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  Topic: Playtest 20170923 now available for testing
Reaperrr

Replies: 0
Views: 39

Post Posted: Sun Sep 24, 2017 11:51 am    Subject:   Playtest 20170923 now available for testing
Forum:  Modding Central » OpenRA Editing Forums » OpenRA News
With two months and two http://www.openra.net/images/news/20170923-assaultmove.gif
Hold Ctrl when issuing an Attack Move order to activate Assault Move.

This playtest will be your last chance to r ...
  Topic: OpenRA Playtest 20170923 now available for testing
Reaperrr

Replies: 0
Views: 16

Post Posted: Sun Sep 24, 2017 11:51 am    Subject:   OpenRA Playtest 20170923 now available for testing
Forum:  PPM Zone » PPM News Network
With two months and two http://www.openra.net/images/news/20170923-assaultmove.gif
Hold Ctrl when issuing an Attack Move order to activate Assault Move.

This playtest will be your last chance to r ...
  Topic: Playtest 20170902
Reaperrr

Replies: 11
Views: 374

Post Posted: Sun Sep 03, 2017 8:41 pm    Subject: Playtest 20170902
Forum:  Modding Central » OpenRA Editing Forums » OpenRA News

\Edit
none of the exes work. I guess .NET 4.0 and winXP is too old.

Yes, sorry, 4.5 is the minimum requirement since sometime last year.
  Topic: Playtest 20170902
Reaperrr

Replies: 11
Views: 374

Post Posted: Sat Sep 02, 2017 10:28 pm    Subject:   Playtest 20170902
Forum:  Modding Central » OpenRA Editing Forums » OpenRA News
A bit over a month after the previous playtest, we’re pleased to announce the new release candidate, http://www.openra.net/images/news/20170902-agenda-civ-tech.png
The new capturable civilian tech ...
  Topic: OpenRA Playtest 20170902
Reaperrr

Replies: 0
Views: 167

Post Posted: Sat Sep 02, 2017 10:28 pm    Subject:   OpenRA Playtest 20170902
Forum:  PPM Zone » PPM News Network
A bit over a month after the previous http://www.openra.net/images/news/20170902-agenda-civ-tech.png
The new capturable civilian tech structures, displayed on the new map Agenda. Forward Command prov ...
  Topic: OpenRA Dev Blog
Reaperrr

Replies: 54
Views: 9602

Post Posted: Mon Jun 05, 2017 9:36 pm    Subject: OpenRA Dev Blog
Forum:  Modding Central » OpenRA Editing Forums
But for the sake of modder-friendlyness, I'll see if I can fix the 'ApplyToAllTargetablePositions' instead of removing it, although that probably means I'll change it to 'ApplyToAllOccupiedCells', to ...
  Topic: OpenRA Dev Blog
Reaperrr

Replies: 54
Views: 9602

Post Posted: Mon Jun 05, 2017 8:31 pm    Subject: OpenRA Dev Blog
Forum:  Modding Central » OpenRA Editing Forums
Not in the current shape, no. Probably possible at a later point
Yeah, it's on my TO-DO list since I need it myself for my MechCommander mod.

at the moment, this is unfinished and breaks the balan ...
  Topic: OpenRA Dev Blog
Reaperrr

Replies: 54
Views: 9602

Post Posted: Sun Jun 04, 2017 9:44 pm    Subject: OpenRA Dev Blog
Forum:  Modding Central » OpenRA Editing Forums
It is rectangular and round bar shaped hitboxes that you see in a developer overlay there. It also displays damage taken in the small numbers. What looks like a red lighting effect around the explosio ...
  Topic: Twin Cannon Reduced bit rate version
Reaperrr

Replies: 10
Views: 749

Post Posted: Thu Mar 09, 2017 8:15 pm    Subject: Twin Cannon Reduced bit rate version
Forum:  Modding Central » OpenRA Editing Forums
and I doubt OpenRA has any problems handling bigger wave files either.
In terms of performance, uncompressed WAV files are currently vastly superior to AUD/IMA in OpenRA, because OpenRA doesn't supp ...
  Topic: Open Source SHP Builder: Information
Reaperrr

Replies: 83
Views: 152159

Post Posted: Sun Feb 12, 2017 1:38 pm    Subject: Open Source SHP Builder: Information
Forum:  PPM Zone » PPM Discussion Zone » Site Sections
@Milch&Muesli:

