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kopaka649
Energy Commando


Joined: 02 Jan 2003
Location: Earth...

PostPosted: Wed May 21, 2003 4:02 am    Post subject: Reply with quote  Mark this post and the followings unread

OMG HOW DID YOU DO THAT!!!!????

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Wed May 21, 2003 8:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Whats so good about running it in debug mode?

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Wed May 21, 2003 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

TerroR wrote:
Whats so good about running it in debug mode?


Well, it has one important function: You can how fast the game is running. If the FPS counter runs under 20 in Normal speed, something is wrong.

BTW, the screenshot that Smiff posted also includes restored Titan Gunfire animation from prerelease screenshots Smile



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kopaka649
Energy Commando


Joined: 02 Jan 2003
Location: Earth...

PostPosted: Thu May 22, 2003 12:12 am    Post subject: Reply with quote  Mark this post and the followings unread

so how do you get debug?

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Thu May 22, 2003 1:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Copy&Paste of DeeZire's RA2 guide:
Quote:

Red Alert 2 EXE Switches

It is actually possible to customize the running of Red Alert 2 by running the RA2.EXE file from the command line and adding any of the following switches. The syntax of the command should be (remember to change the drive and directory as appropriate as this is the default installation path);-

C:\Westwood\RA2\RA2.EXE [apply switches here]

The available switches are (note that they are case sensitive);-

-X Forces the game to run in DOS 1.19 or later compatibility mode (obsolete)
-O Forces the game to run in DOS 1.07 compatibility mode (obsolete)
-WIN Runs the game in a new Desktop Window instead of full screen mode
-16 Forces 16-bit color (although the game defaults to this anyway)
-480 Sets screen height to 480 pixels instead of 400 in 640x400 resolution (DOS compatibility setting)
xXy Runs the game with the resolution settings as specified (height X width)
-ATTRACT Unknown
-MESSAGES Allows incoming messages from outside the game (WOL)
-STEALTH Hides players names in multiplayer LAN and Internet games
-NOROUTER Unknown
-DROP= Unknown
-DLINK1 (YR) Unknown but related to Network options
-NETGEAR Enable additional NetGear logic (helps with NetGear based LAN configurations)
-MPDEBUG Runs the game with Multiplayer Debug Mode enabled
-SOCKET Specifies a network socket number (between 0 and 16383)
-DESTNET Destination network address (IP format, nn.nn.nn.nn)
-SPEEDCONTROL (YR) Unknown but related to Network options
-CD Specifies CD-ROM from which to run the game (0 or 1, but 2 can be used if YR is installed)
/h Meant to query the application's help file (obsolete)
-h Meant to query the application's help file (obsolete)
-? Meant to query the application's command line parameters (obsolete)
/? Meant to query the application's command line parameters (obsolete)
-play [filename] Plays a game movie file (IPB format)
-record Creates a game movie file (defaults to SESSION.IPB) in the Red Alert 2 directory
-noaudio Switches all audio off (useful for players with sound card issues)
-nostr Starts the game without reading the .CSF file
-str As above but the game will read the .CSF file (although the game defaults to this anyway)
-jabber Disables reading of the .CSF file resulting in much jibberish!
GrabPatches Launches the game and gets it only to check for an updated version (patch)

Examples (remember to change the drive and directory as appropriate as this is the default installation path);-

- to run Red Alert 2 in 16 bit color in a new window with Multiplayer Debug Mode enabled you would use;-
C:\Westwood\RA2\RA2.EXE -WIN -MPDEBUG -16

- to record a movie of the game being played, use;-
C:\Westwood\RA2\RA2.EXE -record

- and to play that movie, use;-
C:\Westwood\RA2\RA2.EXE -play session.ipb


Not all functions mentioned here work in TS.

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Thu May 22, 2003 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

As smiff said, the record thing doesn't work for some reason, at least not in TS. But there's a rules tag somewhere that specifies how long the movie records for. Perhaps there's some way to get this to work, with an EXE hack maybe?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu May 22, 2003 7:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

In fact, the record would create a file known as "record.bin" which still receives mention in the game engine. However, there is no known way to activate the recording function in TS... it looks like to be a "lost code"... a trash...

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Thu May 22, 2003 8:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sad

Just a thought, since it would record and play ipb files, would maybe those work in place of VQA's?

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Thu May 22, 2003 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

no...

When a game is "recorded", the game simply records all actions the player made.
If the data differs from saved dump file, all player owned units will blow up and the game will freeze.

Note: NEVER load saved games in Record mode



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PostPosted: Thu May 22, 2003 9:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

mhh the canon ? no ? and the little box red on the titan cockpit no ?

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Fri May 23, 2003 11:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Ive restored the Beta version harvester, ill be using "B" but as the tires arent quite right IMO
so FS is helping me getting them look just right, it would be done but the normals seem to be currupt



SeaMan i think your Titan turret may need some normals adjusting

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Fri May 23, 2003 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG wrote:
SeaMan i think your Titan turret may need some normals adjusting


How they can be bad? Normals are same as in the unedited version.

