> Has anybody worked out how to make helicopters have rotor blades using HVA or by any other method?
There have been workarounds using flying vehicles or hovercraft with a high hoverheight, but none of the workarounds worked perfectly fine.
Vladimir wrote:
> Has anybody come close to solving the Orca Transport issue?
No. Again workarounds were found, but they all still have smaller or bigger issues.
Mostly the AI being unable to shoot the unit automatically (flying voxel vehicletype using JellyFish=yes), or the unit having some extra unwanted behaviour (Aircraft using Passengers and Carryall=yes, which will unload the infantry one after the other and also carry vehicles)
Vladimir wrote:
> Has anybody worked out how to add more factions that aren't clones of GDI or NOD?
There are quite good workarounds. Though again with some small issues.
Vladimir wrote:
> Any progress on the limits of superweapons?
No. But CCHyper is working on it in Hyperpatch.
Vladimir wrote:
I have seen, through playing Dawn of the Tiberium Age, that the Naval Units and Naval factory issue has long been solved which is brilliant!
unfortunately the AI is unable to use it correct. But yes, for human players this works perfect.
See alternate warfactory in the tutorials forum _________________ SHP Artist of Twisted Insurrection: Nod buildings
File formats, engine logics and many other internal procedures and functions are already known.
If there would come a small group of enthusiastic programmers together, it shouldn't be a problem (and only a lot of work) to rewrite the whole game.
There was an openTS project once, but unfortunately it's inactive.
If we would rewrite the game from scratch, many flaws can be also prevented in the first place:
-better AI (role model should be something like the Dark Reign AI)
-better graphics engine (supporting modern systems; rendering on GraCa instead of software rendering)
-bigger map sizes (also supporting more height levels and no visibility bug on height 13 and 14)
-bigger voxel/shp dimensions (correct rendering for voxels/shp whose ingame bounding box exceeds 160x160 pixel)
-no limits in modding _________________ SHP Artist of Twisted Insurrection: Nod buildings
Westwood never gave a shit. EA cared only about the new games.
It's a real shame. I always wondered if somebody from Westwood would at least reach out and help with something.
I Q&A the programmers from time to time, get little bits of info here and there.
Regarding the Source Code, we are not getting it. Chance was there some time ago, but someone on a certain project ruined that for everyone. QUICK_EDIT
Westwood never gave a shit. EA cared only about the new games.
It's a real shame. I always wondered if somebody from Westwood would at least reach out and help with something.
I Q&A the programmers from time to time, get little bits of info here and there.
Regarding the Source Code, we are not getting it. Chance was there some time ago, but someone on a certain project ruined that for everyone.
So you're saying it was within your grasp and somebody sabotaged it?
Lin Kuei Ominae wrote:
File formats, engine logics and many other internal procedures and functions are already known.
If there would come a small group of enthusiastic programmers together, it shouldn't be a problem (and only a lot of work) to rewrite the whole game.
There was an openTS project once, but unfortunately it's inactive.
If we would rewrite the game from scratch, many flaws can be also prevented in the first place:
-better AI (role model should be something like the Dark Reign AI)
-better graphics engine (supporting modern systems; rendering on GraCa instead of software rendering)
-bigger map sizes (also supporting more height levels and no visibility bug on height 13 and 14)
-bigger voxel/shp dimensions (correct rendering for voxels/shp whose ingame bounding box exceeds 160x160 pixel)
-no limits in modding
So what's stopping us getting together a team of excellent programmers who can hack TS to death/Re-write the game? QUICK_EDIT
A first, very good start would be a new, much faster and more modern map editor (OpenGL/directX GPU renderer, correct shown map lighting...).
Then it's only a matter of combining this map editor with the knowledge of
-reading mix files, inis (FinalSun is doing this already quite well too)
-reading menus inis/pcxs (or invent something better, more modding friendly)
-shp/vxl animation
-path finding routines and basic unit behaviour (move, stop, guard, area guard, sticky, harvest, deploy, attacking with weapons etc)
-ingame interface (sidemenu, mouse/keyboard controls)
-basic game logics (support different sides, building/unit logics; basically all rules.ini logics)
-new code for online synchronization
-AI routines for computer controlled players _________________ SHP Artist of Twisted Insurrection: Nod buildings
Reading MIX files, INI files, graphics etc. could be done pretty fast with the current knowledge, but all the game logic would take quite a bit of time even with multiple programmers in the project. _________________ CnCNet Client | CnCNet TS patches | Vinifera | World-Altering Editor (WAE)
TS is 13 years old. In all these years public programming sites collected/created/researched routines for RTS, FPS and other games which are now easy available and ready to implement. And most of these are surely even superior compared to those used in TS.
I'm quite sure there would be only a quite small amount of things really needing intensive research and inventing of new functions. And those can still be researched in the big C&C community which falls back on hundreds of pro modders, gamers and programmers. At one point (if the project shows big enough support/publicity), there might even show up some former WW staff members and help with their experience. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I never thought skill or knowledge would be the problem; there's many more or less skilled programmers in the community (even I could probably do most of it with some 4 years' hobbyist programming experience if the project used C# as its primary language, with some library like SharpDX). However, even coordinating such a project, designing how to remake everything and writing the code would take a lot of time. _________________ CnCNet Client | CnCNet TS patches | Vinifera | World-Altering Editor (WAE)
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Apr 03, 2012 7:35 pm Post subject:
You know guys, conidering that even Ares (which could have the catpacity to create a rewrite) doesn't get the support of the community, I can only consider this as a daydream.