The d2k palette.bin is just a normal, simple Westwood 6-bit palette, same as what SHP Builder uses.
All you should need to do is to rename the palette.bin to d2k.pal and copy th ...
  Topic: OpenRA wants a new logo
Reaperrr

Replies: 65
Views: 3492

Post Posted: Mon Jan 09, 2017 12:49 am    Subject: OpenRA wants a new logo
Forum:  Modding Central » OpenRA Editing Forums
The way i see it biggest ORA pitfalls is the highly aggressive push from both the developers and players to insist this is the Westwood C&C game replacement
Uh, I'm seriously amazed about what c ...
  Topic: OpenRA wants a new logo
Reaperrr

Replies: 65
Views: 3492

Post Posted: Fri Jan 06, 2017 6:02 pm    Subject: OpenRA wants a new logo
Forum:  Modding Central » OpenRA Editing Forums
If the concept for its developers of constantly messing with the balancing is more appealing than third party developer ideas and requirements that would, because of the features, spark more interest ...
  Topic: OpenRA wants a new logo
Reaperrr

Replies: 65
Views: 3492

Post Posted: Thu Jan 05, 2017 8:23 am    Subject: OpenRA wants a new logo
Forum:  Modding Central » OpenRA Editing Forums
I thought that the new logo was already made public back last Christmas.
Community sh*tstorm was terrific, so that has been ditched, from what I've heard.
  Topic: Old, are we?
Reaperrr

Replies: 47
Views: 2712

Post Posted: Sun Oct 16, 2016 5:56 pm    Subject: Old, are we?
Forum:  Miscellaneous Forums » Offtopic Discussion Area
Old, indeed... joined with 19, soon 33  Shocked
  Topic: 8-Bit Invaders!
Reaperrr

Replies: 9
Views: 1153

Post Posted: Mon Sep 26, 2016 4:19 pm    Subject: 8-Bit Invaders!
Forum:  Miscellaneous Forums » Game Chat
I've enjoyed my time with 8-Bit Armies (am yet to play Hordes), but the campaigns have indeed been a let down. Compared to Red Alert 2's missions for example, they're really uninspired and lackluster, ...
  Topic: First public release of TDX
Reaperrr

Replies: 12
Views: 3974

Post Posted: Tue Sep 20, 2016 3:53 pm    Subject: First public release of TDX
Forum:  Other Projects » Pre-Alpha Projects » Tiberian Dawn Xtended
Where are you hosting the source for your TDX dll?
You've implemented most of what we need for rendering TS lasers, so it makes more sense to pull that upstream with the depth tweaks than to implemen ...
  Topic: First public Tiberian Dawn Xtended release inbound
Reaperrr

Replies: 16
Views: 3784

Post Posted: Mon Sep 19, 2016 9:18 pm    Subject: First public Tiberian Dawn Xtended release inbound
Forum:  Modding Central » Public Project Announcements
Version 0.53 has been out for a few days now.

http://www.ppmforums.com/viewtopic.php?t=42524

Amongst some balance tweaks, it fixes the RMB scrolling crash, and improves the Obelisk laser visuals ...
  Topic: First public release of TDX
Reaperrr

Replies: 12
Views: 3974

Post Posted: Thu Sep 15, 2016 2:33 pm    Subject: First public release of TDX
Forum:  Other Projects » Pre-Alpha Projects » Tiberian Dawn Xtended
Updated to version 0.53.

Fixed the RMB joystick scrolling crash and Napalm crates now actually deal damage.

Full update changelog:
BUGFIXES
- Fixed crash when using right mouse button joystick ...
  Topic: Arrakis Reborn
Reaperrr

Replies: 69
Views: 6331

Post Posted: Thu Sep 15, 2016 12:09 pm    Subject: Arrakis Reborn
Forum:  Modding Central » Public Project Announcements

2x YR size is still less that what you would get if you simply divide today's standard of 1920x1080 by that.
Wouldn't call 1920x1080 the standard, because laptop gaming also gained ground and those ...
  Topic: [OpenRA] Iowa Class Battleship
Reaperrr

