
Who games and mod do not have shadows today?

Most of TS mods have shadows.
I feel much better to see shadows ingame. Is more real.
Maybe fix the balance and so on a bit?
Is will be much more fun.

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Nyerguds
General


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

PostPosted: Wed Nov 28, 2007 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

dude, this is all 2D work. It's VERY hard to edit pre-rendered 2D images to face to the other side and still have good shadows on them. I already fixed a lot on that refinery in terms of lighting, the shadow is really just a tiny detail.

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Clarkson
General


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

PostPosted: Wed Nov 28, 2007 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you think shadows will make a cartoony C&C look...realistic...

wow.

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Anderwin
General


Joined: 16 May 2005

PostPosted: Wed Nov 28, 2007 6:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is even look more cartoony without the shadows

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Nov 29, 2007 12:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Nyerguds wrote:
One thing I DID notice in this picture is a conversion error on the Mammoth tank.


The shadow filter used in the turret's barrels should be changed to dark grey or black in TS. In this pic, the middle of the barrels is obviously 100% transparent.

Don't you mean the sides of the barrel? Using a dark color instead of a (not working) shadow for the turret might indeed be a good idea though.

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Nyerguds
General


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

PostPosted: Sun Dec 30, 2007 9:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah yes, sides.. sorry #Tongue

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Renegangsta
Cyborg Commando


Joined: 02 Aug 2007
Location: meh

PostPosted: Sun Dec 30, 2007 10:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

congrats on the mod, its brought me back to my childhood..
although i never played C&C before TFD #Tongue

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