24.01.2005, 23:25:29
PaD Wrote:Finally, I'm also here
Here are at least 3 letters needed so my name's PaD and not pd.
To sum up what I'm going to do next:
1. Expand the exe file so that I got room for new code.
2. Try to find out how animations are loaded and stored in YR to
3. add new InfDeaths.
I had a look on the wishlist? :blink:
Well it's long. And I don't believe that I'm able to do this all.
At least at the moment I don't, I'm still a beginner in hacking.
Just to comment a few wishes:
Ice1Set, Ice2Set, IceShoreSet and TrainBridgeSet - what's wrong and what are they supposed to do? Just make them being loaded again?
Spotlights - what's that?
Veins... ohhh how did I love them in Red Alert?
I'm really missing them.
The Ice1Set, Ice2Set and IceShore set are from the theatre.ini files (isosnomd.ini for ice), they reference the tile set from that same file that will acts as ice (see IceCrackingWeight and IceBreakingWeight in rules.ini). When a unit drives over an ice tile, depending on its weight, it will crack (and additional passes may break) or break instantly, in which case the unit sinks into water. It was used in TS to create crossings over water that only certain units can cross. TrainBridgeSet set the bridge tiles for a train bridge (basically just like the high wood bridges and road bridges with alternative artwork showing a train track), its needed to add train bridges like TS had without overwriting the existing graphics. Actually an additional 2 types of bridge on top of that would benefit the TX project for new urban and snow theatres.
To understand spotlights, you need to see TS in action...they are tied to triggers as well as just being eye candy and if you add the tag that created them in TS to a building in RA2, that building existing causes an internal error.
Veins are from TS as well BTW, they were a type of malignant tiberium that wrecked units that drove over them, but could be collected and used to activate the chemical missle superweapon.