Replies: 13
Views: 3892

Post Posted: Thu Sep 08, 2016 12:49 pm    Subject: [OpenRA] Iowa Class Battleship
Forum:  Modding Central » Media Hut » SHPs
For the record, the trait was renamed to UpgradeOnDamageState, because it now works for the initial damage state as well and doesn't require the state to change, and because it supports 'Undamaged' st ...
  Topic: Arrakis Reborn
Reaperrr

Replies: 69
Views: 6331

Post Posted: Sun Sep 04, 2016 11:41 pm    Subject: Arrakis Reborn
Forum:  Modding Central » Public Project Announcements
The primary advantage I see in pseudo-cliffs would be that you can use rendered sprites rather than voxels for vehicles (though tbf, OpenRA doesn't yet support voxel tilting anyway).
  Topic: First public release of TDX
Reaperrr

Replies: 6
Views: 2031

Post Posted: Mon Aug 29, 2016 10:44 pm    Subject: First public release of TDX
Forum:  PPM Zone » PPM News Network
1. Mod crashes when i use the "joystick" scrolling, as soon as i right click.
For me 'only' the cursor flickers (or rather disappears).

It's a bug in that OpenRA release either way, not ...
  Topic: First public release of TDX
Reaperrr

Replies: 12
Views: 3974

Post Posted: Mon Aug 29, 2016 10:16 pm    Subject: First public release of TDX
Forum:  Other Projects » Pre-Alpha Projects » Tiberian Dawn Xtended
Updated to v0.51.

Fixed the empty folder crash, PNG crash on Mac/Linux, downsized rank insignia, and migrated to .oramod package, which will make future updates much easier as well.

Edit:
Note ...
  Topic: First public release of TDX
Reaperrr

Replies: 12
Views: 3974

Post Posted: Mon Aug 29, 2016 4:57 pm    Subject: First public release of TDX
Forum:  Other Projects » Pre-Alpha Projects » Tiberian Dawn Xtended

The Nod Artillery was always quite weak in classic TD, since it had shorter range than the MSAM, no Anti-Air, no turret, slower speed and less damage. So imo the ARTY should get a balance fix and ge ...
  Topic: First public Tiberian Dawn Xtended release inbound
Reaperrr

Replies: 16
Views: 3784

Post Posted: Sun Aug 28, 2016 8:40 pm    Subject: First public Tiberian Dawn Xtended release inbound
Forum:  Modding Central » Public Project Announcements
Finally, much later than planned but also with a bit more visual polishing, the first non-beta release is out!

Head here for changelog, download and more screenshots: http://www.ppmforums.com/viewt ...
  Topic: First public release of TDX
Reaperrr

Replies: 12
Views: 3974

Post Posted: Sun Aug 28, 2016 8:30 pm    Subject:   First public release of TDX
Forum:  Other Projects » Pre-Alpha Projects » Tiberian Dawn Xtended
It is done.

After years of adding this, tweaking that, fine-tuning here, TDX has finally reached a state where I consider it release-worthy.
While it doesn't match what I originally envisioned it ...
  Topic: First public release of TDX
Reaperrr

Replies: 6
Views: 2031

Post Posted: Sun Aug 28, 2016 8:30 pm    Subject:   First public release of TDX
Forum:  PPM Zone » PPM News Network
It is done.

After years of adding this, tweaking that, fine-tuning here, Update: The release has been updated to version 0.51 which fixes a few bugs.

So without further ado, here are the changel ...
  Topic: Project Teaser
Reaperrr

Replies: 8
Views: 2336

Post Posted: Fri Aug 19, 2016 10:16 am    Subject: Project Teaser
Forum:  Modding Central » OpenRA Editing Forums
That's the beauty of OpenRA.

I've already implemented customizable target positions (note how weapons target the torso rather than feet) and a working heat system that disables weapons above a cert ...
  Topic: Project Teaser
Reaperrr

Replies: 8
Views: 2336

Post Posted: Fri Aug 19, 2016 9:02 am    Subject: Project Teaser
Forum:  Modding Central » OpenRA Editing Forums
It's "not extracted from another game". Reaperrr is expanding the OpenRA-supported games with another one for a good while now. Nice to see how it looks atm.
Well, my project doesn't remake ...
  Topic: Project Teaser
Reaperrr

Replies: 8
Views: 2336

Post Posted: Thu Aug 18, 2016 10:46 pm    Subject:   Project Teaser
Forum:  Modding Central » OpenRA Editing Forums
A bit of a teaser from something I'm working on. Still in its infancy in many ways, but I felt like showing off anyway.
Ignore the strange color changes, they're just GIF artifacts.

https://i.imgu ...
  Topic: Dev Blog #2
Reaperrr

Replies: 9
Views: 699

Post Posted: Thu Aug 18, 2016 2:27 pm    Subject: Dev Blog #2
Forum:  Other Projects » Pre-Alpha Projects » Shattered Paradise » Announcements & Updates
This looks nice. Good job.

