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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 03-16-2005, 09:11 AM   #11 (permalink)
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What he said ^
Just do it the lazy way, copy a buildup that's already in the game and rename it. Who cares that it looks like a gap generator going up just before it magically transforms into your new building?
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Old 03-17-2005, 02:04 AM   #12 (permalink)
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When will Ren stop saying "Dude"?

I just wanted to know if anyone knows of any bugs that can occur with strange buildups. But yeah, it's about time I made a proper (TS) SHP to use for buildings that have no animation. Cannis, FYI, your way is actually less lazy than making a SHP of 2 blank frames. Hey, I'm just sayin'...
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Old 03-17-2005, 09:29 AM   #13 (permalink)
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You obviously have never seen Bill & Ted, dude.
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Old 03-17-2005, 10:21 PM   #14 (permalink)
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Yes I have. Party on, dudes! Be excellent to each other!
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Old 03-18-2005, 08:34 AM   #15 (permalink)
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Strange things are going on at the Circle K...
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Old 03-22-2005, 05:04 PM   #16 (permalink)
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What's the Circle K? Forgive my ignorance/uninformed-ness (is that a legal word?).

I have changed my dummy buildup SHP to the proper (TS) format, and the difference is that since it's two frames, when you place the structure the delay is a bit longer than the delay I had before. The delay being the time that the structure is invisible before you can see it. It's still negligable though.

I have to do a bit more testing to see if this fixes the uncommon IEs I get from placing a few specific strcutures. If I still get these weird IEs, then I might as well go back to using the one-frame dummy SHP since it's got a slightly shorter delay.

BTW Ren, how do you plan on getting around the Whiteboy bug? From what I can see, it's not possible without hacking the game's exe file. What I'm going to do is simply make sure that the player can never have so many vehicles/aircraft/ships available to build on the vehicles tab. I'm going to do this by restricting a few units to specific countries... I'll need to make decisions carefully about this. What about you? What's your solution?

Also, I finished that Aid Chopper thingy. I think you said you were going to use a chrono vehicle or something, but if you like, I'll send you this Aid Chopper so you can see it in action. I think the animation is a little amateur, but you can see what you think. PM me your email address.
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Old 03-22-2005, 09:02 PM   #17 (permalink)
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The number of frames should not matter.

BuildupTime=.06
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Old 03-22-2005, 10:53 PM   #18 (permalink)
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The "Circle K" is the supermarket our heros are standing in front of when Rufus and their older selves arrive.

Like you, I will make sure the user never actually gets that many units to build, although I will take it one step further in TD:SE: I'll take out 4 countries in the process, allowing for each of the sides to have roughly 33 units of each type. Given that each side consists of only two countries, each side could have an army of about 15 unique units in it's roster. As far as I'm concerned, there are 15 buildable Allied units in the VehicleTypes list. One of them is the unique Tank Destroyer, and this includes ships. Which means that each of my human countries could theoretically have as many unique VehicleTypes for itself as all five Allied countries together have in their army right now. In other words: Although TD:SE will limit the amount of units you can get via takeovers and spying, and although I'm killing 40% of the countries, TD:SE will still have more variation in units than the original game ever had.
(of course these 33/15 units are theoretical - on one hand, units like harvesters and MCVs are needed only once per side, freeing up units, on the other hand I will need VehicleTypes for certain "special effects"...)

About the aid chopper...no, thanks
Since it'll be of no practical use to me, I'll rather wait to see it in action in your mod

About your IEs: Are you using pd's patch? Even though it seems unlikely, they could still be related to the bug fixed for the next release. Not probable, but possible.

Damn. Almost 5 AM again. I swear, when school starts again, my day-night-rhythm will be all fucked up.
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Old 03-23-2005, 01:21 AM   #19 (permalink)
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So how many buildable units triggers the 'Whiteboy bug'? And what happens when it, err, happens?
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Old 03-23-2005, 03:05 AM   #20 (permalink)
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75 on the unit tab. The effect varies, some PCs just lose the tooltips, other PCs freeze.
http://modenc.renegadeprojects.com/i...p/Whiteboy-Bug
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