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Post Author Forum Replies Views Posted [asc]
    Thread: Bowing out
Post: RE: Bowing out

Good luck with the future, you've made some great contributions over your tenure.
Blade Marshallx Industries News 6 16 195 02.11.2012, 13:28:35
    Thread: MMX & avoiding CSF
Post: RE: MMX & avoiding CSF

Not that I know of, was it a feature of Npatch maybe?
Blade Red Alert 2 & Yuri's Revenge Editing 12 21 763 13.10.2011, 10:04:14
    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...
Blade Red Alert 2 & Yuri's Revenge Editing 1 5 511 20.04.2011, 00:27:24
    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...
Blade Red Alert 2 & Yuri's Revenge Editing 5 11 367 10.03.2011, 10:41:18
    Thread: On Ares, Probabilities, the Future and the State of the Community
Post: RE: On Ares, Probabilities, the Future and the Sta...

(05.11.2010, 07:16:22)DCoder Wrote: @Fen: check the top right corner of the issue list - http://img514.imageshack.us/img514/7184/verify.gif . This doesn't show up for me, is it only for users?
Blade Ares General Discussion 38 67 422 08.11.2010, 17:03:24
    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 ...
Blade Ares General Discussion 38 67 422 04.11.2010, 21:21:06
    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...
Blade Ares General Discussion 48 84 752 22.10.2010, 13:58:21
    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 ;)
Blade Ares General Discussion 48 84 752 04.10.2010, 23:36:38
    Thread: 0.3 Features
Post: RE: 0.3 Features

Issue 322 - Restore NonVehicle= Function:Link This will fix a number of limitations with controlling hijacking and carryall logics and limiting what they can and cannot be used on. Issue 250 - Allow ...
Blade Ares General Discussion 48 84 752 04.10.2010, 14:48:33
    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
Blade DFD: Daily Feature Deathmatch 12 23 467 04.10.2010, 14:07:47
    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.
Blade DFD: Daily Feature Deathmatch 16 30 193 04.10.2010, 12:54:22
    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...
Blade DFD: Daily Feature Deathmatch 9 17 717 04.10.2010, 12:31:06
    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...
Blade DFD: Daily Feature Deathmatch 12 23 467 04.10.2010, 12:17:10
    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...
Blade DFD: Daily Feature Deathmatch 9 21 565 04.10.2010, 12:15:02
    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.
Blade Ares General Discussion 7 14 216 06.09.2010, 09:44:56
    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...
Blade Ares General Discussion 22 40 659 04.09.2010, 19:54:16
    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.
Blade Ares General Discussion 38 68 563 02.09.2010, 15:53:01
    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...
Blade Ares General Discussion 22 40 659 02.09.2010, 10:10:35
    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.
Blade Ares General Discussion 22 40 659 01.09.2010, 09:54:17
    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.
Blade Ares General Discussion 22 40 659 29.08.2010, 17:31:51
    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.
Blade Ares General Discussion 22 40 659 26.08.2010, 09:26:02
    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?
Blade Ares General Discussion 38 68 563 20.08.2010, 17:20:59
    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...
Blade Ares General Discussion 38 68 563 20.08.2010, 13:59:22
    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 ...
Blade Ares General Discussion 38 68 563 20.08.2010, 10:27:47
    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...
Blade DFD: Daily Feature Deathmatch 36 66 334 14.08.2010, 19:03:50
    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...
Blade DFD: Daily Feature Deathmatch 36 66 334 14.08.2010, 17:45:51
    Thread: DFD-R3: 237 vs. 925, 1003 vs. 378
Post: RE: DFD-R3: 237 vs. 925, 1003 vs. 378

Indeed :)
Blade DFD: Daily Feature Deathmatch 36 66 334 14.08.2010, 12:55:40
    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...
Blade DFD: Daily Feature Deathmatch 36 66 334 13.08.2010, 17:34:13
    Thread: DFD-R3: 237 vs. 925, 1003 vs. 378
Post: RE: DFD-R3: 237 vs. 925, 1003 vs. 378

(13.08.2010, 00:57:12)reaperrr Wrote: 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 mad...
Blade DFD: Daily Feature Deathmatch 36 66 334 13.08.2010, 09:39:59
    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...
Blade DFD: Daily Feature Deathmatch 36 66 334 12.08.2010, 23:32:23