Heh. Should've known. But why woudn't you want to include your custom palette? If anything, it would benefit everyone more... _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Fri May 19, 2017 11:44 am Post subject:
Well, TAK02, it's for his mod, and any previous asset you made might end up BEING CORRUPT LOOKING, and You CAN rip it off his mod for personal uses, but releasing it into the public without G-E's permission is forbidden... _________________ don't go looking around for nor reading my posts past 2020
if you see any, don't judge, i was only 13 then and i hate it QUICK_EDIT
Some people don't grasp that I may not be interested in helping everyone and giving everything away. I enjoy making the mod and using all the various methods/skills required to do so.
Is this map based in Paris/France by any chance? It sure looks like it... _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
I poke around Goog-maps now and then, for some reason I was looking at all my favourite cities from Sid Meier's Pirates! and this isn't far from Cartagena...
Doesn't really tell me where that is... _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Like this: Cartagena, Columbia, northern South America _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
I guess I should make an "I'm not dead" post too...
Made a new quickie map from an old old map I had made a decade ago.
Made a new truck mounted gun unit, probably for use as a crate goodie or capturable map object. I do plan to make more military junk for this purpose, just like the Vodnik earlier.
I am having trouble making this script work perfectly, I have a simple bus route through one of my small urban maps, it makes 5 stops before disappearing back off the map...
My goal was to have it send a bus like very 10min but it kept sending more each time, it seems the "standard" vs "repeating" doesn't seem to do what I think it does. In the case of checking autocreate, the team goes nuts and spams, whereas with only recruiter checked it seems to be ok.
I have it now sending one at a time usually, but will sometimes send another too close to the last one (like 30sec apart) instead of waiting for the whole elapsed time window, although it could be triggering twice.
If anyone sees anything I'm doing wrong lemme know:
What about the events?
Usually, when a trigger malfunctions, it's not because it fails to do what it should, but because it doesn't fire at the proper moments.
The error might also be in your script.
Trigger options, Actions and Teams are set properly, even the trigger type repeat. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Check if FA2 duplicated the whole trigger or at least the action in the map file when writing it, perhaps that's the problem? _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
No I checked that, originally I was going to have 2 bus routes, and the event was elapsed time, non-repeating, so in theory it would have just been 2 spawns at different points of the match and then stop... however they kept going nuts, but even with 1, it was still spamming on repeat.
I can leave it as it is, it isn't horrible, just wonky, I lowered the time window to test it, but I think at 500 it should be ok.
I was really just trying to get a sense of whether semi-realistic traffic is plausible to make, reusing the same scripts and waypoints to shuttle civilian vehicles through the map, I'd like to make one crazy map like that _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Remove the Tag= in the teamtype, the reason for lot many buses. Use Delete team members at the end of the script (37,0). Reinforcement action 80 creates units on the spot, it is not related to recruitment fields of Autocreate or Recruiter, those can be set to any valid value. If the game is busy at the map start, event 1,8,0,0 could give problems, better to use 13 or 47 with some delay.
If a readme is put with the mod having instructions, users will know that if it crashes after installation they have to rename ecache06, 07 to expand06, 07. Rarely they will go back to moddb to find installation instructions. QUICK_EDIT
Currently it sends 1 bus, the timing is just a bit erratic... it isn't using delete team members, just moving to a waypoint also off the visible map, and it disappears just around the drivable cutoff at the top. I'll experiment more on another map now that I have everyone's advice.
Installed the mod to check this plenty of bus problem, it crashes when the map is loading. RA2 v1.006. Spent few minutes with no clue as the IE EIP was too high, then found out from moddb installation instruction, renaming those ecache to expand works. QUICK_EDIT
Interesting, how did you get the bridge like that?
or is it a real bridge?
For the placeholder I'm using my 1-tall impassable block all the way along, the extraimage goes down from the cell so I can smash it into hills.
My plan is to make bespoke river entry and water only tiles for this, they'll look like some concrete substructure for the bridge that won't look entirely out of place if destroyed.
The only important part is that only the overlay's home cells need to be lifted for the bridge to work like this, the sides don't... HOWEVER it appears units will move across the land at the lower level, so this might not be practicable without making all the cells 1-high. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Nice one! _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
A recent map that made it into the last snapshot and a new one I just finished yesterday, they are about as opposite as they can be for being peripheral maps around a lake. I find them both interesting in their own ways, and gameplay strategy changes entirely with the distances...
