Wow. Excellent work, Hyper. Anything like the RA2 menu would be the best, imo.
EDIT: Haha, I never noticed this before, but in the video Blubb posted, you can see the campaigns had different names than in the retail version! GDI's was apparently called "The Paradox Factor" (the last word is really blurry so I'm not entirely sure it's "Factor"), Nod's "The Great Patriotic War". I'm glad they changed them _________________ QUICK_EDIT
@Blubbs video: at 2:38 you can see that meteors are not only flying much slower, but also deform concrete ground. Only the 2x2 parking lots aren't deformable.
The crashing orcas don't tumble and roll while falling.
Well and of course the 3 times fired ion cannon at the end which hasn't even destroyed the bridge.
@Crimsonum: looks to me like "Paradox Faciliti", facility with an "i" at the end
"Paradox Factor" is a more logical title, though.
Yeah, the meteors destroying pavement was cool. I wonder if that's possible while keeping the ability to prevent subterranean units from surfacing on it? Also, I noticed that the MCV had to face west before deploying, not south-west as it does now. _________________ QUICK_EDIT
I'm quite sure there is an "i" at the end of the word with 3 or 4 very thin letters before like a combination of l,i and t, so factor wouldn't fit.
The mcv deploy direction and the pavement are surely bugs. The deployanimation is already done with the mcv-direction south-west.
On the pavement they surely forget or commented out "Morphable=true".
I wonder if that's possible while keeping the ability to prevent subterranean units from surfacing on it?
You could test what happens if you give pavement
Theoretically it should work, except Morphable is only used for the TS map-editor (as the comment states) and not internally for the deforming ground effect. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Theoretically it should work, except Morphable is only used for the TS map-editor (as the comment states) and not internally for the deforming ground effect.
Morphable actually DOES tell the game whether or not it should allow Deform on said terrain, and whether or not to allow spawning of craters and burn smudges, along with the map editor purposes. I think only non-flat tiles like slopes are exception to this, atleast it's impossible to spawn craters & smudges on those even if Morphable is set to 'yes/true' from what I can recall. And yes, I did test this to be sure before I posted this.
Never take WW's comments for absolute truth, half of the time they're bullshit. _________________ QUICK_EDIT
Never take WW's comments for absolute truth, half of the time they're bullshit.
I don't do this. But when i can't test things, these are the first reference and information i use to get a hint on a keys purpose.
That's why i also said that it should "theoretically work".
Smudges on slopes might actually work, but are not shown due to the render engine. Because smudges and scorch marks are set to be at the lowest ground render layer and slopes go actually a bit upwards, the slope itself might hide the smudge under it. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Because smudges and scorch marks are set to be at the lowest ground render layer and slopes go actually a bit upwards, the slope itself might hide the smudge under it.
Two of the last scorch marks/craters are 2x2, so if one was to spawn on a southern slope, it should be partially visible. This never happens, so I believe smudges cannot spawn on slopes alltogether. _________________ QUICK_EDIT
It makes no sense to name an entire campaign after a single structure/complex. Are you sure your mind isn't playing on you, Lin? As far as I can see, the word there is much shorter than the word "Facility", and it doesn't have the bottom dash of the "y" at the end. I doubt they would leave it misspelled either. _________________ QUICK_EDIT
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