Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Mar 28, 2024 3:48 pm
All times are UTC + 0
HyperPatch Announcement
Moderators: Global Moderators, Tiberian Sun Moderators
Post new topic   This topic is locked: you cannot edit posts or make replies. Page 2 of 7 [320 Posts] Mark the topic unread ::  View previous topic :: View next topic
Goto page: Previous 1, 2, 3, 4, 5, 6, 7 Next
Author Message
nathancnc
Vehicle Driver


Joined: 02 Jun 2008
Location: Canada

PostPosted: Wed Dec 03, 2008 6:40 pm    Post subject: Re: Reply with quote  Mark this post and the followings unread

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

Back to top
View user's profile Send private message Visit poster's website
CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Jan 13, 2009 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Righto, im working to a version that has some stable (i hope) code, and i have chosen LKO to test this.

So once you read this topic LKO, gimme a PM Wink

Back to top
View user's profile Send private message
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Jan 13, 2009 7:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Argh, we need a subforum for this.

_________________


Back to top
View user's profile Send private message
CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Jan 13, 2009 7:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

...Maybe, depends #Tongue

Back to top
View user's profile Send private message
Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Jan 13, 2009 7:58 pm    Post subject: Re: HyperPatch Announcement Reply with quote  Mark this post and the followings unread

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.

Back to top
View user's profile Send private message
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Jan 13, 2009 8:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

_________________


Back to top
View user's profile Send private message
CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Jan 13, 2009 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alliance in skirmish is possbile, but i think it nullifys the AI, pd tested this a while back.

Rewriting the skirmish dialog is murder, perhaps in the future, but i plan to have something like this though anyways.

Whats up with LAN games? If you mean like settings alliances in the actual game dialog, same as above.

Back to top
View user's profile Send private message
DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Thu Jan 15, 2009 12:23 am    Post subject: Reply with quote  Mark this post and the followings unread

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!

IN-GAME NAME: MAKINTOKE

Back to top
View user's profile Send private message
Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Thu Jan 15, 2009 1:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
Argh, we need a subforum for this.


I concur.

And an altar, to sacrifice flowers, food, husbandry and virgins to Hyper.

Back to top
View user's profile Send private message
^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Thu Jan 15, 2009 5:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

Back to top
View user's profile Send private message ModDB Profile ID Facebook Profile URL
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Jan 15, 2009 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

^Rampastein wrote:
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 Neutral

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.

_________________


Back to top
View user's profile Send private message
CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Jan 15, 2009 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ramp, is not so much a bug, or something i would do. Sorry.

Armors i can add, perhaps using the EVerses NPatch had. Ill post some more info on that in the future.

Back to top
View user's profile Send private message
DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Thu Jan 15, 2009 10:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

More armours and armour immunities would great all on its own.

_________________
Destroy to create. All for the hunt to dominate!

IN-GAME NAME: MAKINTOKE

Back to top
View user's profile Send private message
Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Jan 15, 2009 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Any way of making laser colours changeable?

Back to top
View user's profile Send private message
Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Fri Jan 16, 2009 4:57 am    Post subject: Reply with quote  Mark this post and the followings unread

you mean like using railgun logic instead?

Back to top
View user's profile Send private message
Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Jan 16, 2009 6:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay, don't worry then. Embarassed
@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.

Back to top
View user's profile Send private message
CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Jan 16, 2009 10:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Laser Colours, as im aware, the only colour that is not changable is the Inner Laser Colour...

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jan 16, 2009 10:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Do you mixed something up?
LaserInnerColor is already changable and working Wink

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.



laserinnercolor.png
 Description:
LaserInnerColor=0,0,255 (blue)
 Filesize:  18.97 KB
 Viewed:  12508 Time(s)

laserinnercolor.png



_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Jan 16, 2009 1:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm....

Does YR fix this? #Tongue

Back to top
View user's profile Send private message
Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sun Jan 18, 2009 12:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes. A laser can be any colour in YR. i think.

Back to top
View user's profile Send private message
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Jan 18, 2009 7:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

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?

_________________


Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jan 18, 2009 8:28 am    Post subject: Reply with quote  Mark this post and the followings unread

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.



laserbeam.png
 Description:
LaserInnerColor=255,0,0
LaserOuterColor=0,0,255
 Filesize:  20.19 KB
 Viewed:  12440 Time(s)

laserbeam.png



_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Jan 18, 2009 9:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Judging from the picture you posted, the outer central laser is not opaque, but transparent as well.

_________________


Back to top
View user's profile Send private message
John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sun Jan 18, 2009 11:21 am    Post subject: Reply with quote  Mark this post and the followings unread

LKO wrote:
LaserOuterSpread
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.

