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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Jan 13, 2010 5:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Update:

Im currently working on custom palettes for animations, is there anything else worth adding custom palettes for?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Jan 13, 2010 5:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Cameos, Buildings and Units would be the highest on my priority list for custom palettes.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Jan 13, 2010 5:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Cameos, thinking of a way to do it now.

Building and Units i could go for, how would these work?

Like this perhaps?...

TemperatePalette=T_GACNST.PAL
SnowPalette=S_GACNST.PAL

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Wed Jan 13, 2010 6:08 am    Post subject: Reply with quote  Mark this post and the followings unread

As I said, allow custom pallettes per sidebar image file.

IE - The radar part of the sidebar, let's assume it's named radar.shp.

defined in the art.ini:

[radar.shp]
pallette=Custom_Nod_RadarPallete

could allow better looking sidebars, and better colors on them.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Jan 13, 2010 6:10 am    Post subject: Reply with quote  Mark this post and the followings unread

CCHyper wrote:
Cameos, thinking of a way to do it now.

Building and Units i could go for, how would these work?

Like this perhaps?...

TemperatePalette=T_GACNST.PAL
SnowPalette=S_GACNST.PAL


Exactly, even a larger variety would be great if you plan on adding additional theaters, like DesertPalette= or UrbanPalette=.
Would custom terrain palettes be a harder task? Cause Palettes are evil to high quality terrain, if you could give each tileset in Temperat.ini it's own palette it could yield amazing results.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Jan 13, 2010 6:22 am    Post subject: Reply with quote  Mark this post and the followings unread

By defualt, terrain uses ISO*.PAL?

Then on the tileset, a TilesetPalette=CNCRTE.PAL

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Wed Jan 13, 2010 7:40 am    Post subject: Reply with quote  Mark this post and the followings unread

That's fine so long as it matches the transition from concrete to clear ground etc.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Jan 13, 2010 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

That is a problem, yea, perhaps if i do add this then its best just for exclusive tilesets, say like, concrete cliffs.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Jan 13, 2010 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Or transition tilesets could just get their own palette?

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!DarkRose
Commander


Joined: 13 Aug 2006
Location: U.K, Birmingham

PostPosted: Wed Jan 13, 2010 6:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allowing different pallets for different tile-sets will certainly be useful.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Jan 13, 2010 10:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Im looking into that, but dont know too much about how the tiles are drawn.

Sidenote, im working on something that is not in TS, not since RA but is still the cause of internal errors! #Tongue

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Thu Jan 14, 2010 3:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Something from RA1 causing IEs in TS? I think I read wrong...

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Jan 14, 2010 4:02 am    Post subject: Reply with quote  Mark this post and the followings unread

People always want this logic, most famous from RA, and it was removed in TS, yet the leftover control still causes internal errors. #Tongue

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Thu Jan 14, 2010 7:56 am    Post subject: Reply with quote  Mark this post and the followings unread

chronomovement?
chronovortex?
giantpenisants?

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Thu Jan 14, 2010 1:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Uhh... Non VTOL-aircraft? #Tongue

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 14, 2010 1:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Money Thief?
Airtransport?
Airstrike SW?
Anti-Inf/ Anti-Tank Mines?
Shipyard?
Iron Curtain?
Shake Screen? (most probably this one as it causes IEs, but i'm not sure as it isn't a RA1 only feature; TD had this too)

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Thu Jan 14, 2010 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Torpedo logic for projectiles that must remain in water.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Jan 14, 2010 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

LKO, you should check out the HyperPatch forum, also everything thats in there, stays in there Wink

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Jan 14, 2010 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Shake Screen? (most probably this one as it causes IEs, but i'm not sure as it isn't a RA1 only feature; TD had this too)

Actually, the Ion Cannon already shakes the screen, although a bit unnoticeable. I actually only noticed this while I was working on my first trailer for DTA and went through it frame by frame... The Ion Cannon makes the screen first move down a bit, then back up to its original position and this happens only once (while this would happen several times in TD/RA, making it more noticeable).

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 14, 2010 4:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

the ion cannon shake screen effect is hardcoded and bound to the ion cannon, so you can't replicate it and use it on other weapons.
What i was referring to is the AudioVisual key ShakeScreen=

@Hyper: yep i know. I was just listing the things which i thought you might have meant with your post about the RA1 feature. Though i still don't know what you meant exactly, so please reveal the secret. Wink

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Jan 14, 2010 6:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Should i really? Because i want to keep some things hidden to the public...

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Thu Jan 14, 2010 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

I disagree. Just because one person wants to open his presents early doesn't mean the rest of us can't wait.

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Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Jan 14, 2010 10:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

You really want to know what i have planned?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 14, 2010 10:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

CCHyper wrote:
Should i really? Because i want to keep some things hidden to the public...

oh, i thought you just wanted to start a short question round and then tell it anyway. Yep, you can of course keep it hidden until the release.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Feb 14, 2010 7:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

La la la...



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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Sun Feb 14, 2010 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

awesome, Hyper Very Happy

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Feb 14, 2010 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Surprised
Does it still has the wave effect?

Great work that you finally got that deep in the disruptor code that you're able to change the color. I would really like to see the beam in a light pure blue color.

Hopefully you can also find and remove the 8.5 cells drawing restriction of the disruptor beam.