And if there would be a rewrite, it would be pretty easy to create an engine which could run both FS and YR at the same time (compared to creating the engine itself) _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
You know guys, conidering that even Ares (which could have the catpacity to create a rewrite) doesn't get the support of the community, I can only consider this as a daydream.
And if there would be a rewrite, it would be pretty easy to create an engine which could run both FS and YR at the same time (compared to creating the engine itself)
When you say that Ares doesn't get the support of the community what do you mean? QUICK_EDIT
Well apart from this thread going off topic from rotors whi ch has been answered i shall explain. TS/RA2 is over a decade old. The engine was never intended for modding and built on existing engines e.g ra1 etc.
Apart from people having lives where we a make a living or studying for a living most of us do not have the time or energy to organise and plan said project. Lack of community support is like not enough modding base for said platform unlike say half life which was modding friendly.
Also ares ''support" is to due to several factors from negative perspection of community to elitism and lengthy development times for something little results.
From my own view i am 99% sure the developers blacklisted ppm and said community _________________ QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Apr 03, 2012 10:08 pm Post subject:
There are open betas now... and nothing changed in the bugtracker. Like if there could be no bugs. But there are bugs and I know them....but since recently due to RL I can't be as productive in that area I was, most of the bugs are either tripped by Speeder or left unnoticed.
It was said that Ares is not enough public. So ares.strategy-x.com/unstable born. But still, nothing is changed. The cmmunity just demands without any actual support from their side (except some people whom I respect due to their care)
EDIT: Ah, AG, like if elitism only applies to Ares. And there are that many elitism there, yes. Lengthy development times, sorry if we have to check our own code throughfully because there's no people to rely on. Kill of the willpower then bastardize something which is only a MINOR factor. We gave up elitism since we officially give out betas now. Yeah, that's something we should been blamed for. Last edited by Graion Dilach on Tue Apr 03, 2012 10:14 pm; edited 1 time in total QUICK_EDIT
But yes i do agree on the recent parastic element to modding which has occured recently - i.e. gimme something whilst i sit and whine. _________________ QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Apr 04, 2012 2:50 am Post subject:
If the idea is to fix some bugs and add some new abilites, projects like Ares and HyperPatch are the best path to achieve it. Rewriting a game like TS from scratch will take a decade, specially if it is done by a small group of programmers in their free time with communication restricted to the internet.
If you prefer a new engine, I'd recommend to expand OpenRA. QUICK_EDIT
Joined: 22 Dec 2004 Location: Tiberium Research Center N27
Posted: Wed Apr 04, 2012 6:23 pm Post subject:
Exley wrote:
gufu wrote:
Except that EA NEVER HAD THE SOURCE CODE TO BEGIN WITH.
and you know this how
Pretty much anyone found to be somehow related to Westwood or EA during that time/event of purchase, has been asked this question. TS source code was lost during that time, and no knows what happened to it.
Another classical Westwood fuckup. _________________ DUNK! QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Apr 04, 2012 9:15 pm Post subject:
Hexedit to ask for a different disc.
And free TS-FS is no ISO, it's a mere rar of a TFD TS install. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Except that EA NEVER HAD THE SOURCE CODE TO BEGIN WITH.
and you know this how
Pretty much anyone found to be somehow related to Westwood or EA during that time/event of purchase, has been asked this question. TS source code was lost during that time, and no knows what happened to it.
Well apart from this thread going off topic from rotors whi ch has been answered i shall explain. TS/RA2 is over a decade old. The engine was never intended for modding and built on existing engines e.g ra1 etc.
Apart from people having lives where we a make a living or studying for a living most of us do not have the time or energy to organise and plan said project. Lack of community support is like not enough modding base for said platform unlike say half life which was modding friendly.
Also ares ''support" is to due to several factors from negative perspection of community to elitism and lengthy development times for something little results.
From my own view i am 99% sure the developers blacklisted ppm and said community
Can somebody please elaborate further on this talk of "elitism" when Ares is mentioned?
I don't understand what the fuss is, it seems very divided. How supported is Ares from the community and from people within this forum in general? Surely if the makers of Ares have the necessary skills to patch the hell out of RA2, to combine their skill with the fantastic skills of the people on this forum (e.g. Banshee, Hyper) is a no brainer. It makes perfect sense and just think of what you could achieve....
CCHyper wrote:
gufu wrote:
Exley wrote:
gufu wrote:
Except that EA NEVER HAD THE SOURCE CODE TO BEGIN WITH.
and you know this how
Pretty much anyone found to be somehow related to Westwood or EA during that time/event of purchase, has been asked this question. TS source code was lost during that time, and no knows what happened to it.
Another classical Westwood fuckup.
No, most of RA2 was lost.
How was the source code lost and is that true? QUICK_EDIT
Joined: 09 May 2011 Location: Approaching the Great Pyramid
Posted: Sun Apr 08, 2012 2:30 am Post subject:
gufu wrote:
Another classical Westwood fuckup.
why is that a fuckup ?
if WWS was liquidated or "merged"
why the ztype would the care of anything after that
EA only gets property ownership and most WWS people was leaving then anyway
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