:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::
Do you want to advertise at Project Perfect Mod. Find out how to do it HERE.

Search found 1013 matches
 Forum index » Search
Page 1 of 21 [1013 Posts]   Goto page: 1, 2, 3, ..., 19, 20, 21 Next
Author Message
  Topic: Rising from the grave
SuperJoe

Replies: 12
Views: 3252

Post Posted: Fri Apr 01, 2016 6:45 am    Subject: Rising from the grave
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » Intel
If the Tiberian Sun Client thing doesn't need too much adjustments to rules.ini or anything, I can try and see if it could be included to the mod. I'm just afraid there might be some conflicts with th ...
  Topic: Rising from the grave
SuperJoe

Replies: 12
Views: 3252

Post Posted: Thu Mar 31, 2016 7:24 pm    Subject:   Rising from the grave
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » Intel
Welp, it has been a while since I worked on this mod. Got a pm from Death Cultist asking about the status of the mod, which made me give it a try again (literally hadn't touched it in the past 2 years ...
  Topic: Commander unit
SuperJoe

Replies: 24
Views: 7294

Post Posted: Sat Apr 05, 2014 5:34 pm    Subject: Commander unit
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » General Discussion
You say that like it's a skill that'll work work to his advantage. When a group of enemy units attacks you and there's a commando or any kind of other "hero" unit among them, you'd normally ...
  Topic: Commander unit
SuperJoe

Replies: 24
Views: 7294

Post Posted: Fri Apr 04, 2014 7:51 pm    Subject: Commander unit
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » General Discussion
Nod commanders finished.


Commander Alistair:

http://superjoe.ppmsite.com/profiles/command/com_alistair.png

Nobody knows what sort of sadistic face is smirking behind that mask, but commande ...
  Topic: Commander unit
SuperJoe

Replies: 24
Views: 7294

Post Posted: Tue Apr 01, 2014 8:23 pm    Subject: Commander unit
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » General Discussion
Here's a new Nod commander armed with a chemical sprayer finished. Will be replacing Hassan and Vega with original new commanders. The chemical commander will have limited ammo after which he will nee ...
  Topic: Multiple MCVs, con.yards and factions (*****)
SuperJoe

Replies: 70
Views: 26416

Post Posted: Mon Mar 31, 2014 3:40 pm    Subject: Multiple MCVs, con.yards and factions (*****)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Have you taken a look at the work-around I used to get 4 factions to work in DTA?

The AI MCVs deploy via a dummy weapon with DeployToFire=yes and the Construction Yard then spawns an unselectable f ...
  Topic: Multiple MCVs, con.yards and factions (*****)
SuperJoe

Replies: 70
Views: 26416

Post Posted: Mon Mar 31, 2014 2:15 pm    Subject: Multiple MCVs, con.yards and factions (*****)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Heh here's another weird alternative to fix the HELPER vehicle issue. Instead of giving it any weapons, just give it


[HELPER]
...
MovementRestrictedTo=Rock
SpeedType=Creep ; Would need ...
  Topic: Multiple MCVs, con.yards and factions (*****)
SuperJoe

Replies: 70
Views: 26416

Post Posted: Sun Mar 30, 2014 11:40 pm    Subject: Multiple MCVs, con.yards and factions (*****)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
While attaching limpets into infantry does not seem to slow the infantry down or change its selection box color, it does make it reveal terrain for you.

Found kind of a solution to this. if you set ...
  Topic: Multiple MCVs, con.yards and factions (*****)
SuperJoe

Replies: 70
Views: 26416

Post Posted: Sun Mar 30, 2014 6:02 pm    Subject: Multiple MCVs, con.yards and factions (*****)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Tried updating this logic with something that would allow you to get rid of both the map triggers. Instead of suiciding the human owned HELPER unit at the start of the match, it would attach itself (w ...
  Topic: Commander unit
SuperJoe

Replies: 24
Views: 7294

Post Posted: Sun Mar 30, 2014 1:17 pm    Subject: Commander unit
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » General Discussion
Does Willard know Hellfire's name? What happens, when he asks that info?