Do you think it's possible to add a rules key so we can change the color for each disruptor beam?

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Feb 14, 2010 7:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Now, what if it was nearly colourless, like seen on this?

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Feb 14, 2010 8:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Whoah, i never noticed that...

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Feb 19, 2010 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just found some code for a Map Checking function and hooked it up.

I had to add the dialog box control, but the strings are all there in the LANGUAGE.DLL.

It causes some problems, get stuck in a infinite loop sometimes, but if it finds a error, it writes to MAPCHECK.TXT, but i will see what i can make of it...



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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Fri Feb 19, 2010 2:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very handy. #Tongue

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Fri Feb 19, 2010 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is it just me, or does the shadow on that top Hover MLRS look funny? Looks like it is being drawn OVER the voxel, instead of underneath it on the terrain...

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Feb 19, 2010 3:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

It could be that i got frame step enabled, so that could mess up graphics.

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Fri Feb 19, 2010 6:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Seems to me that it's the titan's shadow.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Feb 20, 2010 7:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yep, that's the Titan's fault.

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epicelite
Vehicle Drone


Joined: 09 Jan 2009

PostPosted: Sun Feb 28, 2010 2:04 am    Post subject: Reply with quote  Mark this post and the followings unread

So how bout' that elusive air transport hyper? #Tongue

I remember CK got it so he could use custom logomotors, maybe do what he did and pull the working air transport locomotor out of a unpatched TS?

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sun Feb 28, 2010 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

epicelite wrote:
So how bout' that elusive air transport hyper? #Tongue


I just seen your other thread about it epicelite and was thinking the exact same thing actually lol

not trying to put pressure on Hyper just curious too Razz

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Feb 28, 2010 7:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Curiosity killed the patch- I mean, cat.

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Mon Mar 01, 2010 6:16 am    Post subject: Reply with quote  Mark this post and the followings unread

How long has Hyper been working on this, anyway? I was figuring on incremental patches, each adding 4-5 new functions every month or two... But all we have thus far are some screenshots...

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Mon Mar 01, 2010 2:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Askhati wrote:
How long has Hyper been working on this, anyway? I was figuring on incremental patches, each adding 4-5 new functions every month or two... But all we have thus far are some screenshots...

iirc, he started from scratch last november. Besides, most modders would wait as long as possible until they implement HP to make sure they have the latest and greatest, so putting some more work into the first revision makes sense.

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Mon Mar 01, 2010 5:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Make the patches stackable, so that each successive release simply adds more functions without changing the old. It will also allow the community to pick up any bugs that might have crept in, giving Hyper the opportunity to fix them with the next release.

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Dan-z0rZ
Medic


Joined: 21 Dec 2008
Location: Australia

PostPosted: Tue Mar 02, 2010 8:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Here's a suggestion, I'm not sure if it came up already but.

The game acts as though component towers are a part of GDI walls. I wouldn't mind finding out exactly how that works.

I don't know about anyone else but I'd make Light Towers also mesh with GDI walls.
I just think it'd be spiffy.

Also how Sandbags connect with GDI Gates but not Nod Gates.
I think that'd be worth looking into.

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Player1
Soldier


Joined: 05 Jan 2010

PostPosted: Tue Mar 02, 2010 9:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Probably already mentioned, but anyhow.

  • AP/AT Mines
  • Gap Generator Possibility?(Also MGG) Dunno if the Engine just can't handle it.
    Tesla Weapon ability, much like RA1
  • Submerged units to fire torpedo underwater. Much like NoMovingFire=yes but like SubmergedFire=yes
  • Ability to edit Harvester Harvest Animation properly.
  • Vehicle/Infantry Animation Attack. ( see AttackDogs - RA1 )
  • Aircraft not VOXEL only. ( not sure if possible )
  • ParaDrop/ParaBomb
  • Iron Curtain/Chronosphere/ChronoVortex


Again if something has already been mention, just ignore it, just my suggestions.

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Lord Unforgiven
Rocket Infantry


Joined: 23 Apr 2009
Location: Belgium

PostPosted: Tue Mar 02, 2010 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Askhati wrote:
Make the patches stackable, so that each successive release simply adds more functions without changing the old. It will also allow the community to pick up any bugs that might have crept in, giving Hyper the opportunity to fix them with the next release.

I second that.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Mar 02, 2010 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Indeed, The patches will me what you called "stackable". I have a good tester by my side that will test things 3 times over before it is considered stable.

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epicelite
Vehicle Drone


Joined: 09 Jan 2009

PostPosted: Tue Mar 02, 2010 10:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can test things for you! :3

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Askhati
Jumpjet Infantry


Joined: 22 Dec 2009

PostPosted: Wed Mar 03, 2010 6:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Give us some more screenshots then, will you? It would be nice to be teased in this regard...

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Wed Mar 03, 2010 7:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice avi by the way, Hyper #Tongue

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Mar 03, 2010 7:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
Nice avi by the way, Hyper #Tongue


*seizure*

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Mar 03, 2010 1:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Askhati wrote:
Give us some more screenshots then, will you? It would be nice to be teased in this regard...


Well, like? Screen shots cant show much in terms of the logics, most are not visible.

Though did i ever tell you guys that TS:HP now has something called...

Tiberium Spikes? #Tongue

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