Joined: 09 Jun 2012 Location: Lost in the corn fields
Posted: Fri Jun 29, 2012 4:57 pm Post subject:
I hate to be "that guy", but is there a version that has just the bug fixes available for download? _________________ Don't let your memes be dreams. QUICK_EDIT
Apart from adding the Firsestorm stuff to TS (which prevents bugs anyway), that's pretty much what this patch does.
i do think he means darken.shp.....wich actually i removed from the ecache from this patch and may annoy other people. _________________ Hydraw Art on Facebook QUICK_EDIT
why don't you set up an update of this patch and make it more official with including the anti-lag patch? this solves a lot of problems. _________________ Hydraw Art on Facebook QUICK_EDIT
tech center bug?
Do you mean, that once gained buildoptions should be removed again, when the prerequisite building is lost? _________________ SHP Artist of Twisted Insurrection: Nod buildings
yes this one, at the moment i came around with a rather unsatisfying solution....making the tech centre unsellable, and having no power drain on it too make it quite worthhile, even if it is a bit odd. the power drain from the tech centre in it's sum got shared with other buildings that already drain power, having still the same power drain on a full scale base. it doresn't remove the tech ....but yeh it can't be sold and has less downsides to it. _________________ Hydraw Art on Facebook QUICK_EDIT
Other approach is to attempt to give players other incentives to keep tech center around instead of selling it. Namely adding a superweapon or something to it. Altough with limited superweapons and such options, that can get bit tricky. _________________ QUICK_EDIT
Isn't it somehow possible to use the alternate warfactory workaround for this?
If the techcenter is a warfactory, the units will be removed again when the techcenter is lost. (would be only bad for the additional building/infantry/aircraft options, as it can be only one type of factory) _________________ SHP Artist of Twisted Insurrection: Nod buildings
Maybe with
WeaponsFactory=no
Factory=UnitType
it is a warfactory which can't build units, so they are instead kicked out on the normal factory only. _________________ SHP Artist of Twisted Insurrection: Nod buildings
This is no mod to enhance graphics. It only fixes bugs and other issues.
Since the original game has no animated water (except waterfalls) in the first place, it won't find a way into the next version. _________________ SHP Artist of Twisted Insurrection: Nod buildings
i believe the water is animated tiles just like the waterfall....well so much animations, doesn't it disrupt multiplayer in any way LKO ? _________________ Hydraw Art on Facebook QUICK_EDIT
a 200x200 map full with animated 1x1 tiles will drastically increase the map loading time (up to 7 minutes) and also reduce the gamespeed (from 6 down to 4, sometimes even 3).
But when you use a set with different tilesizes you can significantly increase the performance. (e.g. an animated 10x10 tile, 8x8, 5x5, 3x3, 2x2 and 1x1)
One 10x10 tile can then replace 100 1x1 tiles, which is a huge performance improvement.
From several tests, do these cause no sync-losses or any other issues. They are just like the waterfalls which worked fine online since the release of TS.
It won't take long and there will be a public mod featuring this. _________________ SHP Artist of Twisted Insurrection: Nod buildings
thats indeed very very cool, i'd always wanted to have animated water in TS since other RTS games even earlier ones had this looong ago i didn't understood why the waves in TS sorta...stuck being frozen and even so it would be completely ok if just the shores were animated. _________________ Hydraw Art on Facebook QUICK_EDIT
I had animated water in my mod, however, it caused drastic lag. But that could also be from the very large maps i use too. Idid notice that it also depended on the range of transparency i used. No transparency caused no lag, as when using 50% transparency, there was a major lag issue. But Transparency, has always been a lag issue. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
All transparent keys do that.
Worst: Translucent=yes
Bad: Translucency=25 or 50 or 75 (should be used only on a few anims like buildings, but not on terrain)
Best: Translucent=no _________________ SHP Artist of Twisted Insurrection: Nod buildings
A good addition would be if the Armory and Nod Pyramid would get a sow image. Many modders like to add them to the buildable buildings and they don't appear on snow maps. _________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
small heads up
UMP 0.2 is missing UnitCount= tag in Multiplayer Settings (rules.ini)
---------------------------------------------------------------
and there is cabal obelisk image overlaping
also I don't know if this is hardcoded (LKO might know more)
but [Tentacle] weapon Range is set to 15 which makes Floater
shoot from distance and kill nothing but gets stuck far away from target
(also farts massivly which lags game)
reducing this to 2 helps
that is a art.ini issue
and its to do with Canhidethings= (default =no) (recomended=yes for all buildings with shadows) _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
huh?
MakeUpKey=yes is no valid way to solve things
The key Canhidethings doesn't exist.
To solve this, the activeanim needs a better ZAdjust value. _________________ SHP Artist of Twisted Insurrection: Nod buildings
huh?
MakeUpKey=yes is no valid way to solve things
The key Canhidethings doesn't exist.
