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Supreme Warfare: Halo-Inspired Expansion Mod for Command & Conquer: Yuri's Revenge
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patric20878
Cyborg Engineer


Joined: 20 Nov 2009
Location: Behind you!!

PostPosted: Thu Jun 25, 2026 5:11 pm    Post subject:  Supreme Warfare: Halo-Inspired Expansion Mod for Command & Conquer: Yuri's Revenge Reply with quote  Mark this post and the followings unread


Last edited by patric20878 on Sun Jun 28, 2026 8:06 pm; edited 1 time in total

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Jun 25, 2026 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

This isn't really the right forum for this, there's a public announcements one specifically...

That said I watched the video on Moddb and I'm wondering where the Halo elements are, I only saw 1 funny heavy tank and some changes to the Drednought?

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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patric20878
Cyborg Engineer


Joined: 20 Nov 2009
Location: Behind you!!

PostPosted: Thu Jun 25, 2026 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah, oops.

And the other Halo unit is the Pelican Dropship. You can see it towards the end of the trailer, where I airlift a couple Scorpion Tanks with 2 of them.

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wow4ik81
Rocket Cyborg


Joined: 30 Nov 2023
Location: Im Irrenhaus Deutschland

PostPosted: Thu Jun 25, 2026 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Like everyone else, he started small, he takes pride in his work, and that is what really matters.

Visually, I noticed one thing: I would change the "ZShapePointMove" settings for a few buildings.

[NACNST]
ZShapePointMove=35,10

[GACNST]
ZShapePointMove=35,10

[GAREFN]
ZShapePointMove=25,25

...or use an optimized buildngz.shp file that makes the ZShapePointMove tag unnecessary.

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patric20878
Cyborg Engineer


Joined: 20 Nov 2009
Location: Behind you!!

PostPosted: Fri Jun 26, 2026 5:03 am    Post subject: Reply with quote  Mark this post and the followings unread

wow4ik81 wrote:
Like everyone else, he started small, he takes pride in his work, and that is what really matters.

Visually, I noticed one thing: I would change the "ZShapePointMove" settings for a few buildings.

[NACNST]
ZShapePointMove=35,10

[GACNST]
ZShapePointMove=35,10

[GAREFN]
ZShapePointMove=25,25

...or use an optimized buildngz.shp file that makes the ZShapePointMove tag unnecessary.


What does that do?

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wow4ik81
Rocket Cyborg


Joined: 30 Nov 2023
Location: Im Irrenhaus Deutschland

PostPosted: Fri Jun 26, 2026 5:27 am    Post subject: Reply with quote  Mark this post and the followings unread

It fixes the graphical glitches on the buildings, issues that have persisted since the game's release.

The changes can be made in the artmd.ini file, though this is not strictly necessary.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Jun 27, 2026 11:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

patric20878 wrote:
Ah, oops.

And the other Halo unit is the Pelican Dropship. You can see it towards the end of the trailer, where I airlift a couple Scorpion Tanks with 2 of them.

So what part of this mod took 9 years?

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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patric20878
Cyborg Engineer


Joined: 20 Nov 2009
Location: Behind you!!

PostPosted: Sun Jun 28, 2026 3:54 am    Post subject: Reply with quote  Mark this post and the followings unread

wow4ik81 wrote:
It fixes the graphical glitches on the buildings, issues that have persisted since the game's release.

The changes can be made in the artmd.ini file, though this is not strictly necessary.


What graphical glitches? Didn't understand Modenc's description of ZShapePointMove much at all.

G-E wrote:
So what part of this mod took 9 years?

