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Patching extra functionality into <gamemd.exe>
#76
Veins are good even when you dont use them as veins,becouse they can be used for many other effects. (Ore type with own harvester for example)
#77
Hey, I've got a query about the new countries, can they be added to existing sides rather than as their own? I'd like to add more Yuri sides if that's possible.

Oh right, what about more stolen tech stuff? Would that be enabled on other sides?

Also, good work. Smile
I'm what Willis was talkin' about.
#78
The countries are independant countries that can go on ANY side.
#79
Hi there, don't worry, I'm not dead Smile

--- PART 1: What I'm doing ---
...but I'm also not doing that much progress :unsure:
Well, after spending ~10 hours on researching how the MakeInf could be enabled, I still didn't manage to get it work for my new InfDeath.
I found out (I could have done this BEFORE trying) that the GENDEATH anim uses a different palette (unittem.pal) than other anims (which use anim.pal).

That means: If I copy and pasted all the GENDEATH code I also pasted the code which changes the palette to use.
I have to figure out what code is needed to change the owner only.

If that what I wrote above is too confusing:
Never mind, I'm still working Big Grin

--- PART 2: TS ---
I made a break on Saturday to play Tiberian Sun the first time in my life.
There are plenty of details I like and dislike.

For example, I LOVE the GDI building upgrade logic and I'm wondering if that's possible in RA2/YR, too. Same for the "ToTile"-logic which makes buildings change the terrain.
I also like it that when you destroy a Refinery or a Silo, tiberium is spawned.
The Random Map Generator is really great as it also "builds" bridges and cities, which lacks in RA2.
The stealth logic is also a cool thing actually, it makes it more funny to search for Nod bases...

What I don't like is e.g. that you can only qeue 5 units of each type to build and that you can't determine a point where units go when they're ready.
And the Hunter Seeker - I HATE it :angry: it's what sucks most in the game in my opinion.

I can't say anything about veinholes because I didn't see one yet Shift eyes I only found a "visceroid", but I dunno what that should be...

Altogether, a nice game, but not as nice as RA2/YR.
The graphics are a bit too small and when playing as Nod, Cabal's voice makes me mad...
For the music, I like Heroism best, altogether the music's a bit too ambient.

--- PART 3: My homepage ---
Besides, I'm working on my homepage.
I made up a new design and just have to fill it with content.

It will contain all my works on the gamemd.exe of course (the patch program made by Marshall), that means new countries, new InfDeaths etc, as well as some other stuff I made for YR (maps, themes, other stuff).

@ Renegade:
You've been the first to make me a hosting offer - and it sounds good - so get ready to host me Big Grin

--- PART 4: Replies ---

@ Fering:
Just as [Guest] said, add them to ANY side.

@ Spider-man_2099:
Thanks!
Well, changing graphics stuff is MUCH harder than you may imagine...
Just add it to the wishlist, one day I'll have a look on this and try.

---
Well, I think that was all I wanted to say.

Kirk Ende.
[Image: jsfml.png]
#80
All the points you said about TS, short of the Seeker and RMG (I think), can be implemented in RA2.
(Upgrades only accept the logics that existed in TS, so, e.g., you can't make a SpySat node, cause the spysat logic was not in TS. Stealth logic works, but the stealth generator structure lags if there are any DoubleThick=yes buildings involved.)

Worth playing: 1 | 2 | 3
#81
PaD Wrote:Hi there, don't worry, I'm not dead Smile

--- PART 1: What I'm doing ---
...but I'm also not doing that much progress :unsure:
Well, after spending ~10 hours on researching how the MakeInf could be enabled, I still didn't manage to get it work for my new InfDeath.
I found out (I could have done this BEFORE trying) that the GENDEATH anim uses a different palette (unittem.pal) than other anims (which use anim.pal).

That means: If I copy and pasted all the GENDEATH code I also pasted the code which changes the palette to use.
I have to figure out what code is needed to change the owner only.
You can select a new .shp animation for the new InfDeath that you made?

PaD Wrote:--- PART 2: TS ---
For example, I LOVE the GDI building upgrade logic and I'm wondering if that's possible in RA2/YR, too. Same for the "ToTile"-logic which makes buildings change the terrain.
I also like it that when you destroy a Refinery or a Silo, tiberium is spawned.
The Random Map Generator is really great as it also "builds" bridges and cities, which lacks in RA2.
The stealth logic is also a cool thing actually, it makes it more funny to search for Nod bases...
In TS Nod cyborgs & all type of unit that can heal in Tiberium had this feature of spawn tiberium when is killed.
The stealth logic in YR not work to cloak friendly players & YR share the cloak sound with submarines (well, in YR only exist submarines to use this sound Tongue). Shift eyes

PaD Wrote:I can't say anything about veinholes because I didn't see one yet Shift eyes I only found a "visceroid", but I dunno what that should be...
A baby visceroid or a adult visceroid (only the adults can attack)
[Image: veinhole.gif]
Nice creature that can destroy vehicles/buildings with the veins, & this static beast attack if any player attack the creature launching Tiberium clouds Rolling eyes (Hover units can't be damaged by veins) & when is dead disappear slowly the veins of the map.
[Image: cncr_beta_download_2.png]
5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!
#82
Quote:You can select a new .shp animation for the new InfDeath that you made?

