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  Topic: The next Ares
OmegaBolt

Replies: 261
Views: 24714

Post Posted: Mon Nov 12, 2018 1:24 pm    Subject: The next Ares
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
[Warhead]
SuppressDieSound=bool

Would be most useful for AnimToInfantry transformations that are meant to be positive for the player. Infantry screaming in agony as they're being given better equi ...
  Topic: CloudPunk - new voxel game
OmegaBolt

Replies: 4
Views: 105

Post Posted: Fri Nov 09, 2018 11:23 pm    Subject: CloudPunk - new voxel game
Forum:  Miscellaneous Forums » Game Chat
Lol, clearly inspired by the Blade Runner game which used voxel based tech for the character models. But yeah, besides that need to see gameplay. Sort of wish it looked a little more sophisticated, li ...
  Topic: Warcraft 3: Reforged
OmegaBolt

Replies: 4
Views: 146

Post Posted: Thu Nov 08, 2018 12:40 pm    Subject: Warcraft 3: Reforged
Forum:  Miscellaneous Forums » Game Chat » Warcraft Chat
Considering its done by their "classics" dev team that also did the SC Remaster, I don't think it has anything to do with a WC4 anyway. However, I doubt Blizzard is working on one.
  Topic: The next Ares
OmegaBolt

Replies: 261
Views: 24714

Post Posted: Mon Nov 05, 2018 6:13 pm    Subject: The next Ares
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
But theres no reason why that would have to be the case. That's why I suggested a type tag, so you could link AEs together for the purpose of removal or not overlapping. I don't know why this is hard ...
  Topic: The next Ares
OmegaBolt

Replies: 261
Views: 24714

Post Posted: Sun Nov 04, 2018 10:30 pm    Subject: The next Ares
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I still don't remotely understand your point. #Tongue  Of course you could do different durations if they're the same type. That's how EMP, psychedelic, sonar, weapons disabling etc works.
  Topic: The next Ares
OmegaBolt

Replies: 261
Views: 24714

Post Posted: Sun Nov 04, 2018 3:28 pm    Subject: The next Ares
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
AttachEffect.Type=a unique IDThat contradicts negative AEs. We do want the two same AEs with pos and neg duration so that they can weaken each other like Psychedelic and EMP.
The dilemma is, if they ...
  Topic: The next Ares
OmegaBolt

Replies: 261
Views: 24714

Post Posted: Sat Nov 03, 2018 11:17 am    Subject: The next Ares
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Then another good addition might be AttachEffect.Type=a unique ID so you can group AE's together, as right now its just the warhead that delivered it AFAIK.

Then you could have AttachEffect.RemoveT ...
  Topic: Boris is here!
OmegaBolt

Replies: 3
Views: 124

Post Posted: Wed Oct 31, 2018 7:40 pm    Subject: Boris is here!
Forum:  Other Projects » Alpha Projects » Command & Conquer Red Alert History
Cool, though being able to just shoot air units sounds a little odd and unnecessary, unless maybe its a weapon from a deploy ability or something. Perhaps he could even target the air unit with the pa ...
  Topic: Light Tank
OmegaBolt

Replies: 3
Views: 144

Post Posted: Wed Oct 31, 2018 3:31 pm    Subject: Light Tank
Forum:  Other Projects » Alpha Projects » Command & Conquer Red Alert History
Yeah its a beautiful model but doesn't fit the RA1 Light Tank IMO.
  Topic: [RA2/YR] Yet Another RAO Building
OmegaBolt

Replies: 5
Views: 694

Post Posted: Sat Oct 27, 2018 11:12 pm    Subject:   [RA2/YR] Yet Another RAO Building
Forum:  Modding Central » Media Hut » SHPs
Another one. 3x3, download includes art code. Has the dome on top glowing and lights flashing. Includes crude buildup & cameo PSD.
  Topic: Ideas & suggestions
OmegaBolt

Replies: 521
Views: 38887

Post Posted: Wed Oct 24, 2018 7:16 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
A random delay for the AI firing super weapons could be a nice quality of life thing, as they always have the money to fire and take no time to aim etc, it can be quite annoying when they do it so reg ...
  Topic: The importance of a proper UI for Command & Conquer
OmegaBolt

Replies: 14
Views: 768

Post Posted: Mon Oct 15, 2018 10:11 pm    Subject: The importance of a proper UI for Command & Conquer
Forum:  PPM Zone » PPM News Network
RA2 does let you select control groups from its bar at the bottom. And nobody uses it becauses its way easier and quicker just to press the number. A bunch of clutter on the left side of the screen se ...
  Topic: Project Update: October 14th 2018
OmegaBolt

