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Post Author Forum Replies Views Posted [asc]
    Thread: The end of Rock Patch
Post: RE: The end of Rock Patch

It's raining engines :P. I give the biggest chance to Judeau's engine, however. Any possibility of making your engine/s OS, pd, vk? BTW, why take additional effort to support both DirectX and OpenGL w...
Kiith-Sa News from the Battlefield 110 192 480 09.06.2007, 12:43:00
    Thread: New GAME
Post: RE: New GAME

I don't see any reason to not make it multiplatform from the start. (I also don't see any reason to make it Windows only, except if I was Bill's fan) C&C would probably be against EA's copyright.....
Kiith-Sa Red Alert 2 & Yuri's Revenge Editing 63 90 625 18.11.2006, 11:16:35
    Thread: New GAME
Post: RE: New GAME

Hey, Ren! here you got a real reason to bash someone :P
Kiith-Sa Red Alert 2 & Yuri's Revenge Editing 63 90 625 16.11.2006, 11:38:35
    Thread: New GAME
Post: RE: New GAME

That's some good news. Waiting to see something new on your forums... But we're going our way since we want to do it multiplatform (I still think about scrapping The Fragile Balance and making a C&...
Kiith-Sa Red Alert 2 & Yuri's Revenge Editing 63 90 625 14.11.2006, 19:56:37
    Thread: New GAME
Post: RE: New GAME

We use gcc (I use Dev-CPP with newest MinGW 32) Currently we are deciding about Irrlicht/OGRE engine(if you want to do low level OpenGL stuff, then Irrlicht, cause we can modify that. And I think it w...
Kiith-Sa Red Alert 2 & Yuri's Revenge Editing 63 90 625 06.11.2006, 13:24:31
    Thread: New GAME
Post: RE: New GAME

It really is not hard to make it multiplatform, you just have to avoid some stuff. Also, I think anything new should be 64, cause when it will be finished, about 75% of people will use that. Also, us...
Kiith-Sa Red Alert 2 & Yuri's Revenge Editing 63 90 625 22.10.2006, 17:18:28
    Thread: New GAME
Post: RE: New GAME

Well, something like that should definitely be platform independent, and even with SDL you can make good 3D, it depends on your OpenGL skills. Or, for instance, Factions will use CrystalSpace. (http:/...
Kiith-Sa Red Alert 2 & Yuri's Revenge Editing 63 90 625 20.10.2006, 14:52:34
    Thread: New GAME
Post: RE: New GAME

Well, the thing is, you start, release something, and so you get support. I know about OpenSun's mistakes (for me that would be mainly DirectX and too much of Microsoft stuff)
Kiith-Sa Red Alert 2 & Yuri's Revenge Editing 63 90 625 19.10.2006, 17:55:19
    Thread: New GAME
Post: RE: New GAME

Well, there is OpenSun already (reportedly not dead) and Factions, though that's not a C&C... If you start anything, maybe I'll help with something, but that would only be something if I have tim...
Kiith-Sa Red Alert 2 & Yuri's Revenge Editing 63 90 625 18.10.2006, 15:26:41
    Thread: I would like to help
Post: RE: I would like to help

Well, if you wrote a perfect AI for doing that, you could (perhaps) make a asm to C++ translator But it would take more time than hacking RA2 into a DirectX 11 engine. Or perhaps at least some basic a...
Kiith-Sa Old RockPatch Discussions 19 31 724 16.10.2006, 14:36:37
    Thread: Patching extra functionality into <gamemd.exe>
Post: RE: Patching extra functionality into <gamemd.exe>

Ok, but: (This should be problem just if it works like new unit replaces old one): What if member of a TaskForce becomes veteran? Is it still part of the TaskForce?
Kiith-Sa Ares General Discussion 1 748 2 953 793 09.10.2006, 14:17:59
    Thread: IE - One Sided AI: Fixed!
Post: RE: IE - One Sided AI: Fixed!