Well, that's the purpose of my work Big Grin
Why should I add new InfDeaths when I'd not be able to use new shps? Tongue

And thanks for the info about Veinholes, I'll take a look around for them Shift eyes

@DCoder:
So they can have superweapons?
Huh, that rocks!
But SpySat for upgrades should also be possible B)
[Image: jsfml.png]
#83
PaD,Jan 31 2005, 04:49 PM; Wrote:And thanks for the info about Veinholes, I'll take a look around for them Shift eyes
You can see on teh preview of each map if exist venholes... try to see these 2 examples:

[Image: canopy.gif]
Can you see these light yellow zones? are veins & in the center exist a venhole.
another example:
[Image: desertstorm.gif]

Can you see this little yellow zone in the middle of the map?
Another veinhole Tongue

If I'm not wrong on the preview of TS you should see these yellow zones... I haven't played in TS in a lot of months & now I can't remember what maps has veinholes & what maps not :unsure: but this tip could help you a bit.
They are like virus... spreading veins very slowly & only exist a solution: kill them, but if you are Nod you will loose the veins to the Chemical missile
[Image: cncr_beta_download_2.png]
5 different armies: GDI, Nod, Allies, Soviets & Yuri... & converted TS Terrain!!
#84
Lol, i didn't know that Big Grin
@PaD:
Maybe, if you put veinholes in the RA2YR game, that you make new ore and that there the veinholes are.
The Ultimate War is begun!
B1E site
The Ultimate War
Both sites are Dutch

The Ultimate War is a mod where (nearly) every soldier and tank will be as a brutal one, and there's now an Eiffel Tesla Coil, and each side have 2 special soldiers or tanks, and 1 or more veteran things, so...prepare for the heaviest battle Tongue
#85
PaD Wrote:Hi there, don't worry, I'm not dead Smile

--- PART 1: What I'm doing ---
...but I'm also not doing that much progress :unsure:
Well, after spending ~10 hours on researching how the MakeInf could be enabled, I still didn't manage to get it work for my new InfDeath.
I found out (I could have done this BEFORE trying) that the GENDEATH anim uses a different palette (unittem.pal) than other anims (which use anim.pal).

That means: If I copy and pasted all the GENDEATH code I also pasted the code which changes the palette to use.
I have to figure out what code is needed to change the owner only.

If that what I wrote above is too confusing:
Never mind, I'm still working Big Grin

Its probably beneficial if you copies the code to use unittem.pal since if you are converting to side you will probably be using remaps and remaps only work in unittem.pal (well all the unit*.pals). There is also some logic attached to the mutator superweapon itself that causes the death animation itself to remap, while any other times the anim is used it is just red.

Quote:--- PART 2: TS ---
I made a break on Saturday to play Tiberian Sun the first time in my life.
There are plenty of details I like and dislike.

For example, I LOVE the GDI building upgrade logic and I'm wondering if that's possible in RA2/YR, too. Same for the "ToTile"-logic which makes buildings change the terrain.
I also like it that when you destroy a Refinery or a Silo, tiberium is spawned.
The Random Map Generator is really great as it also "builds" bridges and cities, which lacks in RA2.
The stealth logic is also a cool thing actually, it makes it more funny to search for Nod bases...

What I don't like is e.g. that you can only qeue 5 units of each type to build and that you can't determine a point where units go when they're ready.
And the Hunter Seeker - I HATE it :angry: it's what sucks most in the game in my opinion.

I can't say anything about veinholes because I didn't see one yet Shift eyes I only found a "visceroid", but I dunno what that should be...

Altogether, a nice game, but not as nice as RA2/YR.
The graphics are a bit too small and when playing as Nod, Cabal's voice makes me mad...
For the music, I like Heroism best, altogether the music's a bit too ambient.

Download the latest patch and it adds in all the FS logic too...then all you need are the asset files and a rules.ini and art.ini that has the firestrm.ini and artfs.ini files merged into it to use all the FS units and features in skirmish and MP mode (well, except the new sounds). I could probably cobble together what you need for it.
#86
Hi there
sorry about my english: i am russian

Nice work PD Big Grin
I have an TS Firestorm cd
you can leave me your eMail so i can upload it 2 you
(or you can just download it form eMule (just copy the links to your eMule)

WAREZ LINKS REMOVED - DCoder

)
#87
Meh,
leave such!
If I really wanted to have FS, I'd rather buy it than download it.

@Blade:
The patch was the first I installed after the game Smile
Would be nice if you sent me the stuff needed...

For the palette stuff, mh, you're right, but due to the algorithm I planned to use for loading/playing the InfDeaths anims, it'd mean that every new InfDeath would use unit***.pal.
Or I'd have to set a true/false value if a MakeInf is loaded for an animation. Question is where to save...
[Image: jsfml.png]
#88
Guest, while such things are common practice in Russia, here we don't tolerate warez links. Please do not post such things again.

Worth playing: 1 | 2 | 3
#89
I also live on east,most people there dont know that this is illegal,becouse you mainly cant buy any original game and when you buy one,seller thinks youre crazy,but Quest,it is good to buy games from Internet even when you have one illegaly. Its good feeling that you have that box. -SORRY FOR OFFTOPIC
#90
PaD, rallypotints are in TS , Alt + click I think.
Visceroid appears when Infantry is killed by Tiberium (Tiberium damages infanty,look on story on PlanetCNC) Visceroid moves randomly around,when two of them join, theyll make Adult Visceroid that can damage units.




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