How do you created the gifs? Is the
I don't know about Nolt, but personally, I record an AVI with an old freeware version of HyperCam 2 and then convert that AVI to GIF ...
  Topic: [OpenRA] Iowa Class Battleship
Reaperrr

Replies: 13
Views: 3892

Post Posted: Thu Aug 11, 2016 9:52 am    Subject: [OpenRA] Iowa Class Battleship
Forum:  Modding Central » Media Hut » SHPs

I couldn't find a
The wiki is outdated, unfortunately.

For an example, look at the cyborg rules in OpenRA's WIP TS mod:
https://github.com/OpenRA/OpenRA/blob/bleed/mods/ts/rules/defaults.yaml# ...
  Topic: Max number of turrets on a single unit?
Reaperrr

Replies: 39
Views: 3562

Post Posted: Sat Aug 06, 2016 11:36 am    Subject: Max number of turrets on a single unit?
Forum:  Modding Central » OpenRA Editing Forums

Could you provide a code example how such a sequence would be set in the yamls?

Simply giving the unit an additional WithFacingSpriteBody@superstructure:
  Sequence: superstructure ...
  Topic: 8-Bit Hordes
Reaperrr

Replies: 9
Views: 3135

Post Posted: Sun Jul 31, 2016 4:53 pm    Subject: 8-Bit Hordes
Forum:  Miscellaneous Forums » Game Chat » Petroglyph Chat
and I still don't understand why this call 8 bits.
They need something memorable, distinguishable in the title, even if it's technically wrong.
And a cross-reference to 8-bit Armies, of course.

M ...
  Topic: C&C: Commando logo found
Reaperrr

Replies: 4
Views: 1095

Post Posted: Fri Jul 29, 2016 2:32 pm    Subject: C&C: Commando logo found
Forum:  Modding Central » Other Games Modding
AFAIK (might be wrong, though) C&C Commando was supposed to be the title, but they changed it to avoid running into legal issues with Pyro/Eidos over the 'Commandos' games.
  Topic: Terrain editing
Reaperrr

Replies: 11
Views: 734

Post Posted: Thu Jun 30, 2016 10:42 am    Subject: Terrain editing
Forum:  Modding Central » Media Hut
Just as a final question, what's the best way to create the palette for a custom tileset? I could've sworn that XCC mixer would create a single palette from multiple 255 colored files, but I do appear ...
  Topic: Terrain editing
Reaperrr

Replies: 11
Views: 734

Post Posted: Wed Jun 29, 2016 9:41 pm    Subject: Terrain editing
Forum:  Modding Central » Media Hut
Uhm, those are exported to yaml from the TMPs by the terrain importer, so your comment doesn't apply.
...I clearly haven't had a closer look on our TS terrain definitions recently.

So yeah, even h ...
  Topic: Terrain editing
Reaperrr

Replies: 11
Views: 734

Post Posted: Wed Jun 29, 2016 9:21 pm    Subject: Terrain editing
Forum:  Modding Central » Media Hut
Well ORA can just use SHP files I believe.
As long as you don't need height info or the extra image functionality (basically as long as you don't use height levels), then yes.
  Topic: A question about OpenRA Lan support
Reaperrr

Replies: 4
Views: 944

Post Posted: Sat May 28, 2016 1:25 pm    Subject: Re: A question about OpenRA Lan support
Forum:  Modding Central » OpenRA Editing Forums
Hello,

I want to play with my brother open ra and want to know if it is possible to create a server and play both on it, even if we have the same IP?

I created once a server and other players we ...
  Topic: New AI for RA. I call it para AI
Reaperrr

Replies: 9
Views: 2288

Post Posted: Fri May 20, 2016 9:34 am    Subject: New AI for RA. I call it para AI
Forum:  Modding Central » OpenRA Editing Forums
Did you forget to attach the script?

