Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Thu Feb 17, 2005 6:24 pm Post subject:
Tyler Adams wrote:
I seem to remember that the Orca had 5 missiles, not 3...
*hint*
3x2=6
It had 6 in TD, and the ammopoints display worked different in TD, that's why it showed 5.
I had to make it this way, because the weapon needs Burst=2 or else the missiles will all come out of the same spot, and not one from the left and one from the right rocket pod. QUICK_EDIT
The damage values are all tested in-game, one by one. And the superweapon damage and armor resistance values are straight from C&C95.exe (yes, I found em ^_^).
Do note when looking at the nuke & ion damage that all weapons do only 50% to builings, and that the nuke damage is applied to all the different cells of one buiding in a way I haven't been completely able to figure out yet. _________________ Last edited by Nyerguds on Fri Sep 28, 2018 8:21 am; edited 2 times in total QUICK_EDIT
The damage values are all tested in-game, one by one. And the superweapon damage and armor resistance values are straight from C&C95.exe (yes, I found em ^_^).
cool
Nyerguds wrote:
Do note when looking at the nuke & ion damage that all weapons do only 50% to builings, and that the nuke damage is applied to all the different cells of one buiding in a way I haven't been completely able to figure out yet.
buildings had only half as much hitpoints either, so in the end it's the same. QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Tue Mar 01, 2005 3:17 pm Post subject:
Half as much hitpoints as what?
Btw you gotta get on MSN more... It's not much use that you say you'll clean up these German briefings when you're never online to give em to me _________________ QUICK_EDIT
My TS crashed everytime I tried to load a Snow map (with the new Temperate look), I looked a bit into the problem and could identify the cause: droadc14.sno in ecache12.mix (in rotdxp06.mix)
It's quite strange that only a few have that problem. Or do you other guys just don't play on Snow maps?
Anyway I tried the German Version as well as the English one, both crash with droadc14.sno and play fine as soon as you delete it.
I'm not a modder, so I don't know what could be wrong with it, XCC Mixer displays it fine...
/edit:
BTW: Very fine mod!
I would love to experiment a bit with the Map Editor (Final Sun) and try to do a RotD SP Map. I searched the Forum and found that it can't read a .mix in a .mix, so I extracted them all. Buildings and Units work fine, but the Terrain is still original (e.g. snow instead of gras). Is there a way to fix this?
And how can I test a SP Map? (since there isn't a Campaign button in dawn.exe anymore) QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Mar 04, 2005 3:36 pm Post subject:
Tycho wrote:
My TS crashed everytime I tried to load a Snow map (with the new Temperate look), I looked a bit into the problem and could identify the cause: droadc14.sno in ecache12.mix (in rotdxp06.mix)
It's quite strange that only a few have that problem. Or do you other guys just don't play on Snow maps?
Anyway I tried the German Version as well as the English one, both crash with droadc14.sno and play fine as soon as you delete it.
I'm not a modder, so I don't know what could be wrong with it, XCC Mixer displays it fine...
/edit:
BTW: Very fine mod!
I would love to experiment a bit with the Map Editor (Final Sun) and try to do a RotD SP Map. I searched the Forum and found that it can't read a .mix in a .mix, so I extracted them all. Buildings and Units work fine, but the Terrain is still original (e.g. snow instead of gras). Is there a way to fix this?
And how can I test a SP Map? (since there isn't a Campaign button in dawn.exe anymore)
Funny... I was having this problem here with 2.3. Then, I've hunted the problematic file in ecache12.mix and sorted. I can play snow maps fine with droadc14.sno. QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Sat Mar 05, 2005 2:20 pm Post subject:
Nyerguds is right, there is a file "newmenu.ini" which controls the menu buttons (positions and so on) and I just disabled the campaign button since there aren't any rotd sp missions (yet ), but it is there. QUICK_EDIT
Nyerguds is right, there is a file "newmenu.ini" which controls the menu buttons (positions and so on) and I just disabled the campaign button since there aren't any rotd sp missions (yet ), but it is there.
Hmmm... missions...
I expected there to be some eventually, seeing as this is a complete TS->TD conversion. Make 'em good! QUICK_EDIT
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Mon Mar 21, 2005 1:09 pm Post subject:
With enough work, all the mission possiblities should theoretically be possible shouldn't they? I've never really altered the single player campaign but if the campaign map may be changed, it could be possible. _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Thu Mar 24, 2005 1:18 am Post subject:
Please. forget campaigns. lets do missions Cov Ops/AM/CS style. a bunch of missions,pick one from a list. (eg: GDI:Kane's Condom Warehouse),play it,complete it,and go back to the select a mission screen. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Great mod .. I like the sizzle frizzle when the nuke ignites fodder..