To solve this, the active anim needs a better ZAdjust value.
thank you LKO for your critic. But no i just posted a "RA2" tag i was looking for the correct one to post here and yes it does exist.
From Artmd.ini.
Code:
; CanHideThings = true/false - specifies whether this building marks cells so other objects will be hidden on the cells it occupies
Look my Artmd has this to stop overlapping. My question was that i forgot the TS tag that is just about the same but name differently.
Ans: No its not ZAdjust, that only moves the building (animation) down the Z axis, it will not stop the overlap form acuring.
Unless you have a better code lets hear it.
btw in the meanwhile just make your foundation bigger that should solve the issue too. dunno why it wasn't mentioned earlier in the posts, meh. _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
Since this is TS, saying that key doesn't exist was right, as it doesn't exist in TS.
An equivalent key of CanHideThings also doesn't exist in TS.
The ZAdjust keys exits in RA2 too and do there the same job. I don't know what CanHideThings exactly do, but outgoing from the comment it's something else (hiding objects on the cells and not behind the building sounds more like something that belongs to bunker-logic or repair bays which have units directly on them; but that's off-topic here).
There is also no need to be angry. It's just being exact and mixing up the 2 still quite different games isn't helpful (in fact it often brings newbies even more into trouble).
So before posting something based on superficial knowledge, it's better to check the facts first.
Dubzac wrote:
Ans: No its not ZAdjust, that only moves the building (animation) down the Z axis, it will not stop the overlap form acuring.
There is also the NormalZAdjust key, to move the whole building in a different render layer. But ActiveAnimTwoZAdjust=-50 is indeed the solution.
So stop your provoking attitude and check your facts!
Dubzac wrote:
btw in the meanwhile just make your foundation bigger that should solve the issue too. dunno why it wasn't mentioned earlier in the posts, meh.
There is also the NormalZAdjust key, which is indeed the solution.
you mean this
Code:
[GAWEAP]
Remapable=yes
Cameo=WEAPICON
Foundation=4x3
Height=2
NormalZAdjust=-10 ;<-(1st) your talking about this; am i suppose to read minds now, yeah?.
AnimActive=0,1,0
Buildup=GAWEAPMK
DemandLoadBuildup=true
FreeBuildup=true
DeployingAnim=GAWEAP_2
DoorAnim=GAWEAP_D
DoorStages=9
UnderDoorAnim=GAWEAP_1
NewTheater=yes
BibShape=GAWEAPBB
ActiveAnim=GAWEAP_A
ActiveAnimZAdjust=-119 ;<-(2nd) this.... this is what i thought you where talking about when you said Zadjust, make sence next time
ActiveAnimTwo=GAWEAP_B
ActiveAnimTwoZAdjust=-119
ActiveAnimThree=GAWEAP_C
ActiveAnimThreeZAdjust=-119
LKO, have a internet cookie. Btw you could of just said it before. after i had to highlight what i mean't. Okay so i'm rusty big deal. I haven't modded TS in 8 years sssshh! , some people and there "asumtions". *sigh* _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
I had used the UMP... but some of the Buildings, for Example the Office-building" (neutral building) has wrong "height"-entries =( some units are flying throught the building =/
The first post has been updated to include the current information on what is happening with UMP and the TS Client. Please do as Rampastring said above. QUICK_EDIT
If anybody wants the UMP as a separate download, just inform me, but I'm not certain why, as either a modder or a player, you wouldn't want the client? It is beneficial in every way. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue Aug 11, 2015 2:43 am Post subject:
Ok, it's done.
Regarding UMP as a separate download, I guess that some people still own the old CDs and UMP as a separate mod might be more interesting for them than the whole thing together. QUICK_EDIT
Even then the client offers all of the features that the original game does, plus many new ones and all these new features are completely optional.
So I also can't see why anyone would not want to have the client included. _________________ QUICK_EDIT
Any problems mentioned in the other topics have been fixed since then or weren't caused by Rampastring's TS client (and the TS build) in the first place. _________________ QUICK_EDIT
coz client makes too many troubles seen from other topic
can you be more precise?
Or is it because you can't (refuse to) install .NET and thus can't use the client? _________________ SHP Artist of Twisted Insurrection: Nod buildings
coz client makes too many troubles seen from other topic
No, it doesn't make any trouble. It's possible that it has some bugs that effect the experience, but they will be ironed out over time (and it's already quite mature, considering it has been used in DTA and TI for years). Any file structure changes are just for making modding the game more convenient (pretty much everyone agrees, subdirectories > MIX files) and do not cause any changes in the game itself. Please stop spreading FUD.
If anyone feels motivated to constantly modify and reupload the "normal" UMP whenever improvements are made to the client's TS build, be my guest... _________________ QUICK_EDIT
Well, he contributes a lot of modding questions
about a game he doesn't has installed. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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