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Glittering tiberium
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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Thu Nov 04, 2004 5:28 pm    Post subject:  Glittering tiberium Reply with quote  Mark this post and the followings unread

In TSTW, the tiberium makes a glittering effect which is a very nice feature. How do I enable this?

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Nov 04, 2004 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

You have to add CellAnims to the tiberium patches
(the TIB01 etc things in rules.ini)

CellAnim=GreenTwinkle etc

the anim should be listed in the animation list and should have a RandomRate for the best effect.

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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Thu Nov 04, 2004 7:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

So, how does the random rate work exactly? What would the recommended amount be?

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Nov 04, 2004 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

sparklying tiberium renders multiplayer games useless due to too many anims displaying at once resulting in a syncronization error 100% of the time about 3mins into playing

Checking the fault logs after the event will explain all (over 1MB in size with sparkling anim lol)

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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Thu Nov 04, 2004 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

...It works in RA2/YR with the ore,and in TSTW...Odd.smiff,can overlay/Terrian objects have voxel debris?

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Nov 04, 2004 10:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
...It works in RA2/YR with the ore,and in TSTW...Odd.smiff,can overlay/Terrian objects have voxel debris?


RA2 has had new source code written for it and works on an entirely different system (the CellAnim tag is completely abandoned in RA2 afaik, if it is used it is Very Rare)

Works in TSTW (as I originally got it to work in TSR long before btw) but it will not (even in TSTW) work in mplay. Reason for which it is in no version of TSR past v1.1

And no u cant attach voxel debris to terrain objects/overlay

-SMIFFGIG
For I have tasted the fruit

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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Thu Nov 04, 2004 11:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah...Smiffgig shows his knowledge of Tiberian sun,once again.

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Paradox
Soldier


Joined: 23 Nov 2004

PostPosted: Sun Nov 28, 2004 12:15 am    Post subject: Reply with quote  Mark this post and the followings unread

open RA2 in an exe decompiler and you'll find many many things from TS, even the old "internal error" message box. it even says "original filename: sun.exe"

so no, i dont think it was a whole new source written (sorry if this topic is old i was searching for something)

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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sun Nov 28, 2004 6:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

of course they didnt rewrite the the entire source for RA2  Shocked

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Sun Nov 28, 2004 8:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG wrote:
of course they didnt rewrite the the entire source for RA2  Shocked


As if they would be capable of that Neutral

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Mon Nov 29, 2004 2:14 am    Post subject: Reply with quote  Mark this post and the followings unread

EA's capable of wasting time and making crappy games,so its possible,yes.

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