Replies: 5
Views: 372

Post Posted: Sun Oct 14, 2018 5:57 pm    Subject: Project Update: October 14th 2018
Forum:  Other Projects » Pre-Alpha Projects » Chronoshift » News and Updates
Cool, another non-update. #Tongue
  Topic: The next Ares
OmegaBolt

Replies: 261
Views: 24714

Post Posted: Sun Oct 14, 2018 11:47 am    Subject: The next Ares
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Just adding "for the purposes of AI scripts." would help.
  Topic: Crashable=no on aircrafts
OmegaBolt

Replies: 4
Views: 192

Post Posted: Mon Oct 08, 2018 5:56 pm    Subject: Crashable=no on aircrafts
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Operator does work on aircraft, however I got the occasional desync with it when the aircraft was sometimes killed (but couldn't reliably reproduce).
  Topic: Why Video Games?
OmegaBolt

Replies: 7
Views: 259

Post Posted: Fri Oct 05, 2018 1:17 pm    Subject: Why Video Games?
Forum:  Miscellaneous Forums » Offtopic Discussion Area
How can you waste technology on science when science produced technology?  Wizard
  Topic: Release 20180923
OmegaBolt

Replies: 6
Views: 586

Post Posted: Mon Sep 24, 2018 5:40 pm    Subject: Release 20180923
Forum:  Modding Central » OpenRA Editing Forums » OpenRA News
I meant how start modding ORA, where, voxels and SHPs are coded how and where...
Then again, I'm better off looking for that information myself than asking you.And Graion meant RA2 modders have alrea ...
  Topic: YR Red-Resurrection 2.2.9 released!
OmegaBolt

Replies: 1
Views: 343

Post Posted: Mon Sep 24, 2018 2:08 pm    Subject:   YR Red-Resurrection 2.2.9 released!
Forum:  PPM Zone » PPM News Network
https://www.ppmsite.com/news/imgcache/2018/2927698058_jJ3kKYD.jpg

Patch 2.2.9 for YR Red-ResurrectionBig Features
NEW CONTENT for Europe: Bastion, a T3 defensive structure & reworked Chrono Fr ...
  Topic: Release 20180923
OmegaBolt

Replies: 6
Views: 586

Post Posted: Sun Sep 23, 2018 6:06 pm    Subject: Release 20180923
Forum:  Modding Central » OpenRA Editing Forums » OpenRA News
KKnD looks really good, at least just for the unique mechanics in it if nothing else. Units do feel nicely responsive too!
  Topic: Request: Some from new and old Mental Omega
OmegaBolt

Replies: 33
Views: 1368

Post Posted: Sun Sep 16, 2018 7:50 pm    Subject: Request: Some from new and old Mental Omega
Forum:  Modding Central » Media Hut
Bet everyone in this topic does ini "code". It's very simple.
  Topic: [RA2/YR] Strider
OmegaBolt

Replies: 7
Views: 879

Post Posted: Fri Sep 07, 2018 10:23 am    Subject: [RA2/YR] Strider
Forum:  Modding Central » Media Hut » SHPs
Pretty sure that "drunken movement" is how it moves in Half Life 2.

Also for brightness taking a screenshot on The Alamo is suicide, as its god awfully bright anyway, and the user probabl ...
  Topic: Ideas & suggestions
OmegaBolt

Replies: 521
Views: 38887

Post Posted: Tue Sep 04, 2018 4:13 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Pre-placed units on the map with Area Guard or Guard mode etc. do not attack the enemy that come in range when using Ares. Is there any flag to change it like vanilla game?Uhh yes they do. Show your c ...
  Topic: Ideas & suggestions
OmegaBolt

Replies: 521
Views: 38887

Post Posted: Mon Sep 03, 2018 12:26 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
You could always do it yourself with splits weapons that have increasing cellspread but lower EMP values.

I dunno, I'd rather have new features than very marginal adjustments like that. Dunno how m ...
  Topic: YR Red-Resurrection August Updates
OmegaBolt

Replies: 0
Views: 261

Post Posted: Sun Sep 02, 2018 6:16 pm    Subject:   YR Red-Resurrection August Updates
Forum:  PPM Zone » PPM News Network
https://www.ppmsite.com/news/imgcache/2018/2927698058_jJ3kKYD.jpg

The next patch is well underway and possibly the most game-changing yet as it includes alterations to several countries- more on th ...
  Topic: Small Electric Ball Projectile
OmegaBolt

Replies: 10
Views: 863

Post Posted: Sat Sep 01, 2018 11:30 am    Subject: Small Electric Ball Projectile
Forum:  Modding Central » Media Hut » SHPs
I see RA2 has the same bug as TS, where Shadow=no still renders a shadow.Because doesn't the Shadow tag in art just tell the game whether the animation itself has shadow frames, whereas projectiles dr ...
  Topic: The next Ares
OmegaBolt

Replies: 261
Views: 24714

Post Posted: Sat Sep 01, 2018 11:24 am    Subject: The next Ares
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Damage.Delay works now, however something about it in this version seems to affect animations that don't have the tag at all.