If he was to ask, I would presume Hellfire responds in her typical manner and tries to burn Willard alive. Willard would do ...
  Topic: Commander unit
SuperJoe

Replies: 24
Views: 7294

Post Posted: Sat Mar 29, 2014 8:28 pm    Subject: Commander unit
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » General Discussion
SHP work mostly done with the Forgotten commanders. Here are their profiles. Once I have all the GDI and Nod commanders thought out and finished, will create a separate topic for all the commander pro ...
  Topic: Commander unit
SuperJoe

Replies: 24
Views: 7294

Post Posted: Thu Mar 27, 2014 8:02 pm    Subject: Commander unit
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » General Discussion
Anim of the hunter:

http://superjoe.ppmsite.com/screens/misc/hunter_anim.gif

Heh, maybe you could replace the shoulder remap with white to look like he's attached skulls there, and in compensati ...
  Topic: Commander unit
SuperJoe

Replies: 24
Views: 7294

Post Posted: Thu Mar 27, 2014 12:01 pm    Subject: Commander unit
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » General Discussion
Reminds of me of WC3 hero units. Perhaps being mutants, one is like an uber-support, with a crazy healing ability, guess thats it, since sadly no aura buffs like "AttachEffects". I would ima ...
  Topic: Commander unit
SuperJoe

Replies: 24
Views: 7294

Post Posted: Wed Mar 26, 2014 4:38 pm    Subject: Commander unit
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » General Discussion
I've been thinking of returning this feature to the mod. Here's a preview of some work on the Forgotten commanders.

http://oi62.tinypic.com/avsmmb.jpg

Unlike GDI and Nod commanders who wear the ...
  Topic: HyperPatch 0.3: the day that Aircraft Transport bug is gone!
SuperJoe

Replies: 23
Views: 7696

Post Posted: Wed Mar 26, 2014 11:25 am    Subject: HyperPatch 0.3: the day that Aircraft Transport bug is gone!
Forum:  PPM Zone » PPM News Network

- Reload happens normally on pad, passengers don't disappear, they remain in plane. Unloading passengers when docked makes them disappear.


This is the only thing that can cause serious issues. ...
  Topic: HyperPatch 0.3: the day that Aircraft Transport bug is gone!
SuperJoe

Replies: 23
Views: 7696

Post Posted: Tue Mar 25, 2014 5:15 pm    Subject: HyperPatch 0.3: the day that Aircraft Transport bug is gone!
Forum:  PPM Zone » PPM News Network
lol glad to see this one finally fixed, no need to waste time trying to work around it anymore. Though what happens if you have an armed transport? When it runs out of ammo and goes to reload on a hel ...
  Topic: RepairRate
SuperJoe

Replies: 9
Views: 1456

Post Posted: Sun Mar 23, 2014 1:44 pm    Subject: RepairRate
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » General Discussion
If what you say about SelfHealing is true, is IRepairRate only used for the hospital? It seems to be really fast at healing infantry, but I've noticed infantry with more HP take longer to heal.

Acc ...
  Topic: RepairRate
SuperJoe

Replies: 9
Views: 1456

Post Posted: Sat Mar 22, 2014 3:51 pm    Subject:   RepairRate
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » General Discussion
One thing I've noticed in my mod and TS in general is that attacking bases is really hard. Unless you have a very large attack force or artillery, attacking bases doesn't pay off. By the time you take ...
  Topic: First post of 2014!
SuperJoe

Replies: 5
Views: 1022

Post Posted: Tue Mar 11, 2014 7:41 pm    Subject: First post of 2014!
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » General Discussion
I had to take a break from modding due to other things last summer, and when I didn't get back to it right away I kind of forgot about the whole mod over time. Just recently started checking back on t ...
  Topic: Making the starting units spread out
SuperJoe

Replies: 10
Views: 1290

Post Posted: Sun Nov 17, 2013 11:15 pm    Subject: Making the starting units spread out
Forum:  Modding Central » Tiberian Sun Editing Forum
You could try hacking the EXE with one of the following (as pointed out by AlexB). Use a program like 6A 05 there. Try changing the 05 to one of the following (copied from Banshee's AI script tutorial ...
  Topic: Just a thought and a question
SuperJoe

Replies: 14
Views: 1681

Post Posted: Tue Sep 17, 2013 1:47 am    Subject: Just a thought and a question
Forum:  Featured Projects » Twisted Insurrection » Your Input
http://www.ppmsite.com/forum/viewtopic.php?t=34620

