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Krow
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Joined: 30 Jan 2010
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PostPosted: Mon May 23, 2011 10:38 am    Post subject:  My topic for questions Reply with quote  Mark this post and the followings unread

First question. Kennel hack. Lemme quote what Machine said.

Machine wrote:
The AI won't use it properly.


So the question is, what's the problem with the AI using the kennel hack?
Machine only said that the AI have problems with it, but can anyone elaborate on it? Smile

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Mon May 23, 2011 11:49 am    Post subject: Reply with quote  Mark this post and the followings unread

If I understand correctly, AI houses can only use objects they are owining (through Owner=), while the Kennel Hack is about the opposite, how to abuse it.

But IIRC, I've had AI scripts which accidentally forced the AI to build units it can't own, so I'm not sure.

Speaking about Kennel Hacks... I share the secret how can they be enabled in Ares. Search for the hook of 4444E2, BuildingClass_KickOutUnit, 6 in the inj and comment it out with a ;.

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Krow
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PostPosted: Mon May 23, 2011 12:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice info Graion. That helps a lot. Wink
Btw, which file should I edit and what should I use to edit it? Bare with me, I know nothing about assembly. Very Happy

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Graion Dilach
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PostPosted: Mon May 23, 2011 12:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Notepad. The INJ is a plain text file, which lists the hooks of the DLL to Syringe.

If you comment out a hook in the inj, you disable all code attached to that hook to be inserted. This sounds great at first... but I am sure it will ask for trouble if Ares evolves more and people try to mess it up, since hooks can be shared in features, and some features might need more hooks.

I know that after I finish Bounty, I plan to have Vampires and self-enhancing weapons... might be coded into Ares 0.3, both using one of the Bounty hooks.

However the death of my GPU will surely drop back the progression.

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Krow
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PostPosted: Mon May 23, 2011 12:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Better not mess with it then. Smile

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Krow
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PostPosted: Mon May 23, 2011 10:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bump.
Can anyone confirm what Graion said? Can the AI build units that they don't own if it uses the right kind of script? I don't know how to code the AI for now. Still learning.

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Allied General
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PostPosted: Mon May 23, 2011 11:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lets make this more simple.

1. Find HTNK in aimd.ini (YR)
2. Replace it with say MTNK
3. The soviet AI will now build grizzly tanks

This should give you some basic idea about if AI obeys owner by default.

Deezires AI guide can give the basic knowledge regarding AI systems in YR.

http://modenc.renegadeprojects.com/File:RA2YR_INI_Bible_Pack.tar.gz

Summary
1. Triggers (events/conditions needed as a prerequisite) for a
2. Team which consists of a
3. Taskforce (a predetermined list of units to build) and a
4. Script which the Taskforce will follow e.g. kill all enemy structures or kill all enemy infantry

Making a AI is like making a sandwich, you just need the basic components to all exist.

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Krow
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PostPosted: Tue May 24, 2011 7:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Now THAT'S a real summary. Very Happy
I think I get it now. Thanks a lot AG. Wink
Edit: Worked like a charm. Just like what you said. Smile

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Krow
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PostPosted: Mon May 30, 2011 1:56 am    Post subject: Unnatural=yes Reply with quote  Mark this post and the followings unread

Next question. What does Unnatural=yes do? Modenc says that it has something to do with the squid parasite logic. While I was testing HM's mod, an infantry had Unnatural=yes set and a baloon hover unit using the gattling logic couldn't target the infantry. After commenting out the tag, the unit was able to fire again on the infantry. So, what are the effects of Unnatural=yes?

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FurryQueen
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PostPosted: Mon May 30, 2011 4:49 am    Post subject: Reply with quote  Mark this post and the followings unread

I might be wrong, but I've noticed it has to do with some death effects. I have it set on my Volkov and when he dies, he just explodes and doesn't use the electro or flame deaths.

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wardeathfun
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PostPosted: Mon May 30, 2011 6:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thought Unnatrual made it so weapons cant target the squid or something except for like the dolphin :/

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Krow
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PostPosted: Thu Jun 02, 2011 6:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Which colour indexes in the palette causes these white pixel problems? It's hard to edit them one by one. Confused



white pixel syndrom.PNG
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m7
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PostPosted: Thu Jun 02, 2011 6:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Check out the No Unlit Color Scheme in SHP Builder. It should fix those for you.

To answer your question, colors 240-255 cause those speckles. I'd also like to say colors 0-15 do too, but some of those shades have special properties.

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Krow
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PostPosted: Thu Jun 02, 2011 6:31 am    Post subject: Reply with quote  Mark this post and the followings unread

I've already used the kill colour scheme but it only work partially. Some of it still doesn't change.

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Nikademis Von Hisson
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PostPosted: Thu Jun 02, 2011 6:31 am    Post subject: ? Reply with quote  Mark this post and the followings unread

what theater is that for? From personal experience the white pixels can be from a color the palette does not recognize. When I rendered an image the image should different shades of grey and brown. But when I imported the image some pixels showed up white.

