logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,643
Total Threads: 8,744
Posts: 95,518

Administrators:
DeeZire, Redemption

There are currently 27 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


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

View Poll Results: Is anyone planning to use that for his mod?
Why add new infantry death animations? 1 4.55%
Hm, maybe... 4 18.18%
Yeah! 17 77.27%
I don't want my mod to depend on a patch. 0 0%
This is illegal, so I won't. 0 0%
Voters: 22. You may not vote on this poll

Reply
 
LinkBack Thread Tools
Old 02-09-2005, 07:34 PM   #11 (permalink)
Senior Member
 
Join Date: Dec 2002
Location: Earth
Posts: 343
Default

There is an issue with infantry deaths at the moment where death 10 plays both the smashed by brute anim and the gen death anim, making brutes killing infantry make more brutes. The new side bar works well and so does the random map generator, but the lighting is a bit off for some times of day for desert IMO.
Blade is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-09-2005, 11:18 PM   #12 (permalink)
Senior Member
 
Join Date: Apr 2003
Location: USA
Posts: 241
Send a message via AIM to ziggy78 Send a message via MSN to ziggy78 Send a message via Yahoo to ziggy78
Default

This is pretty cool although illegal but i think all mods are pretty much illegal if they are publicly released. Still i think i will use this in my mod will add alot as pd put it on his site stuff that "ROCKS"
ziggy78 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-10-2005, 06:30 AM   #13 (permalink)
pd
Senior Member
 
Join Date: Sep 2003
Location: Datteln, Germany
Posts: 162
Send a message via ICQ to pd Send a message via MSN to pd
Default

Heh, nice to see it'll be used at least of some of you

That's motivating me to fix some major bugs (well, not even the pure game by WW is bugless...).

1. Like Blade said, the genetic mutator stuff. I didn't try that yet but I'll do. Hope I can fix it.

2. Sometimes the Yuri UI doesn't work, sometimes it does. I didn't find any reason for that yet.

For that with the Desert lighting:
What I did is just enabling Desert and Urban in the theater list.
It works - and that's great, I didn't have to change anything else.
So the lighting stuff is something I'm not guilty of

Before I fixed these bugs, I'm not going to release anything new.
That could mean more and more bugs which would get unfixable with the time.
I'll work on that after school.
pd is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-10-2005, 04:12 PM   #14 (permalink)
Senior Member
 
Join Date: Dec 2002
Location: Earth
Posts: 343
Default

I know the lighting isn't your fault, do you know what lighting settings Desert and Urban are using from rmgmd.ini at the moment (this file controls lighting levels for Temperate and Snow), might be an idea to let desert be independantly controlled so the lighting can be altered to be more suitable.
Blade is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-10-2005, 04:25 PM   #15 (permalink)
Administrator
 
DeeZire's Avatar
 
Join Date: Dec 2002
Posts: 1,913
Send a message via ICQ to DeeZire
Default

Acutally this is pretty interesting work - are you able to compare the differences between TS and RA2? If so, you could probably work out what to fix to re-enable Spotlights and the APCW logic, as well as the Drop Pod superweapon. I think its only a few bytes that makes all the difference with those too.
DeeZire is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-11-2005, 01:32 AM   #16 (permalink)
Member
 
Join Date: Oct 2003
Location: Romania
Posts: 82
Send a message via MSN to naghi32 Send a message via Yahoo to naghi32
Default

That's a good ideea DEEZIRE
naghi32 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-11-2005, 05:12 AM   #17 (permalink)
pd
Senior Member
 
Join Date: Sep 2003
Location: Datteln, Germany
Posts: 162
Send a message via ICQ to pd Send a message via MSN to pd
Default

It would be so great if that was the case...

Actually, e.g. the IonCannon logic, was completely removed, as well as much other stuff. Spotlights etc.
Many things appear in rulesmd.ini that seem to mean that some TS logic is still there, but that's unfortunately false...

I disassembled TS though and looked for some things.
I could just copy & paste them, I would just have - of course - to correct adresses etc. And I'd have to know where to place it.
That's the most difficult part, although I expanded the exe and got more space.

I'll do my best though, but it's not as easy as some of you might expect.

BTW, I fixed the bug that caused InfDeath 9 (GENDEATH) to play automatically after #10 (BRUTDIE).
Was just something I didn't notice, easy to fix.

The fix should be released soon.
pd is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-11-2005, 06:08 AM   #18 (permalink)
Administrator
 
DeeZire's Avatar
 
Join Date: Dec 2002
Posts: 1,913
Send a message via ICQ to DeeZire
Default

How about fixing that other old bug in the tilesets, where the 'ice break/growth' logic doesnt work in RA2 but it does in TS?
DeeZire is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-11-2005, 08:38 AM   #19 (permalink)
Senior Member
 
Join Date: Dec 2002
Location: UK
Posts: 281
Default

Hey now that one of the old masters is on board and thinking, We will get even futher, PD you are "DA MAN" lol, Ice Logic would be a nice addition to any mod. Also i think if its possible to put at the bottom of your list, ok might be right at the bottom, to take a look into a new Side logic, Giving them a full new Conyard problem. That would be a HUGE Help to our mod.
Thanks
Hunt7s is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 02-11-2005, 08:58 AM   #20 (permalink)
Senior Member
 
AlliedG's Avatar
 
Join Date: Sep 2003
Location: U.K.
Posts: 726
Default

So is this unoffical support from the man of the site?

firestorm logic would be very handy, it would enable land mines/ demotraps in a useful manner (most involved either firestorm wall, legal target which is useless when someones forces fire on them or are invisible which causes online errors use stealth generator which sucks as it cloaks unit)
AlliedG is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Infantry Animations CoLT Generals & Zero Hour Editing 0 10-15-2006 07:24 AM
Using Animations of other Infantry for new Models NEONecd888 Generals & Zero Hour Editing 34 02-26-2004 12:34 AM
death FX, the jarmen kell (anti-infantry) weapon JW Generals & Zero Hour Editing 1 07-17-2003 01:27 PM
Re-using infantry animations LtZack Generals & Zero Hour Editing 39 07-02-2003 03:54 PM
Death Animations Pyrogore6 Red Alert 2 & Yuri's Revenge Editing 2 04-22-2003 04:39 AM


All times are GMT -4. The time now is 12:07 AM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.