Having to implement over a dozen units/buildings, several of which require multiple entries for upgrades, everything from their rules to their graphics and sounds, and designing and balancing them all. Making everything come together thematically and be cinematically awesome, yet still be balanced. Having to maintain interest in developing it despite discovering what would become my favorite hobby for the last 10 years at around the same time: the Touhou Project, and getting several world championships and world records in its fangames. Not having any idea how to implement some of the more technically challenging requirements in my mod until Ares and Phobos came along. Realistically I only seriously worked on it seasonally for the past 3 years out of the last 9, but I still started the mod 9 years ago. And I'm sure I've worked on it for hundreds of hours since, which is way more hours than I have the energy to spend on a single project in a year. I'm just super happy I finally have my own completed and published mod, after 23 years of modding RA2/YR oho.

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wow4ik81
Rocket Cyborg


Joined: 30 Nov 2023
Location: Im Irrenhaus Deutschland

PostPosted: Sun Jun 28, 2026 4:57 am    Post subject: Reply with quote  Mark this post and the followings unread

I would like to show pictures where you can clearly see it, but unfortunately, it’s not possible to upload images, an error occurs.

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Pandaprewmaster325
Cyborg Soldier


Joined: 14 May 2025
Location: Syria

PostPosted: Sun Jun 28, 2026 9:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Happy for you lad , if only other modders know of something called a "finish line" cuz from the looks of it some mods seem to enter a never ending development cycle

They put out "playable" versions but never seem to officially release the thing

Glad you didn't fall in this pit

_________________
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patric20878
Cyborg Engineer


Joined: 20 Nov 2009
Location: Behind you!!

PostPosted: Sun Jun 28, 2026 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

wow4ik81 wrote:
I would like to show pictures where you can clearly see it, but unfortunately, it’s not possible to upload images, an error occurs.

What if you upload it to an image hosting site like imgur and link to it instead of uploading it directly here?

Pandaprewmaster325 wrote:
Happy for you lad , if only other modders know of something called a "finish line" cuz from the looks of it some mods seem to enter a never ending development cycle

They put out "playable" versions but never seem to officially release the thing

Glad you didn't fall in this pit

Haha, thanks. It feels almost surreal to finally be done oho.

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wow4ik81
Rocket Cyborg


Joined: 30 Nov 2023
Location: Im Irrenhaus Deutschland

PostPosted: Yesterday, at 8:54 am    Post subject: Reply with quote  Mark this post and the followings unread


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patric20878
Cyborg Engineer


Joined: 20 Nov 2009
Location: Behind you!!

PostPosted: Yesterday, at 5:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

wow4ik81 wrote:
https://www.dropbox.com/scl/fi/d72yggi3n724xins29yic/Neuer-Ordner.rar?rlkey=9uh408up3f5vv8fv9v4i8tnhi&dl=0


How are the circled sections supposed to appear? Are the sections of those buildings in your images missing?

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wow4ik81
Rocket Cyborg


Joined: 30 Nov 2023
Location: Im Irrenhaus Deutschland

PostPosted: Yesterday, at 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

The areas marked in red indicate the problems that can be fixed using ZShapePointMove.

Open the building files in SHP Builder and compare them. You will notice that the images are fully rendered, yet in the game, the edges at the bottom are often missing, something we have become so accustomed to that it now seems normal to us.

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patric20878
Cyborg Engineer


Joined: 20 Nov 2009
Location: Behind you!!

PostPosted: Today, at 1:57 am    Post subject: Reply with quote  Mark this post and the followings unread

wow4ik81 wrote:
The areas marked in red indicate the problems that can be fixed using ZShapePointMove.

Open the building files in SHP Builder and compare them. You will notice that the images are fully rendered, yet in the game, the edges at the bottom are often missing, something we have become so accustomed to that it now seems normal to us.


Ah. Is that a graphics bug in vanilla YR without Ares/Phobos also?

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wow4ik81
Rocket Cyborg


Joined: 30 Nov 2023
Location: Im Irrenhaus Deutschland

PostPosted: Today, at 8:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, that is a general problem and has nothing to do with your mod; in my opinion, it is solely due to the buildngz.shp/sha file, which prevents correct rendering.

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