Posted: Mon Dec 25, 2006 10:00 pm Post subject:
bugs
Well the nuke still laggs (can't you take the fire out?)
Visceriods decimate the AI
The whole map is shown in multi player? (is fog of war meant to be off?)
Rifle infantry seem to decimate guard towers (not really a bug)
part from that great mod! glad the vehicle's have been scaled to a gd size too
(btw, can a voxel be animated? like the shps in red alert etc (remember the tanks antenna used to glow?) or can be textured with a palate that changes colour )like the water which used to sparkle in RA?) QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Wed Dec 27, 2006 1:31 am Post subject:
TS and RA had Multi Engie...mm..how the hell do you get that in RA2? | _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
The glowing antennae were in RA1, not in C&C1. It was just an animated palette colour, the way the water animation is done in C&C1/RA1 too.
Fog of war wasn't there in C&C1, and this is a C&C1 remake
lol yea i no I referred to Red Alert not CnC1 as to the antennae palette colours,
the reason i ask this is would it able to ship the animated palette colour from RA/CnC1 to a tib sun voxel texture? my idea is that if you could apply this animated palette texture to the aircraft rotors in such a way that it would look like the rotors are spinning? (its hard to explain but could it work anyway? can a texture contain an animated colour?)
Sorry my bad about fog of war - i meant shroud - in a few of my games the whole map can be seen? Have I done something wrong? does it only apply to certain maps? QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Tue Jan 02, 2007 9:14 am Post subject:
AFAIK the entire concept of animated palette colours has been replaced by a separate animations palette and separate SHPs for building animations. _________________ QUICK_EDIT
I'll see what I can do about the guard tower, nuke and viscs.
animated voxels (at least the way you meant it) isn't possible.
Cheers, I just think if the fire is removed from the nuke it might reduce the lag? as for the guard tower, I just think its ROF should be increased as in Tib Dawn it really tore through enemies...
No prob about the animated voxels I can live without the rotors not spinning! keep up the good work
Pretty certain TS doesn't have FoW on by default. It has an option, sure, but it is not on by default. Not in the versions I've played, anyway. _________________ Organised Rules.ini by Judeau QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Thu Jan 04, 2007 2:30 pm Post subject:
0r30 wrote:
Cheers, I just think if the fire is removed from the nuke it might reduce the lag?
The fire deals the biggest part of the damage... in fact I think it's the only thing damaging surrounding buildings & units. And I've seen that fire alone take out multile power plants. So I prefer to keep it, despite the lag.
0r30 wrote:
btw you guys have a ROTD site?
You're looking at it. We never needed anything more... _________________ QUICK_EDIT
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