In any case, anyone who uses this should be aware that the spaces have to be replaced with tabs.
  Topic: Let's see your builds!
Reaperrr

Replies: 7
Views: 652

Post Posted: Sun May 08, 2016 12:53 pm    Subject: Let's see your builds!
Forum:  Miscellaneous Forums » Offtopic Discussion Area

I won't post a picture of mine, because my cabling is horrible, and it's not all that special anyway:
Same here.

My system is actually quite similar, except for the faster CPU:

CPU: Intel Cor ...
  Topic: 8-Bit Armies, from Petroglyph Games
Reaperrr

Replies: 16
Views: 4526

Post Posted: Mon Mar 28, 2016 1:24 pm    Subject: 8-Bit Armies, from Petroglyph Games
Forum:  PPM Zone » PPM News Network
My confidence in Petroglyph to make anything better than "solid all in all, but nothing really special" PC RTS has continously gone downhill after sw:eaw. While far from perfect, that was th ...
  Topic: As an American...
Reaperrr

Replies: 35
Views: 4080

Post Posted: Wed Feb 17, 2016 12:16 am    Subject: As an American...
Forum:  Miscellaneous Forums » Offtopic Discussion Area
At the moment I'd be plenty happy if we don't get nuked in a WWIII during the next 4 years, I don't even dare to dream about a longer grace period.

US, EU, Russia, China, the rest, it doesn't matte ...
  Topic: Have problems with Remaps on CnC assets in RA Mod.
Reaperrr

Replies: 2
Views: 1080

Post Posted: Mon Feb 01, 2016 5:58 pm    Subject: Have problems with Remaps on CnC assets in RA Mod.
Forum:  Modding Central » OpenRA Editing Forums
Remove Palette: cnc from RenderSprites, iirc it overrides the PlayerPalette.

You only need the PlayerPalette entry.
  Topic: OpenRA Dev Blog
Reaperrr

Replies: 54
Views: 9602

Post Posted: Thu Dec 31, 2015 3:14 pm    Subject: OpenRA Dev Blog
Forum:  Modding Central » OpenRA Editing Forums
What upcoming feature might I be demonstrating here?
  Topic: In-Game Screenshots
Reaperrr

Replies: 218
Views: 59972

Post Posted: Wed Dec 30, 2015 9:58 am    Subject: In-Game Screenshots
Forum:  Other Projects » Alpha Projects » Command and Conquer: Rewire
I have to agree with Bittah, the larger voxels looks horribly blocky and IMO look worse for what they are than the original TS graphics or the earlier smaller RW voxels. I'm not sure if this is limita ...
  Topic: WARSHIFT
Reaperrr

Replies: 8
Views: 1775

Post Posted: Fri Oct 23, 2015 9:54 am    Subject: WARSHIFT
Forum:  Miscellaneous Forums » Game Chat
Mech/'Drone' design is clearly BatteTech-inspired (looks like a hybrid between Cougar and Blackhawk). In a good way Smile
  Topic: OpenRA Dev Blog
Reaperrr

Replies: 54
Views: 9602

Post Posted: Mon Oct 05, 2015 5:01 pm    Subject: Another update
Forum:  Modding Central » OpenRA Editing Forums
While the latest release has only been out for two weeks, the release branch has been in feature-freeze since early August, so there's already a pile of new things added to the development branch to l ...
  Topic: Unofficial Red Alert 2 mod (image heavy)
Reaperrr

Replies: 130
Views: 24871

Post Posted: Thu Sep 24, 2015 9:16 pm    Subject: Unofficial Red Alert 2 mod (image heavy)
Forum:  Modding Central » OpenRA Editing Forums
Is https://github.com/reaperrr/openra/tree/ra2%23master the new place where external community development should take place?
No. This is (or was...) just meant to be PR'd to Phrohdoh's branch later. ...
  Topic: Unofficial Red Alert 2 mod (image heavy)
Reaperrr

Replies: 130
Views: 24871

Post Posted: Wed Sep 23, 2015 9:52 pm    Subject: Unofficial Red Alert 2 mod (image heavy)
Forum:  Modding Central » OpenRA Editing Forums
RA2 is the next step so I am surprised the core team didn't want to embrace it and help.
As mentioned before, the problem is mostly in the added pull request review & update overhead this would c ...
 
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