And the new harvester looks quite good.. I can see things more clearly in it.

Speaking of recoloring voxels, could it possible to do Unit Capture Pack for TS?
Here is an example:
Nod player captures GDI War Factory... he will get Titan in Nod colors.
GDI player captures Nod Helipad.. he will get Harpy in GDI colors.
Also, could it be possible to have the harvester in GDI colours? The current one is more like in Nod colours.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Fri May 23, 2003 12:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Also, could it be possible to have the harvester in GDI colours? The current one is more like in Nod colours.

If we made the HORV an .SHP active anim as part of the unloading anim.
I was thinking of something abit (i think is better) and giving GDI the TIberium Dawn style harvester

Quote:
Nod player captures GDI War Factory... he will get Titan in Nod colors.

This would be alot of work but its possible by making
MMCH and
MMCH2

MMCH being only buildable for Nod but requires GAWEAP

Quote:
GDI player captures Nod Helipad.. he will get Harpy in GDI colors.

Also possible using same logic


Back to the HORV problem, looks like we are gunna have to do an SHP anim for unloading HARV anyway

however we would have to make it so that there was an NAREFN and GAREFN. The downside to this is that Nod harvesters would be un-able to dock in the GDI Refinary and vice versa
as it would result in the harvester magically appearing into the GDI version when unloading (which would look dumb)

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Fri May 23, 2003 2:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG wrote:
Back to the HORV problem, looks like we are gunna have to do an SHP anim for unloading HARV anyway


I have figured what is causing the HORV bug... go to [VehicleTypes] and look at HORV's number. It is using the same as REPAIR.

It happened when I reordered the vehicles list for more available vehicle slots and fix gaps between the list (like jumping from 19 to 25).
With the fix, you have over 40 free vehicle slots (103 is max).

Code:
[VehicleTypes]
1=MCV
2=HARV
3=APC
4=4TNK
5=MMCH
6=BIKE
7=SAPC
8=SONIC
10=1TNK
11=M114
12=STNK
13=3TNK
14=NLPST
15=ART2
16=TTNK
17=HMEC
18=SMECH
19=HVR
20=LPST
21=REPAIR
22=PROBE
23=ARTY
24=FTNK
25=SUBTANK
26=BGGY
27=WEED
28=GHUNTER
29=NHUNTER
30=HORV
31=CAR
32=BUS
33=WINI
34=PICK
35=LOCOMOTIVE
36=TRAINCAR
37=CARGOCAR
38=JEEP
39=TRUCKA
40=TRUCKB
41=VISC_SML
42=VISC_LRG
43=ICBM
44=MLRS
45=MNLY
46=MRJ
47=TRUK
48=UTNK
49=HUMVEE
40=APC2
51=2TNK
52=SCUD
53=TSLAT
54=M113

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Fri May 23, 2003 4:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG wrote:

This would be alot of work but its possible by making
MMCH and
MMCH2

MMCH being only buildable for Nod but requires GAWEAP


SMIFF, how would you stop Nod from being able to build the GDI MMCH? By taking the warfactories and other such structures off of their respective lists at the top of the ini's?

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Fri May 23, 2003 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

SMIFF... your solution to seaman's gdi/nod color problem would cause some serious bugs... you say make a MMCH2 with prerequisite=GAWEAP but with owner=nod... this wil actually work for the nod side... but GDI will get this unit in their unit list too after building the GAWEAP.... only they can't build it, as the icon is darkened (like on units that have buildlimit=1 and you already have one)

-edit: this always happens when a player has the required prerequisite building but is not the owner of the unit.

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Fri May 23, 2003 4:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

but say you make it require the GDI war factory and the Nod power plant, or the Nod construction yard (if you separated the GDI and Nod MCV's). Bingo, problem solved.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Fri May 23, 2003 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

my method would not work
however theres something that makes me think there is a work around for it

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Fri May 23, 2003 7:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

If RequiredSide= existed...

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri May 23, 2003 8:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

FinalMoon's method solves it...

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Sat May 24, 2003 6:47 am    Post subject: Reply with quote  Mark this post and the followings unread

What if the GDI player captures Nod Power Plant?

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Sat May 24, 2003 3:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

yea, I just re-thunk it... that wouldn't be too cool...

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat May 24, 2003 3:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

one day, the answer shall be revealed Wink...

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Sat May 24, 2003 7:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

do you know something we don't, banshee??? Mad Mad Mad

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Sat May 24, 2003 7:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Isn't he the only 1 that knows how to fix the MCV problem when adding new sides?

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One Of A Kind
Gauss Rifle Trooper


Joined: 28 Nov 2002
Location: Derby, England

PostPosted: Sat May 24, 2003 11:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah, being all secretive and not even letting the grunts on the team know! Grrrrr!

