just some more to add
-tiberium spread depends on the growth stage. you can't have a fast spreading but slow growing tiberium, because only full grown patches can spawn new patches.
-debris on tiberium doesn't work. neither voxel (rules.ini debris e.g. PIECE) nor shp (art.ini debris e.g. CRYSTAL1) debris work on them.
\EDIT
a conyard build as a building and then canceling the construction causes an IE.
You get an IE if Neutral or Mutant house get a conyard. (e.g. via in conyard deployable visceroids) But this could be due to the MultiplayPassive=true key and the fact that they aren't playable sides.
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Wed May 14, 2008 2:12 am Post subject:
Its changeable in Red Alert 2, though.
Perhaps allow for remappable lasers like the Prism Towers in Red Alert 2. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
@LKO: no, it isn't fixed if you put the multiplaypassiv=false and the multiplay=yes tags to the neutral/mutant house - if the computer deploys a mcv, the game will crahs, but not, if a human plays this side and deploy the MCV (Something with trigger/Build logic...?) I also noticed, that the droppod animation if it entry from the sky seems to be hardcoded, I couldn't get it change. _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
on railguns TypeImmune works. only when the damage is done by the particle system typeimmune doesn't work. (on railguns it's ambientdamage and not the particlesystem)
Another problem with particle systems doing damage is, that the unit can't gain veterancy.
AircraftTypes can't deploy or use hva anims. Everything else was said on page 1. _________________ SHP Artist of Twisted Insurrection: Nod buildings
It's in their locomotor, i think. Or any aircraft-specific rules.ini key that makes it so that it doesn't use any .hva animation (or maybe just the 1st frame) QUICK_EDIT
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Sat May 17, 2008 11:01 pm Post subject:
Units with Trainable=no can still gain veterancy from a crate. I have nothing against it, and I'm going to abuse it in Rise of Omnius.
But, anyways, I'm quite sure that the game developers never intended to have elite conyards, etc. QUICK_EDIT
Ah DvD, its hard to explain, but when a class done have its own version of a function, it uses the base class, mostly likely ObjectType or AbstractType. QUICK_EDIT
* Building with to ToTile= tag cant be placed on pavement. Also Unit cant be depoyed to building with ToTile= on pavement. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
; green lat (not used (cause it does not overbuild pavement and so it is useless))
even westwood had this problem
but strange that gagreen can be placed on gagreen itself. Maybe it's just a setting in temperat.ini or another ini that makes pavement not overbuildable with green or sand tiles. (maybe Morphable=false or AllowBurrowing=false?)
another problem
infantry is hardcoded to use MovementZone=Infantry. Hover infantry that is able to "walk" over water isn't possible. _________________ SHP Artist of Twisted Insurrection: Nod buildings
After sertan tests:
*I have managed somehow to disable build-over functions for Green, but failed to get it back enabled.
*Failed to enable it to pavement.
*Still have no idea what control it.
list of tags i have touched in temperate.ini:
Morphable=, AllowBrrowing=, AllowTiberium=
Result: i have totaly lost >_< _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Ah DvD, its hard to explain, but when a class done have its own version of a function, it uses the base class, mostly likely ObjectType or AbstractType.
What i mean was, there must be something in an aircraft's rules.ini code that tells the game it's an aircraft. So it uses that BaseClass or something. And it seemed likely to me that this rules.ini code is the locomotor. QUICK_EDIT
-Missiles and other homing projectiles just vanish if their target is destroyed before they could reach it. They should fly to the last known target position and explode there.
-ranged=yes doesn't work. sometimes missiles still follow the target across the whole map, when they actually outrun their range
-proximity=yes doesn't seem to have an effect too (maybe you could check if it has some code or not) _________________ SHP Artist of Twisted Insurrection: Nod buildings
-Missiles and other homing projectiles just vanish if their target is destroyed before they could reach it. They should fly to the last known target position and explode there.
-ranged=yes doesn't work. sometimes missiles still follow the target across the whole map, when they actually outrun their range
-proximity=yes doesn't seem to have an effect too (maybe you could check if it has some code or not)
Yeah I noticed that too, those two projectile lines seem to be obsolete from the Redalert1 days and no longer work like most of the lines in the [AI] section of the rules.ini
djohe wrote:
Here is the first part of the except.txt :
Error code: EXCEPTION_INT_DIVIDE_BY_ZERO
Description: The thread tried to divide an integer value by an integer divisor of zero.
Exception occurred at 0042B26E
(I just had to post this picture to this ) QUICK_EDIT
i think they made it on purpose affecting only a 3x3 field. If the game would have to calculate for each explosion 25 or more cells for the damage, it could really lag the game. So i think it should be only changed in the RA2 way with adding a new CellSpread key. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Verses=xx% not work with on AmbientDamage= of sonic weapon It effect only Damage= . I found it when I try to nerve OP Disruptor.
First Test - Verses=100%,100%,100%,80%,60%
MLRS - Normal Shot(Direct Attack Target) - 1 shot to kill
- Force Fire - 1 Shot
ConsYard - Normal Shot - 3 Shots
- Force Fire - 3 Shots
Second Test - Verses=0%,0%,0%,0%,0%
MLRS - Normal Shot - 3 shots
- Force Fire - 1 Shot
ConsYard - Normal Shot - 4 Shots
- Force Fire - 3 Shots QUICK_EDIT
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Fri May 30, 2008 12:39 pm Post subject:
if you hijack a nutral mcv and deploy it the construction yard works properly and gives you your sides buildings
but if you captcher a nutral construction yard it only shows the buildings that can be built by both sides and thay are unbuildable from the con. yard _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
this isn't a problem with TS logics. It's just because all sides MCVs deploy into the same building. You also can't build a nod MCV and deploy it into a Nod Conyard.
The Conyard on the other side, gives only those building options that are related to the side, to which the conyard previously belonged. If it was a Nod Conyard you get Nod building options, GDI Conyard gives GDI buildings etc.
And the reason you can't build anything from a captured Neutral Conyard is, that no building has Owner=neutral! _________________ SHP Artist of Twisted Insurrection: Nod buildings
this isn't a problem with TS logics. It's just because all sides MCVs deploy into the same building. You also can't build a nod MCV and deploy it into a Nod Conyard.
The Conyard on the other side, gives only those building options that are related to the side, to which the conyard previously belonged. If it was a Nod Conyard you get Nod building options, GDI Conyard gives GDI buildings etc.
And the reason you can't build anything from a captured Neutral Conyard is, that no building has Owner=neutral!
It mean that you can make secret structure by give that building owner=neutral and then when you capture neutral conyard can you build that building? QUICK_EDIT
please take a look in the code for the singleplayer goal screen showing the destroyed things etc.
The problem in this one is, that the achieved score is always stored on top. Not the one with the highest score. _________________ SHP Artist of Twisted Insurrection: Nod buildings
This code is part of the locomotor library, it finds out if the unit is moving at the time it is called upon, and applies all corresponding functions and calls if it is. Now, if we bring up softice, scrolls breakpoints until we find one that happens when the unit starts moving. There is another stdcall called Is_Moving I think, also one that begins movement, so we set three breakpoints for the likely suspects, and try stopping the unit. Obviously while the unit was moving the call to start the unit moving is no longer triggering a break point, so scratch that one. and the call that CONTINUOUSLY triggers one of your break points when crossing tiberium is the winner. So, find the corresponding code in the Sun.exe, and stop the loop (It's an If loop by the way) that says to apply tiberium damage only if is_moving_now is 1, or rather true, as it's a boolean value.
*Sigh* thank god thats over with, two hours of my life gone QUICK_EDIT
I think thats more of the way the animations are defined in AudioVisual, try reordering them.
Err...no, it's about the direction of the ascending drop-pods. The images for DropPods in TS face SW/SE, but the DropPods themselves ascend in a course to NW/NE.
Oh, and...I don't know why, but in Firestorm, AudioVisual, two more DropPod images have been added, but they are exact copies of the originals :S _________________ QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Mon Jun 02, 2008 5:39 am Post subject:
Hyper wrote:
Mei Ling wrote:
Tiberium only damages guys who move through it(eg: you can stand in a field and not die, but move to another tile and mutate, WTF!?)
Hmm, so the problem is that the cell is not updated, ill look into this.
This is the same in C&C1 anyway...
Another oddity with TS tiberium (which Lin Kuei ominae told me) is that while the green tiberium's radar colours are somehow "adjusted" to become blue for blue tib, this adjustment doesn't work for other tiberium colours and apparently stays blue.
Yuri 08 wrote:
Not many people know that Tiberium shadows are wrong in some frames. They are usually floating 'bout a 100 game leptons to the right of the Tiberium patch. Don't believe me? Look closer to the next Tiberium patch you find.
Isn't that just a bug in the SHP file then? _________________ QUICK_EDIT
Not many people know that Tiberium shadows are wrong in some frames. They are usually floating 'bout a 100 game leptons to the right of the Tiberium patch. Don't believe me? Look closer to the next Tiberium patch you find.
Isn't that just a bug in the SHP file then?
No, the shadows are correctly placed in the SHP files. I have no idea what causes their misplacement in the game.
Another issue I noticed a while back. PoseDir= in [AudioVisual] in TS seems to be corrupt. The value is 2, which indicates that all aircraft should face East as they land. However, they always face NE. _________________ QUICK_EDIT
do you both have this problem? I never saw any shadow problem on tiberium. Can you make a tiny test map showing in a screenshot that you have the problem and then give it to me?
Maybe this is another bug like the WaveClass error that appears only on some PCs.
Here's screenshots for both the Tiberium and the DropPod problem. They are both from the first mission from TS (GDI).
Look carefully at the first pic. Each walled square has a different green Tiberium "type" (TIB01-TIB12). I've circled few of the errors, but if you look closely, you can see that almost all of the patches have errors.
Here are the meanings of the red circles in the second pic:
1. The place in TS cells where the drop pods are summoned. However, they appear a lot higher, in circle number 2.
3. Shows the pods themselves. Notice their facing direction (SW), and the direction of their course (NW) from the first to the last circle.
4. The place where the pods land.
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Mon Jun 02, 2008 6:46 pm Post subject:
Heh, I see what you mean by the shadows, I had noticed this long ago, but thought it was used to give the impression of new growing "tiberium pods" from underground. QUICK_EDIT
Looking at the part of the game code that parses SUN.INI, there is a section that uses an entry to specify which side of the screen the sidebar is displayed on, but whatever you do it seems is it hardcoded to 'RIGHT', can that be fixed so it can be placed on the left for left-handed players? QUICK_EDIT
It works, very well actually. I enabled this a while back...
Has two errors though, first is that the final tab of Tabs.shp is not drawn and that the tactical view point is not flipped and is that of the sidebar being on the right.
I can release a hacked exe for everyone to text themselfs... QUICK_EDIT
I've encountered a very nasty bug while creating TIs new refinery.
If you give a refinery an ActiveAnim as well as an ActiveAnimDamaged and then also add a PreProductionAnim and/or ProductionAnim, the game stops to play the ActiveAnimDamaged as soon as the harvester starts to unload. It then plays the normal ActiveAnim instead.
But if you start repairing the refinery, the game realises that the refinery is still damaged and changes back to the damaged activeanim.
In addition do the keys ProductionAnimDamaged and PreProductionAnimDamaged don't work at all. The game still uses the undamaged anims.
Another thing is, that SpecialAnimDamaged used on silos, only works if the silo is filled by stage 1-3. If it is empty, you have to force the game to use the damageanim by repairing the silo a bit, so it realises "oh i'm still in damaged stage, so play the damage anim". This problem is also described here.
\EDIT
after some tests, it seems that all the keys
PreProductionAnimDamaged
ProductionAnimDamaged
SpecialAnimDamaged
have the same problem and only work if you force the game to recalculate the current damage stage, by repairing/damaging the building a bit while it is damaged.
And all these affect the normal ActiveAnimDamaged, even if they shouldn't have anything to do with it.
\EDIT
new problem
buildup anims can be longer than 25 frames (50 with shadow), but then show for a second the last frame, what makes them look ugly ingame if the building flickers for a second fully finished and then starts to build up. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Mon Jun 09, 2008 7:48 pm Post subject:
Lin Kuei Ominae wrote:
new problem
buildup anims can be longer than 25 frames (50 with shadow), but then show for a second the last frame, what makes them look ugly ingame if the building flickers for a second fully finished and then starts to build up.
Hmm, it's been a while since I worked on something with more buildup frames than 50 (including shadows). But I remember that it showed the actual building finished, and not the last buildup frame.
Anyways if I'm wrong, and it does show the last buildup frame; why not just edit the buildup animation?, so the last frame is the original buildup's first frame. QUICK_EDIT
If you use hijacker hijack any deployable vehicle. If you deploy it you will lost hijacker and you get that unit.(after deployed vehicle new hijacker can trainable) _________________ Tiberian Sun : True Power - Reality Power Of 5 Factions... QUICK_EDIT
lol, I thought he meant as in they dont land on the ground, only the helipad like in RA2, bugga (hence why I didnt know where the tut was, already looked for it in the past) QUICK_EDIT
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