BTW it lagged a bit during the Nuke hit..Likely my crappy pc but ..nice work QUICK_EDIT
meh it laggs on my 2.8 ghz comp with 512mb RAM so its just the amount of animations on the screens (fire and stuff.) _________________ Singer-Songwriter Christie Isaac QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Sat Apr 09, 2005 12:04 pm Post subject:
It always lags during a nuke, no matter how badass your PC is. It's just the way the spreading fire is done with loads of shrapnel. There's not much that can be done about that. _________________ QUICK_EDIT
It always lags during a nuke, no matter how badass your PC is. It's just the way the spreading fire is done with loads of shrapnel. There's not much that can be done about that.
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Sun Feb 19, 2006 3:28 pm Post subject:
Yeah, the Barracks definitely need a buildup of their own. But the nuke, while taken from RA2, doesn't seem any kind of problem to me... _________________ QUICK_EDIT
but the NOD nuke rocket is same as the V3 Rocket launcher in RA 2. _________________ Welcome to the unit, I´ll see you around.
Tiberian Sun 2.05:
https://www.moddb.com/mods/tiberian-sun-205 QUICK_EDIT
hu no wonder this mod looks different then command and conquer 64 the pc version and the 64 version are totally different gosh you would have to use the 3rd command and conquer to make it look like what the 64 version of command and conquer QUICK_EDIT
Posted: Fri Mar 30, 2007 5:13 am Post subject:
really
oh really i wasn't posting a stupid topic i was suggesting something i was suggesting that you would have to use command and conquer 3 that game to get the smoothness and graphic quality that was achieved when they converted the first command and conquer from pc to the 64 see i played the first command and conquer on the 64 so when i checked out the this mod it looked totally different from 64 version. QUICK_EDIT
I don't mean to contribute to this if its considered a bump but Command and Conquer 64 was Command and Conquer 1 in 3d, it had actual 3d units and differances in terrain hight, also the buildings were different. If I am right the infantry remain the same. _________________ QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Sun Apr 01, 2007 6:30 am Post subject:
Re: ?
Eeh? Really, there's no point in closing the official comments thread IMO.
Imness wrote:
hu no wonder this mod looks different then command and conquer 64 the pc version and the 64 version are totally different gosh you would have to use the 3rd command and conquer to make it look like what the 64 version of command and conquer
Um, actually, the N64 version looks seriously crappy, and it would be an affront to C&C3's nice 3D engine to put in models like that. _________________ QUICK_EDIT
I'm expecting that the creators of The First Tiberium War (over at CNC-Source) will attempt this total conversion for CNC3.
By the way, I think it should be perfectly possible to give the player (controllable) airstrikes in singleplayer missions with the help of map triggers. _________________ QUICK_EDIT
But why bother with triggers? An airstrike seems possible *I HAVE READ THIS ENTIRE FORUM 5 TIMES* to make an airstrike by changing the Droppod into things that shoot napalm things... theres no need for an actual aircraft, but if you really wanted an aircraft i heard they hacked the engine to enable multiple SW and add new stuff, Why not just use that? Sorry if im being really noobish and if this has been posted 10 billion times but i really just had to get that out. _________________ Im ALWAYS 97% right about WHY I care about the other 3% QUICK_EDIT
"I heard they hacked the Engine and crap like that, why not use that?"
I know i didnt get the quote right but who cares, you still know what im talking about. _________________ Im ALWAYS 97% right about WHY I care about the other 3% QUICK_EDIT
Not THIS team. We're doing this because we like modding TS. modding a 3D game is TOTALLY different.
Would be a interesting thing if we had a damn good graphics team...
Hunterwolf53 wrote:
But why bother with triggers? An airstrike seems possible *I HAVE READ THIS ENTIRE FORUM 5 TIMES* to make an airstrike by changing the Droppod into things that shoot napalm things... theres no need for an actual aircraft, but if you really wanted an aircraft i heard they hacked the engine to enable multiple SW and add new stuff, Why not just use that? Sorry if im being really noobish and if this has been posted 10 billion times but i really just had to get that out.
Ugh, No, no, no, and no.
Airstrikes are simply not possible without the source code.
I wonder if the ol' team will come up with anything new for like, a new mod. _________________ ... QUICK_EDIT
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