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sun May 25, 2003 12:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Im sure he will write some tutorials after PPM is released

eh banshee Wink

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun May 25, 2003 1:13 am    Post subject: Reply with quote  Mark this post and the followings unread

yea, I will post a tutorial about it when Final Dawn become released...

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Sun May 25, 2003 12:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

i already have banshee's method in my mod... I THINK. but i won't post it here...

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One Of A Kind
Gauss Rifle Trooper


Joined: 28 Nov 2002
Location: Derby, England

PostPosted: Sun May 25, 2003 4:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

double grrrr!

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Sun May 25, 2003 5:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
yea, I will post a tutorial about it when Final Dawn become released...


Tomorrow? Next week? Next month? Next year? Next century?

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One Of A Kind
Gauss Rifle Trooper


Joined: 28 Nov 2002
Location: Derby, England

PostPosted: Sun May 25, 2003 5:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

when its done :p

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Sun May 25, 2003 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

That will mean it will take a long time before the tutorial is released..

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One Of A Kind
Gauss Rifle Trooper


Joined: 28 Nov 2002
Location: Derby, England

PostPosted: Sun May 25, 2003 6:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

i know....

Triple grrrrr!

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun May 25, 2003 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Seaman wrote:
Tomorrow? Next week? Next month? Next year? Next century?


Wrong answer. Next millenium Wink... j/k.. but I really dont know when it's released, since our progress varies fast and constantly...

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One Of A Kind
Gauss Rifle Trooper


Joined: 28 Nov 2002
Location: Derby, England

PostPosted: Sun May 25, 2003 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

god, nearly had a heart-attack, for a minute there i thought you said our progress was fast and constant Wink

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun May 25, 2003 10:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

it varies in a fast way... I mean, there are days where ppl finish or show screenies of new voxels and buildings, but some other days the forums are dead... #Tongue... but we will finish it even if I have to finish it alone in a time where no one will be playing TS anymore #Tongue...

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kopaka649
Energy Commando


Joined: 02 Jan 2003
Location: Earth...

PostPosted: Tue May 27, 2003 4:26 am    Post subject: Reply with quote  Mark this post and the followings unread

hmm yea you can see that LC is cancelling his TS mod

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue May 27, 2003 1:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I knew they would scrap that mod. We were indirectly informed by them one month ago. In fact I don't care if he canceled or not. They wrote in their news post that the "competitors" would be happy, etc.. but... I've never considered that a competetion. I mean, I've never rushed FD just to finish before them. FD is being done slowly but well done. The important is to release a good quality mod, not a rushed one. At bugs me about them is really the wrong use of "Project Perfect Mod" in their site name and use of the expressions "PPM" for them by their host. If they ever finish or not, is not my problem and I dont give a damn ztype.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Wed May 28, 2003 12:26 am    Post subject: Reply with quote  Mark this post and the followings unread

heres a nice screenshot of the redone Juggernaut barrel voxel done by none other than SeaMan



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hellfire
Commander


Joined: 09 Jan 2003
Location: Canada

PostPosted: Wed May 28, 2003 2:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Thats cool looks a lil wierd to me at least in the center there might be just the blurry ness of sitting 2 feet away without my glasses but not sure.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed May 28, 2003 2:34 am    Post subject: Reply with quote  Mark this post and the followings unread

yea, it looks a bit better...

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Wed May 28, 2003 3:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry, I like the old ones better... Though I'm not a big fan of the juggernaut or firestorm anyway.

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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Wed May 28, 2003 6:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh you dont?? man.. i think Juggy totally rocks.... Anw yea the barrel does look little better, well at least more original touch to it...

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Wed May 28, 2003 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Compare.



jugger2.jpg
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jugger2.jpg



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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed May 28, 2003 2:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

didn't you see Seaman's post? It lists all RA2 command line parameters... and most work for TS too.

the most important ones are

-mpdebug for debug mode
-win to run TS in windowed mode (yes)
-16 to force 16 bit color depth

-edit: Oh, this was meant for another thread.... oops, please remove this post (i can't)

Last edited by The DvD on Wed May 28, 2003 2:45 pm; edited 1 time in total

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Wed May 28, 2003 2:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yuck, it's too long Shocked

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
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PostPosted: Wed May 28, 2003 2:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

One Of A Kind wrote:
when its done :p


Reminds me of Duke Nukem Forever...

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Wed May 28, 2003 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

OK... I have checked game exe and it has following parameters that can be used:
-X
-0
-WIN
-16
-480
-ATTRACT
-MESSAGES
-STEALTH
-MPDEBUG
-TIME
-SOCKET
-DESTNET

SUN exe
GrabPatches

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Last edited by SeaMan on Wed May 28, 2003 3:03 pm; edited 1 time in total

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed May 28, 2003 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cool, I'll save this list and see how I can put it to good use. Thanks!

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