For instance I have a 1 frame animation that triggers a weapon, however ...
  Topic: Rocket shp
OmegaBolt

Replies: 5
Views: 640

Post Posted: Wed Aug 29, 2018 8:43 pm    Subject: Rocket shp
Forum:  Modding Central » Media Hut » SHPs
Yeah, looks cool but I don't get the position of the glow at all.
  Topic: The next Ares
OmegaBolt

Replies: 261
Views: 24714

Post Posted: Tue Aug 28, 2018 5:28 pm    Subject: The next Ares
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Yeah its not cloak. My issues for example are on a player owned chopper that does not cloak and an airstrike SW. One of them uses Next and both loop (which worked fine with Damage.Delay on earlier ver ...
  Topic: RA2\Vxl Pack
OmegaBolt

Replies: 43
Views: 21404

Post Posted: Thu Aug 23, 2018 6:10 pm    Subject: RA2\Vxl Pack
Forum:  Modding Central » Media Hut » Voxels » Spotlighted Voxels
Sorry for the bump but I made a cameo for wetp.vxl in this pack but I'm probably not gonna use it any longer. The zip includes the Photoshop PSD.
  Topic: Engie File converter + Game formats documentation
OmegaBolt

Replies: 18
Views: 1330

Post Posted: Thu Aug 23, 2018 3:02 pm    Subject: Engie File converter + Game formats documentation
Forum:  Featured Tools » Community Tools
Well, after splitting another spritesheet into frames, got another strange result. #Tongue
  Topic: The next Ares
OmegaBolt

Replies: 261
Views: 24714

Post Posted: Tue Aug 21, 2018 4:15 pm    Subject: The next Ares
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Does it have a 0x0 foundation? Never had crashes when those overlap other buildings.
  Topic: Engie File converter + Game formats documentation
OmegaBolt

Replies: 18
Views: 1330

Post Posted: Tue Aug 21, 2018 12:30 pm    Subject: Engie File converter + Game formats documentation
Forum:  Featured Tools » Community Tools
Pretty sure it did crash at 3x zoom, but now it seems to be working in the latest version. Didn't get any exceptions by zooming. The zoom out is nice too. Splitting that sheet into frames appears to w ...
  Topic: Engie File converter + Game formats documentation
OmegaBolt

Replies: 18
Views: 1330

Post Posted: Mon Aug 20, 2018 8:30 pm    Subject: Engie File converter + Game formats documentation
Forum:  Featured Tools » Community Tools
Yeah just limiting the zoom if it would bug out would be nice. I guess honestly I'm probably trying to do things with this program that it wasn't really designed for.

I attached the spritesheet and ...
  Topic: The next Ares
OmegaBolt

Replies: 261
Views: 24714

Post Posted: Mon Aug 20, 2018 7:38 pm    Subject: The next Ares
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
You could do the inverse, and provide a building that acts as the prerequisite.
  Topic: Engie File converter + Game formats documentation
OmegaBolt

Replies: 18
Views: 1330

Post Posted: Mon Aug 20, 2018 1:59 pm    Subject: Engie File converter + Game formats documentation
Forum:  Featured Tools » Community Tools
Just so you know, I get an unhandled exception when zooming in 3x on a spritesheet thats 2913x3270. Here's the log: https://pastebin.com/uGCEKkc0

Would be nice if there were zoom out options for sp ...
  Topic: The next Ares
OmegaBolt

Replies: 261
Views: 24714

Post Posted: Mon Aug 20, 2018 1:38 pm    Subject: The next Ares
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
This means that the anim might not fire at all if its runtime is shorter than the delay.That's not the issue here though, as far as I see. Not sure what you changed between versions, but on 18.224.868 ...
  Topic: The next Ares
OmegaBolt

Replies: 261
Views: 24714

Post Posted: Sun Aug 19, 2018 5:30 pm    Subject: The next Ares
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Damage.Delay definitely makes things unreliable now, it didnt do this with Threshold or earlier versions of Delay as far as I noticed. Sometimes it the animation weapon isn't fired by an anim at all.
  Topic: The next Ares
OmegaBolt

Replies: 261
Views: 24714

Post Posted: Thu Aug 16, 2018 8:34 pm    Subject: The next Ares
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
It seems that a vehicle converting into another vehicle that spawns things crashes the game, but doing it the other way around does not (including converting back).

