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Additional bridges
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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Wed Aug 27, 2008 11:14 pm    Post subject:  Additional bridges Reply with quote  Mark this post and the followings unread

Is it possible to add additional bridges?

And if so, can we edit the strength of the bridge or even how much weight it supports?

I'm working on wooden bridges, and it would be awesome if they were easily destroyed, and could collapse if heavy units crossed them.



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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Aug 27, 2008 11:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hah, sorry, its not, you can only replace.

And before anyone asks, i have looked at the code and there is no way i am adding them.

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Ixonoclast
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Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Wed Aug 27, 2008 11:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Too bad. I guess I'll use them as pieces of terrain then.

Thanks for the fast response. Saves me some precious time aye.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Aug 27, 2008 11:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Im a troll, im everywhere #Tongue

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Ickus
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Joined: 25 Nov 2002
Location: @__@

PostPosted: Thu Aug 28, 2008 7:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Lol, trolls and bridges? :3

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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Thu Aug 28, 2008 3:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Aug 28, 2008 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ickus wrote:
Lol, trolls and bridges? :3


Interpretation: Catastrophic combination.

Estimated Result: Destruction of a batallion of modders in a bridge collapse.

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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Thu Aug 28, 2008 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

NOOOOOO00oooo...ooo...oo..o...o....yeah

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Thu Aug 28, 2008 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice tiles, shame about the engine limitations...

Roadrunner, random question, as your humans are imperium troopers do they get rhinos or Leman-Russ tanks?

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Thu Aug 28, 2008 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Chimera transports and Leman-Russies.

Rhino's are for SPESS MARIENZ.

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DJB
Vehicle Drone


Joined: 08 May 2004
Location: who knows

PostPosted: Thu Aug 28, 2008 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's not an engine limitations that can't be worked out but it involves a lot of code work. This was pulled off in RA2/YR. But the guy who did it moved on after he did the initial work. And we thought it was complete just to find out there where still more problem when we released the TX with the train bridges. And since PD did not know what he did he had to disable the code for it to fix some other problems.Sad

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Aug 28, 2008 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, what version of RockPatch was that in? And what where the errors...

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Thu Aug 28, 2008 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
hino's are for SPESS MARIENZ.

I know, but it is really cool.

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DJB
Vehicle Drone


Joined: 08 May 2004
Location: who knows

PostPosted: Thu Aug 28, 2008 9:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I will have to dig around For the version It been a long time.
The errors, things like crazy iven and other units would enter the bridge hut but the bridge would not blow up. Some time the engineer would not work. After the bridge was rebuild units could not cross all the way to the other side, they would stop in the middle some where. Also it had an intermitted conflict with the other bridges, that’s why PD finally disabled it. That is some of the thing off the top of my head, it been a long time.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Aug 28, 2008 9:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mkay, would be worth a look on the TS side.

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DJB
Vehicle Drone


Joined: 08 May 2004
Location: who knows

PostPosted: Thu Aug 28, 2008 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread


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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Aug 28, 2008 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh wow, i just noticed something...

The exe contains a basic or defualt set of bytes that resemble that of the TMP format. (creating the diamond shapes)

Also, what is the Has Damaged Artwork, this never had a effect in my test, and the radar colours seem to be ignored.

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DJB
Vehicle Drone


Joined: 08 May 2004
Location: who knows

PostPosted: Thu Aug 28, 2008 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Has Damaged is for the bridges when they are Damaged

The radar colours is for the mini map radar display top of the side bar.

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DJB
Vehicle Drone


Joined: 08 May 2004
Location: who knows

PostPosted: Thu Aug 28, 2008 10:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

For each tile cell there are two sets of diamond shapes hex code one for color and one for z-data. also the extra image also has two sets of code for color and z-data. but the extra image is not restricted to a size like the tile cell is.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Aug 28, 2008 10:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah i see, interesting stuff.

When i get some time ill look into the code Smile

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DJB
Vehicle Drone


Joined: 08 May 2004
Location: who knows

PostPosted: Thu Aug 28, 2008 10:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

You sort of learn this stuff when you make marble set for the map editor. I have to go so I will see you again when you post.

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