This method allows you to have fully working sub-factions in TS (even works with the AI). You have to do the faction selection at the start of the ...
  Topic: Brutal Doom
SuperJoe

Replies: 30
Views: 9047

Post Posted: Wed Jul 24, 2013 11:46 pm    Subject: Brutal Doom
Forum:  Miscellaneous Forums » Game Chat » Doom Chat
Another interesting old school FPS mod, Duke Nukem Forever 2013. A mod based on the early trailers of Duke Nukem Forever, done in the old (modified) Build engine. Watched a playthrough of it and it lo ...
  Topic: Brutal Doom
SuperJoe

Replies: 30
Views: 9047

Post Posted: Mon Jul 15, 2013 5:22 pm    Subject: Brutal Doom
Forum:  Miscellaneous Forums » Game Chat » Doom Chat
New trailer for the soon to be released version 0.19: http://www.youtube.com/watch?v=89iszJNcKQw

The new marine AI seems pretty good: http://www.youtube.com/watch?v=THChm0pxX8g
  Topic: Airtransports (once again)
SuperJoe

Replies: 5
Views: 943

Post Posted: Tue Jul 09, 2013 12:41 am    Subject: Airtransports (once again)
Forum:  Modding Central » Tiberian Sun Editing Forum
What does the highlighted unit do exactly?

Occupy the same cell as the transport, allowing it to land without going crazy.
  Topic: Airtransports (once again)
SuperJoe

Replies: 5
Views: 943

Post Posted: Tue Jul 09, 2013 12:31 am    Subject:   Airtransports (once again)
Forum:  Modding Central » Tiberian Sun Editing Forum
Yet another attempt to get airtransports working. You can see the idea from the animation. It really has no drawbacks, but its use is limited to maps. Naturally the extra unit would be made invisible ...
  Topic: Faction posters
SuperJoe

Replies: 12
Views: 3596

Post Posted: Fri Jul 05, 2013 8:01 am    Subject: Faction posters
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » General Discussion
Albatross - the only GDI Gunship with a boner.

Haha I was waiting for someone to point that out. Guess it is kind of fitting seeing how you are f*cked if the Albatross is coming after you.

I jus ...
  Topic: Faction posters
SuperJoe

Replies: 12
Views: 3596

Post Posted: Thu Jul 04, 2013 3:59 pm    Subject: Faction posters
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » General Discussion
Here's the Nod faction poster. I think this one would benefit from a background even more since there's more empty space in it.

http://superjoe.ppmsite.com/screens/misc/cover_nod.png

Ditch the i ...
  Topic: AI Carryalls?
SuperJoe

Replies: 3
Views: 890

Post Posted: Wed Jul 03, 2013 3:57 pm    Subject: AI Carryalls?
Forum:  Modding Central » Tiberian Sun Editing Forum
It can kind of be done, but probably not for skirmish AI. See [url=http://www.ppmsite.com/forum/viewtopic.php?t=33208]this topic for more information.
  Topic: The Nod "Ghost" soldier...
SuperJoe

Replies: 42
Views: 4020

Post Posted: Tue Jul 02, 2013 4:35 am    Subject: The Nod "Ghost" soldier...
Forum:  Featured Projects » Twisted Insurrection » Your Input
I was never a fan of limpet drones or their abilities, I'd rather use something a little more unique and useful. Wink I don't mind the thought of giving him a combat knife melee, Col. Burton style.

T ...
  Topic: Recruiter=yes AI
SuperJoe

Replies: 13
Views: 1809

Post Posted: Tue Jul 02, 2013 4:25 am    Subject: Recruiter=yes AI
Forum:  Modding Central » Tiberian Sun Editing Forum
Some of these ai.ini keys are a bit of a mystery. I've tried to test them a lot to figure out what each key does, but once again looks like I was wrong about Recruiter key, at least partly. It would b ...
  Topic: Recruiter=yes AI
SuperJoe

Replies: 13
Views: 1809

Post Posted: Mon Jul 01, 2013 7:47 pm    Subject: Recruiter=yes AI
Forum:  Modding Central » Tiberian Sun Editing Forum
As far as I know it means the team should prefer to recruit existing units to form the itself instead of building new units. If the required units do not exist, it builds them. Also there's a scenario ...
  Topic: Speed upgrade
SuperJoe

Replies: 12
Views: 1440

Post Posted: Thu Jun 27, 2013 12:34 am    Subject: Speed upgrade
Forum:  Modding Central » Tiberian Sun Editing Forum
SuperJoe does this work on aircrafts or is locked to vehicles ?