Back to top
View user's profile Send private message Visit poster's website Skype Account
ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Sun Jan 18, 2009 11:29 am    Post subject: Reply with quote  Mark this post and the followings unread

I heard rumors that HP will steal NP codes

_________________
"I'll be staying strapped cuse my mac-eleven make my nuts bigger"

Back to top
View user's profile Send private message
John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sun Jan 18, 2009 11:47 am    Post subject: Reply with quote  Mark this post and the followings unread

I heard rumours that PPM is full of fuckbrains.

There are no "codes" in NP worth stealing anyway.

Back to top
View user's profile Send private message Visit poster's website Skype Account
CalChillin
Missile Trooper


Joined: 23 Oct 2007

PostPosted: Sun Jan 18, 2009 1:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol good point they all mess the game up and keep causeing IE's ,i know there a problem with the laser something like they change shape

Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sun Jan 18, 2009 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

John Galt wrote:
I heard rumours that PPM is full of fuckbrains.

There are no "codes" in NP worth stealing anyway.


This man speaks the honest truth.

Back to top
View user's profile Send private message
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sun Jan 18, 2009 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bravo, good sir.

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Sun Jan 18, 2009 4:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

Back to top
View user's profile Send private message
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Jan 18, 2009 4:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

John Galt wrote:
LKO wrote:
LaserOuterSpread
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.

_________________


Back to top
View user's profile Send private message
Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Mon Jan 19, 2009 9:51 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

Back to top
View user's profile Send private message Send e-mail
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Jan 19, 2009 10:32 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

_________________

Back to top
View user's profile Send private message Send e-mail ModDB Profile ID YouTube User URL Facebook Profile URL
CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Jan 19, 2009 11:19 am    Post subject: Reply with quote  Mark this post and the followings unread

ArvinCool wrote:
I heard rumors that HP will steal NP codes


Stealing is taking something without right, if i use anything, i will credit VK for hes work.


Sindri wrote:
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.


Im looking into a lot of these things...

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jan 19, 2009 12:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Reaperrr and Bittah
the reversed muzzleflash and bullet starting point bug exists already ever since TD Exclamation 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. Wink

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Feb 15, 2009 9:19 am    Post subject: Reply with quote  Mark this post and the followings unread

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).

_________________


Back to top
View user's profile Send private message
CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Jun 08, 2009 7:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

Back to top
View user's profile Send private message
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Mon Jun 08, 2009 7:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

H, h for hyper.

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Mon Jun 08, 2009 8:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

seconded. H for hyper.

_________________
"Reality is a lovely place, but I wouldn't want to live there." -Adam Young

Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account
DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Jun 08, 2009 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

Back to top
View user's profile Send private message
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Mon Jun 08, 2009 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

N=new? but I prefer H, IMO it links it with hyperpatch.

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Mon Jun 08, 2009 8:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

Back to top
View user's profile Send private message Send e-mail Skype Account
CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Jun 08, 2009 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yea, my first thought was N=New, but then i did think of the Nod problem, so people think H is good? Then H it is.

At the moment, the file list is...

HSelect.shp
HPips.shp
HPips2.shp
HTlkBuble.shp
HMouse.shp
HStatic.shp
HPlace.shp


Anyone have any other files they wish to be side specific?

Back to top
View user's profile Send private message
Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Jun 08, 2009 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Conyards? #Tongue

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.

Back to top
View user's profile Send private message
Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Mon Jun 08, 2009 8:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Refineries, Siloes, ConYards and MCVs should be side specific and not cause any AI errors.

Back to top
View user's profile Send private message Send e-mail Skype Account
CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Jun 08, 2009 9:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

I meant files (SHPs etc) not ingame logic, these i am working on anyways! xD

Back to top
View user's profile Send private message
Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Mon Jun 08, 2009 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, all these pips and selection SHPs should not just work for GDI and Nod, but 3rd and 4th sides, too.

Back to top
View user's profile Send private message Send e-mail Skype Account
CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Jun 08, 2009 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

They will, i was using GDI and Nod as a example as people can relate to them.

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jun 08, 2009 10:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hyper wrote:
At the moment, the file list is...

HSelect.shp
HPips.shp
HPips2.shp
HTlkBuble.shp
HMouse.shp
HStatic.shp
HPlace.shp


Anyone have any other files they wish to be side specific?

sounds very good to me and i think you have every necessary interface file in the list.

Also great to see more progress on your patch. Smile

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Jun 08, 2009 10:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Lin.

Well, i just added Darken.shp (HDarken.shp), GClock2.shp (HGClock2.shp) and RClock2.shp (HRClock2.shp).

I think that is it now...

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   This topic is locked: you cannot edit posts or make replies. Page 2 of 7 [320 Posts] Goto page: Previous 1, 2, 3, 4, 5, 6, 7 Next
Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
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


Powered by phpBB © phpBB Group

[ Time: 0.2256s ][ Queries: 15 (0.0178s) ][ Debug on ]