Yeah, but: BuildPower, BuildBarracks (I didn't mod a long time so I might reference wrong tags), etc. are hardcoded (power goes first, then barracks, then refinery, etc.) Also, when I experimented wit...
Kiith-Sa Red Alert 2 & Yuri's Revenge Editing 7 11 111 01.10.2006, 15:28:47
    Thread: Super swirly missiles
Post: RE: Super swirly missiles

This also happened to my AircraftType with very low FlightLevel.
Kiith-Sa Red Alert 2 & Yuri's Revenge Editing 26 34 895 25.08.2006, 13:08:21
    Thread: 3 weapons for tanks and buildings
Post: RE: 3 weapons for tanks and buildings

Excellent work.
Kiith-Sa Red Alert 2 & Yuri's Revenge Editing 11 18 196 20.08.2006, 15:31:06
    Thread: Patching extra functionality into <gamemd.exe>
Post: RE: Patching extra functionality into <gamemd.exe>

Yeah, I know. But if there's not another way... It's still better than standard pallettes. I would like even RGBA 4,4,4,4 mode, but I don't think that's possible in RA2.
Kiith-Sa Ares General Discussion 1 748 2 953 793 13.08.2006, 14:40:04
    Thread: Patching extra functionality into <gamemd.exe>
Post: RE: Patching extra functionality into <gamemd.exe>

Could'n you use 5-5-5 and 1 bit for remap ?
Kiith-Sa Ares General Discussion 1 748 2 953 793 12.08.2006, 13:37:26
    Thread: RockPatch 1.08 - Preview
Post: RE: RockPatch 1.08 - Preview

Yeah, and with TechLevel on, you'll probably need to do a LOT of AI reworking. Anyway, it's an excellent addition and breaking the limit would be simply great (though it would also open a door for lot...
Kiith-Sa News from the Battlefield 276 441 021 22.07.2006, 12:43:03
    Thread: New hacking
Post: RE: New hacking

I have 3 directories with 2GB, 1GB, and clean about 700 MB YR. My downloaded graphics assets take 200 MB in yet another directory, and about of 1,5 GB of mods, maps, tools, downloaded forum topics, et...
Kiith-Sa Red Alert 2 & Yuri's Revenge Editing 24 35 709 15.06.2006, 09:33:18
    Thread: Advanced AI?
Post: RE: Advanced AI?

Did you read my post?
Kiith-Sa Red Alert 2 & Yuri's Revenge Editing 9 15 347 13.06.2006, 07:14:28
    Thread: Good night, everybody.
Post: RE: Good night, everybody.

Relative to CNC community average, you are too pessimistic.
Kiith-Sa Red Alert 2 & Yuri's Revenge Editing 14 22 925 25.05.2006, 07:17:24
    Thread: Good night, everybody.
Post: RE: Good night, everybody.

Good reading, but you are far too realistic. BTW, know about any good freeware/opensource RTS engine? My mod was first planned as a standalone game, but I cannot make the whole engine. I found one cal...
Kiith-Sa Red Alert 2 & Yuri's Revenge Editing 14 22 925 24.05.2006, 13:05:30
    Thread: Nuke crates
Post: RE: Nuke crates

Maybe you could use new SW for crates. I'm not sure, but I think it gives the first SW from Superweapons list, so you could place Nuke elsewhere in the list and replace it by something new. (Or if it ...
Kiith-Sa Whiteboy's Rules 12 23 301 15.05.2006, 09:37:59
    Thread: Patching extra functionality into <gamemd.exe>
Post: PaD, rallypotints are in TS , Alt + click I think....

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 ...
Kiith-Sa Ares General Discussion 1 748 2 953 793 01.02.2005, 11:38:09
    Thread: Patching extra functionality into <gamemd.exe>
Post: Veins are good even when you dont use them as vein...

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)
Kiith-Sa Ares General Discussion 1 748 2 953 793 30.01.2005, 16:04:48