Quick test shows it doesn't work on aircraft. You can infect them (and their selection box shows they are infected), but their speed ...
  Topic: Faction posters
SuperJoe

Replies: 12
Views: 3596

Post Posted: Thu Jun 27, 2013 12:30 am    Subject:   Faction posters
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » General Discussion
Just an idea I got off the faction specific dvd covers C&C: Generals had. These "posters" aim to capture what each faction is about. First off GDI, who obviously are all about overwhelmi ...
  Topic: Speed upgrade
SuperJoe

Replies: 12
Views: 1440

Post Posted: Wed Jun 26, 2013 7:10 am    Subject: Speed upgrade
Forum:  Modding Central » Tiberian Sun Editing Forum
SuperJow, do you found a way to keep the LimpetFactor firing unit (so it doesn't vanish)?
How about using a double stage reaper splits weapon? First warhead just for targeting and the second warhead ...
  Topic: Speed upgrade
SuperJoe

Replies: 12
Views: 1440

Post Posted: Wed Jun 26, 2013 2:57 am    Subject: Speed upgrade
Forum:  Modding Central » Tiberian Sun Editing Forum
Few further tests showed that going above 100 seems to always make it move super fast. I couldn't spot a difference between 101 and 500, it always moved really fast and in a bit buggy way, stopping ev ...
  Topic: Speed upgrade
SuperJoe

Replies: 12
Views: 1440

Post Posted: Wed Jun 26, 2013 1:40 am    Subject:   Speed upgrade
Forum:  Modding Central » Tiberian Sun Editing Forum
Here's another one of those weird discoveries. If you give a warhead:

[WarheadX]
LimpetFactor=120 ; Anything above 100 will do

The unit targetted with the limpet logic weapon will becom ...
  Topic: Albatross Heavy Weapons Platform
SuperJoe

Replies: 51
Views: 22145

Post Posted: Tue Jun 25, 2013 11:17 pm    Subject: Albatross Heavy Weapons Platform
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » New GDI Units
Ehm... Are TS normals really capable of such level smoothing since you pick past TS range? I was under impression given the rather limited normals, it was mostly good for sharp normals.
Unless you mi ...
  Topic: Albatross Heavy Weapons Platform
SuperJoe

Replies: 51
Views: 22145

Post Posted: Tue Jun 25, 2013 11:24 am    Subject: Albatross Heavy Weapons Platform
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » New GDI Units
Updated the profile with new pics. The new voxel has probably made this my favorite unit now.

What kind of tail fin do you want for this plane?

Already did the cameo with the current tail and it ...
  Topic: Albatross Heavy Weapons Platform
SuperJoe

Replies: 51
Views: 22145

Post Posted: Sun Jun 23, 2013 8:38 pm    Subject: Albatross Heavy Weapons Platform
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » New GDI Units
Really nice model, texture and smooth normals.
The only thing i dislike is the long erected tail with the copied small side fins.
A single wing, or the upper wings different than the lower ones woul ...
  Topic: Albatross Heavy Weapons Platform
SuperJoe

Replies: 51
Views: 22145

Post Posted: Sun Jun 23, 2013 12:40 pm    Subject: Albatross Heavy Weapons Platform
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » New GDI Units
Here are a few animations showing the plane closer:

http://superjoe.ppmsite.com/profiles/misc/albapose_1.gif

http://superjoe.ppmsite.com/profiles/misc/albapose_2.gif

yeah but the logo is usua ...
  Topic: Albatross Heavy Weapons Platform
SuperJoe

Replies: 51
Views: 22145

Post Posted: Sun Jun 23, 2013 9:36 am    Subject: Albatross Heavy Weapons Platform
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » New GDI Units
Kinda looks like a transport plane instead of a bomber.