They are quite imbalanced, but unique. I like the details in them. ^.^
They are supposed to make you play differently depending where you start, one spot might get more defensive landscape, another gets more ore, it feels fair to me because I'm not looking at balance as symmetry or equality.
Randomness doesn't mean unfairness as long as the probability is fair
People always feel the world isn't fair to them simply because they are not lucky _________________ QUICK_EDIT
I like unmirored maps, too. The thing is that on those two maps one player has
a huge resource advantage while the others must work with less. I don't see
much of a defensive advantage there.
Let's take the second one for the example, both positions have 2 derricks nearby top/right, bottom has 4 ore patches instead of 5, but bottom has easier base expansion because of tech power and tech machine on the same shore. These other techs are by no means safe from attack across the pond and would be nearly impossible to save from airstrikes, they are at least away from a blitz tank rush, and provide early access to a naval yard. The tech power also allows bottom player to delay building more power plants to level up faster.
There are 7 more ore patches split off to the corners far enough from both players that expansion is necessary. Both players have derricks nearer the top-right corner making those patches pretty much common. The bottom-left is trickier since you can't really use the tech machine to plonk base defenses aggressively and threaten any form of dominance over the area. In a tank and ranged battle, the top player getting there first could effectively defend any siege no? _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Looks kind of odd to me TBH. Maybe because its perfecty grey even though its in touch with water. Would expect some greenish/browny algae to from on the rocks. More importantly though I think its way too sharp comapred to the grass. QUICK_EDIT
Looks kind of odd to me TBH. Maybe because its perfecty grey even though its in touch with water. Would expect some greenish/browny algae to from on the rocks. More importantly though I think its way too sharp comapred to the grass.
I've made all the urban rocks dark gray for the most part as well, so there's a theme going when it comes to everything but the cliffsets. Also the pebbles are going to be wet, half submerged, or at least many of them are, so they should tint blue somewhat, which would likely appear gray anyway.
I had contemplated adding some green but my tests just make it seem like a chunky grass, for which the blame I think rests on the actual grass, which is too prickly looking by default. I know in your temperate remake you've dulled the grass and made it more like a fluffy mop, it might go better with that, but there again the shore transitions are even more abrupt.
Just for kicks I decided to fiddle around with isotem.pal rather than do any terrain work on it at the moment, this was purely a change to the yellowish section of the palette, the beginning vivid range and anything past colour 75 (I think) is unchanged....
Use it in your mod if you like, I rather like the result, you get the feeling of sun bleach.
My complains: There's not even nearly enough Occupants in there. How about 1 per floor _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
RA2 only has 10 muzzleflash locations, and I've grouped them all in the lower half where the planks are, but the occupants have been raised to 20, that was just during testing. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Playing around with that non-LAT z-data blending idea...
My primary goal was to see if I could come up with a 1-way blend, that is when two tilesets meet, A bleeds into B, but not the other way around, no matter which sides touch. This wasn't that hard to do, but it had the side effect of some z-data overwriting the units that walked over it, which funny enough happened to a greater degree on .shp units. Therefore I could have a scenario where voxels would drive right over without issue, but infantry would appear to be walking through a swamp? This may be something worth pursuing, though that's not my goal with this at the moment.
I did a number of tests with a modified main z-data and extra z-data and had some interesting results, but for this round I made the main cell the same as the standard flat cell z-data WW used, and only changed the gray concrete tiles. You can see how the blend tile happily overwrites the gray on all sides. The top side blending is more solid, because I added noise to the extra z-data, though I didn't make it light enough to have some parts not bleed apparently.
So the original z-data mostly blocks the overlap except at the top corners, almost accomplishing what I wanted, but there is a caveat to all this. Sometimes the front extra-image isn't rendered, usually when snapping to a location via minimap, or newly uncovered from shroud. Scrolling away and scrolling back will usually fix this glitch, similar to the barcode shadow bug, but I haven't found a way to fix it. I circled it in red.
I've known about this effect from another tileset I made earlier, where the extra-image goes down from the cell to create a 1-high platform, which I used to make a fake bridge on the Pier Pressure map. The extra-image makes a wall to fill the hole left by the cell being raised on the bottom 2 faces, when drawn adjacent there's no issue of occlusion errors that I've seen, it is purely a glitch when in full view.
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