IMO...those have some promise

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Nikademis Von Hisson
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PostPosted: Thu Jun 02, 2011 6:33 am    Post subject: ??? Reply with quote  Mark this post and the followings unread

The only suggestion I would say is to color them by hand. click on the dropper tool, then click on the spot. then replace that color.

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m7
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PostPosted: Thu Jun 02, 2011 6:36 am    Post subject: Reply with quote  Mark this post and the followings unread

The only thing I can recommend is to experiment with PalPack's No unlight scripts to see if it fixes your issue.

EDIT: And those are very nice assets, btw. Hand-created?

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Krow
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PostPosted: Thu Jun 02, 2011 6:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay, thanks guys.

@m7: Those lovely assets are from Holy_Master's mod, The Reign of Steel. He made them from 3d models and changed them to shp.

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Starkku
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PostPosted: Thu Jun 02, 2011 7:00 am    Post subject: Reply with quote  Mark this post and the followings unread

0-15 do not cause any issues with map lighting. They do not have any special properties either apart from the indices 0 & 1 with SHP graphics. Only color indices 240-255 are not adjusted according to map lighting. This is not restricted to structures that use unit*.pal, also applies to any custom paletted ones.

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Krow
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PostPosted: Thu Jun 02, 2011 7:02 am    Post subject: Reply with quote  Mark this post and the followings unread

That clears up a few things. Thank you Starkku. Wink

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Graion Dilach
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PostPosted: Thu Jun 02, 2011 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

On the other hand, Kill Colors doesn't work in all cases. I haven't looked at the cscheme file yet but I had similar results with the prerelease Battle Lab, it had these pixels on it even after a killing and I had to fix them by hand.

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Krow
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PostPosted: Fri Jun 03, 2011 3:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's what I said GD.

Krow wrote:
I've already used the kill colour scheme but it only work partially. Some of it still doesn't change.


So, I ended up with making my own custom scheme file and it fixed everything. Wink

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Krow
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PostPosted: Sun Jun 12, 2011 2:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

New question. I was looking at the exe and found a few tags. Stealthable, StealthGenerator and StealthSound. I've tested it and doesn't seem to have any effect or I might be doing it wrong. So does it work?

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Cranium
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PostPosted: Sun Jun 12, 2011 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Krow wrote:
Stealthable, StealthGenerator and StealthSound. I've tested it and doesn't seem to have any effect or I might be doing it wrong. So does it work?


Yeah, it works. It's called Cloakable=, CloakGenerator, and CloakSound= Razz

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Krow
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PostPosted: Sun Jun 12, 2011 3:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know about the Cloak tags but this one is Stealth*. Do they work? If they are usable, we could at least use it to differentiate between subs and land cloaking.

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OmegaBolt
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PostPosted: Sun Jun 12, 2011 3:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Never heard of the 'Stealth' tags... only the Cloak tags exist.

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Cranium
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PostPosted: Sun Jun 12, 2011 3:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

What .exe did you look in? Theres no mention of "Stealth" other than something to do with Networking in gamemd.exe

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Krow
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PostPosted: Sun Jun 12, 2011 3:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Really? Maybe it was my NPatch-ed exe. Embarassed
Or maybe it was Mouse's patch? Can someone check it? I'm not at my pc ATM.

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Starkku
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PostPosted: Sun Jun 12, 2011 4:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Those only appear in NPatch executable, probably something VK was going to do but abandoned. They don't work at all.

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Krow
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PostPosted: Sun Jun 12, 2011 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Damn you VK. #Cussing out
Next, warhead tags. Wood=yes and Tiberium=yes . What do they do ? I'm quite sure the comment about Tiberium=yes isn't true.

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Nikademis Von Hisson
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PostPosted: Sun Jun 12, 2011 5:45 pm    Post subject: warhead Reply with quote  Mark this post and the followings unread


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OmegaBolt
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PostPosted: Sun Jun 12, 2011 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pretty sure that wood entry is wrong. As far as I know Wood=yes allows warheads to destroy bridges, Wall=yes allows warheads to destroy walls.

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Starkku
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PostPosted: Sun Jun 12, 2011 6:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

If warhead has Tiberium=yes it destroys ore/tiberium type overlay from the cell (and only from the cell that takes the direct hit, CellSpread does not factor in) it hits.

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Krow
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PostPosted: Sun Jun 12, 2011 6:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks OB. Starkku, I've tested Tiberium=yes before but I don't remember the results. Could you test it like this? Use a simple warhead with Tiberium=yes and comment out the AnimList tag.

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Starkku
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PostPosted: Sun Jun 12, 2011 6:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Krow wrote:
Thanks OB. Starkku, I've tested Tiberium=yes before but I don't remember the results. Could you test it like this? Use a simple warhead with Tiberium=yes and comment out the AnimList tag.


