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Thread: Bowing out
Post: RE: Bowing out
Good luck with the future, you've made some great contributions over your tenure. |
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Blade |
Marshallx Industries News
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6 |
17 441 |
02.11.2012, 13:28:35 |
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Thread: MMX & avoiding CSF
Post: RE: MMX & avoiding CSF
Not that I know of, was it a feature of Npatch maybe? |
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Blade |
Red Alert 2 & Yuri's Revenge Editing
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12 |
23 880 |
13.10.2011, 10:04:14 |
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Thread: Terrain Types
Post: Terrain Types
Based on a thread over at PPM, my curiosity in terrain types was peaked and I empirically tested tiles with different values for the terrain type set in TMP Editor to see what rulesmd.ini terrain type... |
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Blade |
Red Alert 2 & Yuri's Revenge Editing
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1 |
5 897 |
20.04.2011, 00:27:24 |
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Thread: TerrainTile name length
Post: RE: TerrainTile name length
To be fair I don't think anyone knew for certain what the limit was but WW themselves stuck to 8.3 for all file names and I imagined it was for a reason. I'd imagine no one wanted to say long files we... |
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Blade |
Red Alert 2 & Yuri's Revenge Editing
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5 |
12 395 |
10.03.2011, 10:41:18 |
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Thread: On Ares, Probabilities, the Future and the State of the Community
Post: RE: On Ares, Probabilities, the Future and the Sta...
DCoder Wrote: (05.11.2010, 07:16:22)
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@Fen: check the top right corner of the issue list - http://img514.imageshack.us/img514/7184/verify.gif .
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This doesn't show up for me, is it only for user... |
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Blade |
Ares General Discussion
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38 |
74 513 |
08.11.2010, 17:03:24 |
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Thread: On Ares, Probabilities, the Future and the State of the Community
Post: RE: On Ares, Probabilities, the Future and the Sta...
I keep a watchful eye on the issues and I'm willing to make time for testing stuff I reported or requested, but I have so many other draws on my time, its hard to dedicate enough time to features I'm ... |
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Blade |
Ares General Discussion
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38 |
74 513 |
04.11.2010, 21:21:06 |
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Thread: 0.3 Features
Post: RE: 0.3 Features
The more features that are added to ares that npatch doesn't support, more reasons for modders not to use npatch instead of ares. See, the argument works both ways, please at least try some rudimentar... |
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Blade |
Ares General Discussion
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48 |
94 071 |
22.10.2010, 13:58:21 |
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Thread: 0.3 Features
Post: RE: 0.3 Features
LOL, Sorry Renegade, your post was TLDNR... I figured I'd got the gist of it before I got to the part about save games ;) |
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Blade |
Ares General Discussion
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48 |
94 071 |
04.10.2010, 23:36:38 |
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Thread: 0.3 Features
Post: RE: 0.3 Features
Issue 322 - Restore NonVehicle= Function:Link (http://bugs.renegadeprojects.com/view.php?id=322)
This will fix a number of limitations with controlling hijacking and carryall logics and limiting what... |
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Blade |
Ares General Discussion
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48 |
94 071 |
04.10.2010, 14:48:33 |
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Thread: DFD-R4: 925 vs. 957, 378 vs. 556
Post: RE: DFD-R4: 925 vs. 957, 378 vs. 556
Its quite possible I hadn't woken up correctly this morning when I posted that :S |
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Blade |
DFD: Daily Feature Deathmatch
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12 |
25 659 |
04.10.2010, 14:07:47 |
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Thread: DFD-R4: 525 vs. 1047, 526 vs. 1121
Post: RE: DFD-R4: 525 vs. 1047, 526 vs. 1121
525 for stealth, needed to allow subs and land stealth units to have different sounds and being able to split the detection would be nice also. |
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Blade |
DFD: Daily Feature Deathmatch
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16 |
33 315 |
04.10.2010, 12:54:22 |
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Thread: DFD-R4: 461 vs. 715, 612 vs. 607
Post: RE: DFD-R4: 461 vs. 715, 612 vs. 607
Support 751, it provides far more scope for improving an existing feature than 461 does. Upgrades are almost unused due to the very small number of things that it can do, while mirage and cloak are st... |
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Blade |
DFD: Daily Feature Deathmatch
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9 |
19 641 |
04.10.2010, 12:31:06 |
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Thread: DFD-R4: 925 vs. 957, 378 vs. 556
Post: RE: DFD-R4: 925 vs. 957, 378 vs. 556
Vote for 556 to improve an existing logic. I've already made it quite clear in previous discussions that I strongly dislike random damage and see little real need for it.
Don't care for either of the... |
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Blade |
DFD: Daily Feature Deathmatch
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12 |
25 659 |
04.10.2010, 12:17:10 |
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Thread: DFD-R4: 724 vs. 609, 322 vs. 596
Post: RE: DFD-R4: 724 vs. 609, 322 vs. 596
Support 322, NonVehicle needs fixing (or preffereable splitting) to make several already existing features work correctly rather than just the one of upgrades. In addition, Upgrades still have 2 reque... |
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Blade |
DFD: Daily Feature Deathmatch
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9 |
23 708 |
04.10.2010, 12:15:02 |
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Thread: Could somebody test my sidec03.mix with Ares?
Post: RE: Could somebody test my sidec03.mix with Ares?
