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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 01-17-2004, 07:18 PM   #1 (permalink)
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Default Interesting Bug, need Opinions

Wow, long time since I last opened a thread... :lol:
Anyway, here's what it's about:

I recently got interested in adding another kind of tiberium to TD (Red Tiberium/Vinifera), after reading this tutorial on PPM.

Well, everything worked out fine, and everything is working as promised (screenshot) – unfortunately, it works too good. After cycling through some maps, I noticed that, under specific circumstances, Red Tiberium is already on the map. While this normally would be a bless and a terribly cool expansion to the game, in this case it isn't – cause I set up Red Tiberium to spread at an incredible rate (that's what the walls are for on the screenshot).

I did not yet discover what triggers the red stuff to be on the map (Monument Valley and Hammer & Sickle are maps that are "infected"), so I started pondering and finally came up with two theories:

1. It's the TibTree that decides. Maybe TIBTRE03 is hooked up to spawning Tiberium Vinifera, and we just don't realize it normally 'cause is looks and behaves exactly like Riparius. Also, it'd be total Westwood-style to simply disable the unwanted TibTree (02, 'cause Gems/Blue Tiberium don't use a mine/tree) and leave the unused rest on default.

or 2. It is actually totally normal to have Riparius and Vinifera co-exist, Westwood knows about it, but never thought about somebody actually modifying one of them.

So, since this is really weird and starts getting on my nerves, I'd like to hear your ideas/theories/comments, please.

Thank you for your time.
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Old 01-17-2004, 09:29 PM   #2 (permalink)
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I think westwood was just too lazy to disable TIBTRE03

that could definetely be useful
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Old 01-19-2004, 07:11 AM   #3 (permalink)
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So this means, if you use that tutorial, and make sure that on all maps in game that there are no Tree 3, then you can change the image of tree 3 into a new ore producer and use it where you want it? As well as being able to build it?? AS this will realy realy help me, i can actualy get my idea working and prove Rob wrong. lol, and i know about the harvister problem, and yes i knoe a way round it but its not for every one. lol, Hover + Water. lol :P so others cant get to it on the maps, lol, put it on an island.
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Old 01-19-2004, 08:05 AM   #4 (permalink)
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I have no idea. That's why I asked you guys...
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Old 01-19-2004, 08:57 AM   #5 (permalink)
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For what i can think on blind, it looks like TIBTRE03 is hardcoded to work with the correspondant ore ID by numerical order. This is something i didnt try yet, though. Just wondering, what other resource types are you putting in besides this one?
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Old 01-19-2004, 09:06 AM   #6 (permalink)
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Wouldnt this bug be usefull. If the game doesnt crass, this helps enabling a new recource system without editing all maps
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Old 01-19-2004, 09:26 AM   #7 (permalink)
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I could be a nice game mode - Flying-Blinking-Head-With-Red-Glow-Man's Ultra-Fast-Spreading-Strange-Red-Tiberium-Stuff-For-Your-Economy-Mode...
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Old 01-19-2004, 10:21 AM   #8 (permalink)
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Flying-Blinking-Head-With-Red-Glow-Man?

Sounds like Westwood was too lazy to disable something, the weasels.
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Old 01-19-2004, 10:22 AM   #9 (permalink)
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Quote:
Originally Posted by premier89
Flying-Blinking-Head-With-Red-Glow-Man?
Or Renegade, if you prefer that.
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Old 01-19-2004, 12:19 PM   #10 (permalink)
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(See why we need a moderator?)

Stay on Topic, this is interesting...
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