That is the idea, as the description says:

The Albatross Heavy Weapons Platform is based off a simple idea: combine the heavy armor and ca ...
  Topic: Albatross Heavy Weapons Platform
SuperJoe

Replies: 51
Views: 22145

Post Posted: Sun Jun 23, 2013 4:27 am    Subject: Albatross Heavy Weapons Platform
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » New GDI Units
Here's a work-in-progress attempt at a new look for the Albatross, based on Zero18's AC250 voxel. Surprised how clearly the 07 and the logo on the side appear on the voxel after I resized it in HVA bu ...
  Topic: Near perfect sub-factions
SuperJoe

Replies: 18
Views: 6985

Post Posted: Fri Jun 21, 2013 6:43 am    Subject: Near perfect sub-factions
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
I hate to be the one to Necrobump, but I'm getting a major issue after a few tests. It would seem for some reason after placing down the HELPER unit, after a successful test run of the map, the map wi ...
  Topic: Screenshots (21.06.2013)
SuperJoe

Replies: 1
Views: 3862

Post Posted: Fri Jun 21, 2013 6:07 am    Subject:   Screenshots (21.06.2013)
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » Screenshots
Some screens that have been piling up.

GDI forces regrouping:

http://superjoe.ppmsite.com/screens/21_06_2013/gdirest.png

Bringing some light to the darkness:

http://superjoe.ppmsite.com/sc ...
  Topic: Elite Cadre
SuperJoe

Replies: 6
Views: 5050

Post Posted: Tue Jun 11, 2013 2:46 pm    Subject: Elite Cadre
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » General Discussion
Here's an ingame comparison:

http://superjoe.ppmsite.com/screens/misc/cadrecomp2.png

EMP might be too powerful ability for them as they can be bought in masses (basically a late game alternative ...
  Topic: FinalSun.ini not in Windows Folder
SuperJoe

Replies: 6
Views: 1964

Post Posted: Tue Jun 11, 2013 2:40 pm    Subject: FinalSun.ini not in Windows Folder
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
I'd love to be able to disable the automatic "cleaning" of the map file when you save a map. FinalSun removes any comments from the map file and rearranges everything. Very annoying sometime ...
  Topic: IsCoreDefender
SuperJoe

Replies: 24
Views: 1952

Post Posted: Tue Jun 11, 2013 8:18 am    Subject: IsCoreDefender
Forum:  Modding Central » Tiberian Sun Editing Forum
IsCoreDefender=yes makes a vehicle immune to EMP, one of the few keys in TS to do so.

hey guys, how exactly bigger is selection box using IsCoreDefender tag from normal selection box? 50%, double b ...
  Topic: PrimaryFLH and SecondaryFLH
SuperJoe

Replies: 11
Views: 1009

Post Posted: Tue Jun 11, 2013 8:14 am    Subject: Re: PrimaryFLH and SecondaryFLH
Forum:  Modding Central » Tiberian Sun Editing Forum

When i change something like this.

PrimaryFLH=32,16,200

to...

Primary FLH=64,16,200


It instead move the bullet starting position left. I thought the starting number is meant to move t ...
  Topic: FinalSun.ini not in Windows Folder
SuperJoe

Replies: 6
Views: 1964

Post Posted: Tue Jun 11, 2013 8:12 am    Subject: FinalSun.ini not in Windows Folder
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
I'd love to be able to disable the automatic "cleaning" of the map file when you save a map. FinalSun removes any comments from the map file and rearranges everything. Very annoying sometime ...
  Topic: Elite Cadre
SuperJoe

Replies: 6
Views: 5050

Post Posted: Tue Jun 11, 2013 7:53 am    Subject: Elite Cadre
Forum:  Other Projects » Alpha Projects » Tiberian Sun - Reform » General Discussion
I'm playing around with an idea of turning the Temple of Nod into an advanced barracks (with the alternate factory trick). You could build the Cyborg Commando, It's nice, but it seems like this is the ...
 
Page 1 of 21 [1013 Posts]   Goto page: 1, 2, 3, ..., 19, 20, 21 Next
 Forum index » Search
Jump to:  


Powered by phpBB © phpBB Group

Wildcard SSL Certificates
[ Time: 0.2766s ][ Queries: 16 (0.1305s) ][ Debug on ]