Incidentally, this works with mine also. |
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Blade |
Ares General Discussion
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7 |
15 529 |
06.09.2010, 09:44:56 |
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Thread: [split] McRoo's front fell off
Post: RE: [split] McRoo's front fell off
I might have a crack at a snowy mcroo, but there are lots of buildings that have snow versions that don't look snowed on. Also, for a lot of stuff that isn't present in other theatres, you can't get a... |
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Blade |
Ares General Discussion
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22 |
44 956 |
04.09.2010, 19:54:16 |
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Thread: Wouldn't be better a new complete rewritten engine?
Post: RE: Wouldn't be better a new complete rewritten en...
I'd also like to add that I successfully installed RA2 and YR in an XP VMWare 7 VM from the original discs recently. |
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Blade |
Ares General Discussion
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38 |
75 329 |
02.09.2010, 15:53:01 |
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Thread: [split] McRoo's front fell off
Post: RE: [split] McRoo's front fell off
Because its such a basic thing, I don't see the point in making loads of modders jump through the same hoop everytime which is why I suggested it be part of the dev pack. Its just wasting time when so... |
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Blade |
Ares General Discussion
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22 |
44 956 |
02.09.2010, 10:10:35 |
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Thread: [split] McRoo's front fell off
Post: RE: [split] McRoo's front fell off
I think it would be worth them being in the misc fixes that aren't included by default in UMP but are in the dev pack since people may want to use the building with the urban areas RMG. |
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Blade |
Ares General Discussion
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22 |
44 956 |
01.09.2010, 09:54:17 |
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Thread: [split] McRoo's front fell off
Post: RE: [split] McRoo's front fell off
FA2 can place those buildings, but there are settings in its FAData.ini that prevent them showing up IIRC. |
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Blade |
Ares General Discussion
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22 |
44 956 |
29.08.2010, 17:31:51 |
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Thread: [split] McRoo's front fell off
Post: RE: NIPPLES AREOLA
Sounds like something for the UMP developer pack to provide a fix for to me. |
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Blade |
Ares General Discussion
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22 |
44 956 |
26.08.2010, 09:26:02 |
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Thread: Wouldn't be better a new complete rewritten engine?
Post: RE: Wouldn't be better a new complete rewritten en...
1. To my knowledge, yes.
2. If it can't be installed on VMWare, how come there are RA2/YR preinstalled VMWare virtual machines available on torrent sites? |
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Blade |
Ares General Discussion
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38 |
75 329 |
20.08.2010, 17:20:59 |
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Thread: Wouldn't be better a new complete rewritten engine?
Post: RE: Wouldn't be better a new complete rewritten en...
Can't say I've tried it personally since it runs fine in 7 native, but I was planning on installing it in a few xp VMWare machines to do some network play testing at some point so I'll let you know ho... |
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Blade |
Ares General Discussion
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38 |
75 329 |
20.08.2010, 13:59:22 |
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Thread: Wouldn't be better a new complete rewritten engine?
Post: RE: Wouldn't be better a new complete rewritten en...
There are patches for LAN on Win 7 so that is nonsense and YR runs fine on my 64 Bit Win 7 system. Its not like it NEEDS to make use of the multiple cores and such, it was designed to run on far more ... |
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Blade |
Ares General Discussion
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38 |
75 329 |
20.08.2010, 10:27:47 |
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Thread: DFD-R3: 237 vs. 925, 1003 vs. 378
Post: RE: DFD-R3: 237 vs. 925, 1003 vs. 378
Its now the only way likely to get implemented to have branching campaigns which is why I support it and random damage is such a trivial feature that won't make much of a difference at low levels or w... |
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Blade |
DFD: Daily Feature Deathmatch
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36 |
73 695 |
14.08.2010, 19:03:50 |
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Thread: DFD-R3: 237 vs. 925, 1003 vs. 378
Post: RE: DFD-R3: 237 vs. 925, 1003 vs. 378
Real life is full of complications and possibilities that you COULD try and code into the game, but it would be pointless and make the game unrecognisable from what it is today. Is there really much d... |
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Blade |
DFD: Daily Feature Deathmatch
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36 |
73 695 |
14.08.2010, 17:45:51 |
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Thread: DFD-R3: 237 vs. 925, 1003 vs. 378
Post: RE: DFD-R3: 237 vs. 925, 1003 vs. 378
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Blade |
DFD: Daily Feature Deathmatch
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36 |
73 695 |
14.08.2010, 12:55:40 |
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Thread: DFD-R3: 237 vs. 925, 1003 vs. 378
Post: RE: DFD-R3: 237 vs. 925, 1003 vs. 378
@reaperrr I would suggest that damage falloff with distance to target would be a better simulation of a shot gun in an RTS with the unit being closer doing more damage as more of the pellets would lik... |
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Blade |
DFD: Daily Feature Deathmatch
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36 |
73 695 |
13.08.2010, 17:34:13 |
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Thread: DFD-R3: 237 vs. 925, 1003 vs. 378
Post: RE: DFD-R3: 237 vs. 925, 1003 vs. 378
reaperrr Wrote: (13.08.2010, 00:57:12)
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I think you're right that mt's example is not the best, but as I wrote before, RD
- can be used to simulate slight inaccuracy for projectiles that can't be ... |
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Blade |
DFD: Daily Feature Deathmatch
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36 |
73 695 |
13.08.2010, 09:39:59 |
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Thread: DFD-R3: 237 vs. 925, 1003 vs. 378
Post: RE: DFD-R3: 237 vs. 925, 1003 vs. 378
Yeah, and it would be a call for a medic and off to the infirmary (thus completely out of the fight akin to a unit being killed in RA2) or would be pretty much fighting fit and it would have little be... |
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Blade |
DFD: Daily Feature Deathmatch
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36 |
73 695 |
12.08.2010, 23:32:23 |