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 Forum index » Modding Central » Tiberian Sun Editing Forum » Extended Tiberian Sun
ETS Wishlist
Moderators: Global Moderators, VK
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Aug 22, 2008 12:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey DJBREIT, not seen you for a while...

You want bridges for what? New bridges types? Because thats a hard thing to do, even pd has had trouble working on bridges. Sad

And what you looking for on the map editor side?

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Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Fri Aug 22, 2008 3:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Destryable bridges, that bloke said was one of the hardest parts of making TS

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DJB
Vehicle Drone


Joined: 08 May 2004
Location: who knows

PostPosted: Fri Aug 22, 2008 9:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes it's been a long time.

I'm working on an animation project. But I can spare some time for an update for TX. if some problems a solved. Smile

The bridges has been a stumbling block for a long time for the Terrain Expansion. Jonwil was able to get it working but we did not get it thoroughly tested. And by the time we released the TX with the train bridges ionwil was gone. And PD was not sure what he did but they where working.

The FA2/FS editor has had a lot of short comings when you get past the standard tiles set. Making a lot of stuff I have made not of any use unless you really know what you are doing.

If you are willing to take a look we can start with something simple like the tunnel tube problem. This would cover both TS and RA2.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Aug 22, 2008 11:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yea, my skills are to none par of pd's. I did take a look at the tiles and stuff a while ago, wanted to copy some LATs, but nothing come out of it.

I have a database of FS, but never looked at the tunnels, i dont like the way it was coded aswell, very messy >.<

I might be able to help with smaller things, but unless pd has cracked the whole tile system, then i dont think we will be seeing anything in the near future Sad

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DJB
Vehicle Drone


Joined: 08 May 2004
Location: who knows

PostPosted: Fri Aug 22, 2008 11:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do you mean the tile code them selves or how the game works with them?

Since I do know the tile code and how they are set up internally

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Thu Aug 28, 2008 12:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

With bridges you guys mean adding additional bridges?
If so, YES VERY YES.

If only to add my wooden bridges and to make high monorails as seen in the FMV's.

Also OmniCrusher logic would be great.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Aug 28, 2008 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont know why people still post in this topic, VK has not touched ETS in ages, so its very likley that he wont be working on it for a while, added to that, he only adds to ETS what hes adds to NPatch >.<

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DJB
Vehicle Drone


Joined: 08 May 2004
Location: who knows

PostPosted: Thu Aug 28, 2008 9:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

TheRatsInTheWalls
I posted in the other furom about the bridges.


Hyper
Do you sill want the Tile code info. Also I know how the Tile are called out in the maps

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Aug 28, 2008 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Honestly, its been a while since i looked at the IsometricTileClass, but any info you got might help Smile

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Hippox77
Civilian


Joined: 28 Jun 2012

PostPosted: Fri Jun 29, 2012 3:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just want to see the fog of war internal crash fixed before any new stuff is added on. Smile

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Fri Jun 29, 2012 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I highly doubt ETS will be updated again any time soon. You'd be better off looking up HyperPatch.

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Hippox77
Civilian


Joined: 28 Jun 2012

PostPosted: Fri Jun 29, 2012 10:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
I highly doubt ETS will be updated again any time soon. You'd be better off looking up HyperPatch.


Totally didn't see any of the dates of posts/threads in particular forum! haha. Sorry about that! :p

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sukhoi37th
Vehicle Driver


Joined: 26 May 2019
Location: Russian Federation

PostPosted: Fri Jan 15, 2021 4:01 am    Post subject: Reply with quote  Mark this post and the followings unread

It looks like there are no posts in hyperpatch forum.
In my opinion, it would be great to have following in Tiberian sun:

-fixed wing class/logic of aircraft, having different take-off and landing logic, different landingpads-airstrips and different(adjustable in INI) heading when landing - just like in Red Alert 1
-TD/RA1 harvester logic with voxel animation being used, instead of common animation

either made like in RA1 or ported from RA2 executable(given that engines are similar, if it is possible):
-Iron Curtain logic
-Chronosphere logic
-Gap technology logic
-V3 launcher logic
-Tesla effect logic
-off screen support aircraft logic
-rotor animation logic for aircraft voxels ported from Yuri's Revenge executable

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