Code here: https://pastebin.com/ ...
  Topic: Magnetron Remake
OmegaBolt

Replies: 9
Views: 1235

Post Posted: Mon Aug 13, 2018 8:43 pm    Subject: Magnetron Remake
Forum:  Modding Central » Media Hut » Voxels
Best public Magnetron for sure, great job.
  Topic: Abductor / DeathWeapon bug
OmegaBolt

Replies: 2
Views: 230

Post Posted: Sun Aug 12, 2018 10:40 pm    Subject:   Abductor / DeathWeapon bug
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Fun one. Just played a game where a building with an abductor weapon abducted loads of infantry with death weapons over the course of a game. When the player quit the deathweapons detonated in the all ...
  Topic: Ideas & suggestions
OmegaBolt

Replies: 521
Views: 38887

Post Posted: Sat Aug 11, 2018 3:42 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Abductor.Destination=TechnoType

This would check if the owner has the technotype with free passengers and then the abducted unit is sent there. Primarily I'd be interested in it working with buildi ...
  Topic: Issue on mine Nooze's Soviet Airfield
OmegaBolt

Replies: 3
Views: 367

Post Posted: Sat Aug 11, 2018 10:21 am    Subject: Issue on mine Nooze's Soviet Airfield
Forum:  Modding Central » Media Hut
On my art code I have ZShapePointMove=100,50, which should fix it.
  Topic: The next Ares
OmegaBolt

Replies: 261
Views: 24714

Post Posted: Wed Aug 08, 2018 11:25 am    Subject: The next Ares
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
In the latest version PreImpactAnim is displayed but the warhead does not wait for it to finish before detonating.
  Topic: [RA2/YR] Another RAO Building
OmegaBolt

Replies: 5
Views: 1045

Post Posted: Sun Aug 05, 2018 1:19 pm    Subject: [RA2/YR] Another RAO Building
Forum:  Modding Central » Media Hut » SHPs
What I intend to use it for doesnt call for a 3x3 building though. #Tongue
  Topic: YR Red-Resurrection Patch 2.2.8 release!
OmegaBolt

Replies: 3
Views: 593

Post Posted: Fri Aug 03, 2018 5:39 pm    Subject: YR Red-Resurrection Patch 2.2.8 release!
Forum:  PPM Zone » PPM News Network
I always liked how quick a Minigunner can kill a Con Yard in Tib Dawn so I wanted similar sort of thing here. Lower tier infantry have good firepower but die pretty easily.
  Topic: [RA2/YR] Another RAO Building
OmegaBolt

Replies: 5
Views: 1045

Post Posted: Fri Aug 03, 2018 5:26 pm    Subject:   [RA2/YR] Another RAO Building
Forum:  Modding Central » Media Hut » SHPs
The buildups a bit wiggly but I'm not working on it anymore. 2x2 building. Includes cameo, snow, damage frames, buildup and a simple blinking light animation.
  Topic: YR Red-Resurrection Patch 2.2.8 release!
OmegaBolt

Replies: 3
Views: 593

Post Posted: Thu Aug 02, 2018 5:06 pm    Subject:   YR Red-Resurrection Patch 2.2.8 release!
Forum:  PPM Zone » PPM News Network
https://i.imgur.com/jJ3kKYD.jpg

Patch 2.2.8 for YR Red-ResurrectionBig Features
EUROPEAN COUNTRY REWORK- Chrono Legionnaires have been moved to T3, and Sonic Enforcers moved up to T4, with related ...
  Topic: Ideas & suggestions
OmegaBolt

Replies: 521
Views: 38887

Post Posted: Sun Jul 29, 2018 6:43 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Just use an airburst weapon that creates the rad.
  Topic: Ideas & suggestions
OmegaBolt

Replies: 521
Views: 38887

Post Posted: Tue Jul 24, 2018 2:30 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I'll repeat a few of my suggestions, so they dont get totally forgotten. #Tongue

1. 2. 3. [Animation] Damage.FrameDelay = int

Allows you set it how often the animation warhead or weapon is applied, ...
  Topic: The Dune reboot starts filming in february 2019
OmegaBolt

Replies: 5
Views: 217

Post Posted: Fri Jul 20, 2018 4:05 pm    Subject: The Dune reboot starts filming in february 2019
Forum:  Miscellaneous Forums » Offtopic Discussion Area
Not a big fan of the director so idk. Depends what the movie's like in the end. Big films just feel so stiff and overproduced these days that I don't have my hopes up that I'll really enjoy it.

And ...
 
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