Aww crap, now it struck to me. I don't think I need to test. Ignore what I said above about Tiberium=yes, it's probably the crater/burn smudge spawning mechanics of the animation attached clearing the ore, not Tiberium=yes Embarassed. That said, it probably does not do anything after all.

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Augusto
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PostPosted: Sun Jun 12, 2011 6:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

One question about HVA Editor...

Which is the difference between Voxeloffset and HVA position?

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Krow
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PostPosted: Sun Jun 12, 2011 6:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I knew it! So I was right after all. #Tongue
I'm guessing animations need either Crater=yes or Scorch=yes to destroy ore.
@Augusto: Please don't hijack my thread. Wink

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Starkku
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PostPosted: Sun Jun 12, 2011 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Augusto wrote:
One question about HVA Editor...

Which is the difference between Voxeloffset and HVA position?


Notable differences are:

1: HVA positioning is applied per frame (for animated voxels) unlike actual offsets (which are kept same for every animation frame).

2: HVA positioning does not change voxel's offsets in relation to the axes. It only shifts the position of the voxel but how the particular voxel rotates both in-game and using the HVA rotation tool is still influenced by actual offsets. (Set in HVA builder using voxel offset tool or manually from voxel bounds menu)

Krow wrote:

I'm guessing animations need either Crater=yes or Scorch=yes to destroy ore.


Correct. However this might not apply if the terrain tile the ore resides on does not allow spawning of craters/smudges on it.

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Nikademis Von Hisson
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PostPosted: Mon Jun 13, 2011 6:25 am    Post subject: sorry....... Reply with quote  Mark this post and the followings unread

Ok.....I am hijacking this thread....if no one talks we will all be happy in Switzerland....Sorry Krow.....I had too....

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LH_Mouse
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PostPosted: Mon Jun 13, 2011 5:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
If warhead has Tiberium=yes it destroys ore/tiberium type overlay from the cell (and only from the cell that takes the direct hit, CellSpread does not factor in) it hits.


If you set ChainReaction=yes on all ore types then CellSpread= will work.

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Krow
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PostPosted: Mon Jun 13, 2011 7:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

While you're at it Mouse, what's the function of the tag in art, TiberiumChainReaction=yes?

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FurryQueen
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PostPosted: Tue Jun 14, 2011 2:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Refer to Tib Sun. I believe it was set on blue Tiberium since it can explode violently and set off an entire field of it through a chain reaction.

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Nikademis Von Hisson
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PostPosted: Tue Jun 14, 2011 2:27 am    Post subject: top Reply with quote  Mark this post and the followings unread

On topic......look at the rules of TI. They had that action in there. It is pretty cool and at the same time it sucks, does offer a challenge.

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LH_Mouse
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PostPosted: Tue Jun 14, 2011 8:19 am    Post subject: Reply with quote  Mark this post and the followings unread

I traced gamemd.exe just now and didn't find any usage of it - Explodes=yes tibs/gems will use [General]\BarrelExplode= as their explosion anim.

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Lin Kuei Ominae
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PostPosted: Tue Jun 14, 2011 8:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Krow wrote:
While you're at it Mouse, what's the function of the tag in art, TiberiumChainReaction=yes?

This key tells the game to completely remove the patch of tiberium and play randomly one or none of the art.ini debris set in rules.ini under the tiberium Debris key. However this key works only if it's used on an explosion of the C4warhead that is used for exploding tiberium. At least it's this way working in TS. Don't know about Ra2.

check out this tutorial for more info

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LH_Mouse
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PostPosted: Tue Jun 14, 2011 11:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you LKO, I think I have found the code. It is at EIP:00424D81 in YR 1.001.

This happens when an animation instance is created: If the cell where the animation is created contains tiberium, those debris you've mentioned will be spawned. This has nothing to do with the warhead, at least in YR1.001.

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Krow
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PostPosted: Sat Jun 18, 2011 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Both ChainReaction=yes and TiberiumChainReaction=yes doesn't work like you described Mouse. Then again, I might be doing it wrong so maybe someone else could test them.

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iamn00b
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PostPosted: Tue Jun 21, 2011 10:08 am    Post subject: Reply with quote  Mark this post and the followings unread

dunno, but i think ChainReaction=yes and TiberiumChainReaction=yes is residue from TS, since RA2 based on TS engine

Krow wrote:

@m7: Those lovely assets are from Holy_Master's mod, The Reign of Steel. He made them from 3d models and changed them to shp.


hey, is it public? where?

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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Tue Jun 21, 2011 11:08 am    Post subject: Reply with quote  Mark this post and the followings unread

They are from TS but as a guy who doesn't know assembly at all, I have no idea whether they still work or not. That is why we have Mouse to help us out. Wink
No, they are not public.

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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Wed Jun 22, 2011 2:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can we make YR a standalone?

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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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