Posted: Wed Dec 03, 2008 6:40 pm Post subject:
Re:
Thanks in advance for this, TS is my favourite! _________________ Webmaster & Creator of Command & Patch:
Home of The First Decade Patch 1.03
www.commandandpatch.com QUICK_EDIT
Posted: Tue Jan 13, 2009 7:58 pm Post subject:
Re: HyperPatch Announcement
Hyper wrote:
I'm open to any suggestions or ideas that i could do, as i could be forgetting a lot of things
If this is still valid, I'd like to see some improvements to multiplayer support on LAN games - namely the ability to set alliances with other players (I'm pretty sure that this can be done, but I'm usually wrong.)
Oh, yeah, before I forget - Thanks Hyper, TS has gone without this sort of thing for too long. QUICK_EDIT
Related to skirmish, I would like to see (if any of these would be possible):
- Players able to choose their location on the multiplayer maps.
- like Orac pointed out, players able to ally with each other in the game menu (and with computer players too).
- Improved Paranoid key (possible?) so that, say, there has been 5 comps and 3 humans in FFA game. The human players have destroyed 3 of the AIs, and the rest of the computer players will now ally with each other. _________________
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Thu Jan 15, 2009 12:23 am Post subject:
Yes, the AI kind of shuts down; this is apparent in RA2/YR, unless you're ally is positioned such that its base is between your base and the enemy's bases. Now what map is set up like this? Offense Defense, my favorite map for the simple fact that if you start as the offense player, your ally is forced to at least defend itself against the other two AI players.
I've found that once the AI is attacked, that gets it's gears going. For instance, I trained a SEAL, sent him to blow up my ally's Tesla Reactor, and the ally sent the conscript which emerged to the enemy's base. The enemy killed the conscript, of course, and THAT finally got my ally to start sending out strike forces. _________________ Destroy to create. All for the hunt to dominate!
Hyper, you know the bug which lets you play with more players than the map has starting locations on multiplayer games? (For example, you start a LAN game, select Grand Canyon or any other 4-player map and put the AI players on maximum. 4 of the players will start in proper player positions and the rest will start from random places in the map.)
This bug works only for LAN/Internet games, but in Skirmish the game will throw the "this map has a 4 player maximum" message box.
Could you make this bug work for Skirmish games? I find starting from random locations and having close-combat with the AI fun. QUICK_EDIT
Could you make this bug work for Skirmish games? I find starting from random locations and having close-combat with the AI fun.
Play Red Alert. There it works in skirmish too. There's no point in enabling a bug
Oh, Hyper, any progress in the armor class additions? I would like to see that happen, but I would really only need one additional armor class. _________________
Okay, don't worry then.
@Paranoia: Yeah, I know that one, It just isn't the perfect solution, if Hyper could fix it then we would have to bow to him. QUICK_EDIT
Do you mixed something up?
LaserInnerColor is already changable and working
only LaserOuterColor and LaserOuterSpread seem to have no effect.
\EDIT
i have to correct myself. LaserOuterColor and LaserOuterSpread do indeed something.
It's just the transparent part of the beam which can't be recolored.
i have to correct myself. LaserOuterColor and LaserOuterSpread do indeed something.
It's just the transparent part of the beam which can't be recolored.
So what you're saying is that there's an additional red, transparent beam drawn behind the colorable beam? _________________
yep.
each laser consists of 3 parts
-a transparent beam which is drawn with IsLaser=true and a 2pixel wider version with the additional key IsBigLaser=true
-a 1 pixel big opaque line in the centre, whose color is defined with LaserInnerColor
-a 3 pixel big opaque line in the centre, which is drawn behind the 1 pixel inner line and whose color is defined with LaserOuterColor
LaserDuration defines the duration how long the 2 opaque lines will be drawn. The duration of the transparent beam can't be changed.
It defines the potential variation of the LaserOuterColor over time - if you set it to 10,50,1 you'll have a beam whose R can vary +-10/255ths from LOC, G +-50 and B +-1 . At least that's how it works in YR. QUICK_EDIT
It would be nice if certain features in TS could be cloned.
Like Vein properties, Jumpjet speed, Selfheal... stuff like that.
That way you could have like different types of Veins, jumpjet troops with different speeds, and different types of Selfheal. Last edited by Ixonoclast on Sun Jan 18, 2009 4:32 pm; edited 1 time in total QUICK_EDIT
It defines the potential variation of the LaserOuterColor over time - if you set it to 10,50,1 you'll have a beam whose R can vary +-10/255ths from LOC, G +-50 and B +-1 . At least that's how it works in YR.
This is true. AFAIK, even such an old mod as TS:Retro accomplished a nice flashing effect with lasers by using this method. _________________
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Mon Jan 19, 2009 9:51 am Post subject:
Lin Kuei Ominae wrote:
yep.
each laser consists of 3 parts
-a transparent beam which is drawn with IsLaser=true and a 2pixel wider version with the additional key IsBigLaser=true
-a 1 pixel big opaque line in the centre, whose color is defined with LaserInnerColor
-a 3 pixel big opaque line in the centre, which is drawn behind the 1 pixel inner line and whose color is defined with LaserOuterColor
LaserDuration defines the duration how long the 2 opaque lines will be drawn. The duration of the transparent beam can't be changed.
The transparent beam is also only drawn when Detail Level is set to "High".
@Hyper: While you're at it, there's a small bug in TS, where the muzzle flash position and the Bullet starting point are reversed, i.e. when a mammoth tank fires its left cannon, the GUNFIRE anim is played in front of the right cannon and vice versa. Actually it was that way in RA1 as well, seems WW carried that over somehow. QUICK_EDIT
Can't this be fixed by changing the FLH in art.ini (so whatever value L has, should be changed from positive to negative or vice-versa)?
I'm not completely sure whether this works and I'm unable to test it myself at the moment however. _________________ QUICK_EDIT
@Reaperrr and Bittah
the reversed muzzleflash and bullet starting point bug exists already ever since TD It can't be fixed by changing the fireFLH L value, because the muzzle flash always uses the opposite L starting point.
So the only way to fix this is an exe hack.
@Hyper
i'll add this bug to the list. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Is it possible to solve the issues with particle-based weapons? TypeImmune=, Veteran/EliteAbilities= and Elite= are all so far useless. Using an invisible projectile with a trailer anim that causes the damage also has the same problems to solve.
I was thinking if the engine could identify the source of a certain warhead, link it to the particular projectile that triggered the warhead, and that way to the weapon itself (=> to the unit). _________________
Yea, this is something i have looked into my self, and im still trying to fix it.
On a new note, i have just added code to allow custom select.shp, pips.shp, pips2.shp, place.shp etc for each side. How it works is this, the game will use the originals found in conquer.mix, but if a file named npips.shp or nplace.shp for example is found in one of the sidec##.mix files, then the game will use that instead of the orignal.
Do everyone thing the prefix of N before the filename is good or should i change it to another letter? QUICK_EDIT
what does 'n' stand for? 'R' for replace, or 's' for side would be logical I guess. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Mon Jun 08, 2009 8:20 pm Post subject:
great to see progress i think it should be something other than N since N is usually associated with nod
(H sounds good) _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
But seriously, this is tremendous.
If all the mouse cursors, selection boxes, promotion pips and health bars can be side specific, I will be very happy. QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum