The first and last C&C that supported bigger units was TD. There the gunboat occupied 3 cells in a row.
However, you could also try to make a building mobile by allowing to change the standard locomotor for buildings from Locomotor=statue to something else. Then the standardly applied building foundation should do the job of occupying more than just one cell.
*dreaming of a jumpjet conyard* _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 14 Aug 2007 Location: Down south, way south!
Posted: Sat Oct 17, 2009 5:07 pm Post subject:
Just a quick question, would it be possible to change how the game loads terrain.
What I am thinking about, is if it is possible to have the game read a new ini file, example: have a new ini file called Terraintypes.ini with a list of terrain types, each one with its own ini file (example myterrain.ini) that acts like Temperate.ini or Snow.ini
and so it would be,
Terraintypes.ini
..Temperate
..snow
..newterrain
then each object on the list would have its own ini file,
temperate.ini
snow.ini
newterrain.ini
this would allow people to add new terrain without having to throw everything into either temperate.ini or snow.ini
plus it would be more organized, I think.
but Im just thinking out loud here. _________________ "we must do everything possible to do the Impossible QUICK_EDIT
yep, this would be a lot of work as you also have to add new filetypes for the new terrain to differentiate it from tmp and sno.
Maybe a simple alternative would be a "terrain loader".
This is nothing than a small program which reads the theater key in a map and then changes the name of the theater mix files.
e.g.
in the map stands
[Map]
Theater=MYTERRAIN1
Before the map-loading process starts the "terrain loader" reads the Theater key.
The mixfile myterrain1.mix contains your new terrain.
The "terrain loader" renames myterrain1.mix to temperate.mix and then the map loads from temperate.mix all the terrain stuff. After you close the map, the mix is renamed back to myterrain1.mix.
This way you don't have to add new filetypes, new autolats or other theater specific stuff, as the game still works on 2 terrain types. _________________ SHP Artist of Twisted Insurrection: Nod buildings
of course, complete new theaters would be awesome.
It was just an idea how you could do it, if you don't want to spend that much time in it. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 14 Aug 2007 Location: Down south, way south!
Posted: Sun Oct 18, 2009 1:42 am Post subject:
Lin Kuei Ominae wrote:
yep, this would be a lot of work as you also have to add new filetypes for the new terrain to differentiate it from tmp and sno.
I was thinking about this after I had posted the idea.
what I came up with, would it be possible to add a new tag
for example:
Is Tem/Sno = yes
this would then tell the game what to look for in Ecache.mix, a .tem or .sno, and you wouldnt have to create new file formats.
would that be possible?
Edit: though, if Hyper can create new theaters completely, that would be awesome _________________ "we must do everything possible to do the Impossible QUICK_EDIT
I would love to se unit specific CloakSound (think it was in RA2 but not sure) so that you can like have C&C1 Stealth sound on Stealth Tank, RA1:AM phase sound on some other and normal TS cloak sound on some others and submerge sound on submarines cloaking/submerging
Also fun to attach on units with no cloaking device and comes under the influence of a stealth generator.
Also the Redalert2:YR buildspeedmultiplier line so you can customize the built time on invidual buildings & units & stuff, very usefull for expensive stuff and very cheap vehicles messing with the war factory door anim QUICK_EDIT
Im really eager to get a release out, but there are some things that are just not 100% coded up, thus i cant release the patch with them.
So, im asking experienced modders here, what features do you find, that i have already discussed about in this topic or elsewhere would be best for a release.
Well, I think the major things requested here involved RA2 logics. An up-to-date list of what is already in the HyperPatch and what you have been considering for final additions would help us figure out what we need to demand from you.
Also; you're going to get me back into modding if this is as badass as it plans to be. :p QUICK_EDIT
Well i totally restarted the patch last night, new base etc, so other than the hundred or so researched and possibly finally documents of code i have, i only want to add the ones people really need.
As a start, would it perhaps be a good idea to add some of what ETS has? If so what features? QUICK_EDIT
moved global keys to unit types
fixed logics like airtransport, nuke silo firing anim, destroyable jumpjet vehicles
super weapon clones
fixed waveclass errors
fixed 100 unit bug
2 or more working complete separate sides (fixed BuildConst, BaseUnit etc)
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Wed Nov 04, 2009 12:42 am Post subject:
-Fixed jumpjet infantry sequences (Not really important, since I guess I'm the only one making infantry ATM).
-Elite Secondary, Tertiary and Quaternary weapons.
-Unhardcoded Superweapons.
Also you could look into how the Mobile EMP vehicle works, to have different vehicles that work like it, with different weapons. QUICK_EDIT
moved global keys to unit types
fixed logics like airtransport, nuke silo firing anim, destroyable jumpjet vehicles
super weapon clones
fixed waveclass errors
fixed 100 unit bug
2 or more working complete separate sides (fixed BuildConst, BaseUnit etc)
that's all i can come up with right now
- Nuke Anim, i cant find what controls the anims on buildings...
- Damage to Jumpjet Vehicles i have had some trouble with, so this will be another revision later down the line.
- Super Clones, i think 2 of each should be fine.
- WaveClass stuff is already planned
- 100 unit bug will be done once i can understand VKs code
- Sides might be later down the line with a new system.
Machine wrote:
-Fixed jumpjet infantry sequences (Not really important, since I guess I'm the only one making infantry ATM).
-Elite Secondary, Tertiary and Quaternary weapons.
-Unhardcoded Superweapons.
Also you could look into how the Mobile EMP vehicle works, to have different vehicles that work like it, with different weapons.
- Never been able to find the Jumpjet Sequence code, ill look more.
- Of course planned, gotta sort out some TechnoTypeClass allocations.
- How do you mean unhardcoded? QUICK_EDIT
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Wed Nov 04, 2009 1:15 am Post subject:
The same thing we have always wanted, the ability to code more superweapons, and stuff like setting the contents of a droppod superweapon to something besides E1 and E2.
I guess, I should have said, generic superweapon petitions/stuff (I actually missed that LKO had typed superweapon clones though ). QUICK_EDIT
- Damage to Jumpjet Vehicles i have had some trouble with, so this will be another revision later down the line.
well, if airtransport works, there is no need to use vehicle jumpjets. Though working hva anims and deploy logic would be nice to have on aircraft.
CCHyper wrote:
- Super Clones, i think 2 of each should be fine.
yep, that's very fine.
CCHyper wrote:
- WaveClass stuff is already planned
please also make it ini controlled (e.g. via sun.ini), as i wouldn't like to turn it on and rather use ddraw.dll, so i can still see laser glow and ion cannon wave effects. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Off the top of my head, some ideas. These were already discussed, and I generally tried requesting anything that didn't have code elsewhere.
New features:
- Deglobalization of things like Jellyfish logic and Visceroid logic could be useful to those who love the environmental effect.
- SWs triggering Ion Storms is also something I thought would be useful in TS.
- Return of Naval Yard logic (look into YR?)
- Disabling Storage to have the economy work similar to RA2/YR
- Tech Oil Derrick logic
- Custom armors, like Ares
- The -CD command reimplemented
- Support for more side-based .shp files. Maybe even include voxels?
Bug fixes:
- *Types limit fixed
- Component Tower Bug fixed
- The load time from having skirmish maps loose in the directory would be something worth looking into.
- Fixing other bugs, like the WaveClass and the
- Lag from moving across the screen while building something is rather annoying, it could be worth looking into. QUICK_EDIT
I just found out that it indeed works correct and perfectly fine the way it is.
You just have to understand how TS uses the warheads and anims, which is imo a very wise solution by WW.
TS knows 2 different types of anims: normal frame based anims and debris.
1. frame based anims like fire use by default the warhead "Fire2" which is set with the key "FlameDamage2=" in rules.ini [CombatDamage]. This is necessary to make sure, that the warhead has Sparky=no, or every anim with damage would create a feedback loop that creates more and more flames.
The damage on these anims is done on each frame, thus they also allow floating point damage like "0.06".
2. art.ini debris (like meteors) use perfectly fine the warhead which you assign to them. They just don't use the animation of the warhead, to again prevent a feedback loop where an art.ini debris creates a warhead anim which in turn could create an art.ini debris again.
The damage on these anims is done only once on impact, thus they only allow integer damage (Damage=0.99 would be changed to Damage=0). _________________ SHP Artist of Twisted Insurrection: Nod buildings
How come meteors in unmodded TS (or FS) have a warhead called Meteorite, and even though the meteors themselves do little but some damage, the warhead doesn't even exist on the warheads list :/ _________________
just a mistake by WW as they forgot to add it. Since nearly all keys have default values, the Meteors still work and do damage. They simply use Verses=100%,100%,100%,100%,100% and Spread=1 _________________ SHP Artist of Twisted Insurrection: Nod buildings
- The ability to use the jumpjet locomotor on vehicles without needing railguns to shoot them down would be a must in the first version IMO. QUICK_EDIT
Transfer Limit of Maps, if the number of players is too high (after a special time, the transfer stops, and all got a reconn error, because the maps aren't the same)
about 100kb for 8 players is maximum, maybe less _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
I believe it is a time out, only so long is given for map transfer to occur so it depends on what every players connection speed is. If everyone has broadband it is probably considerably more than 100kb these days. QUICK_EDIT
even with fastest speed, I think, there is a cap for the transfer speed. Since it always takes not less then a specified amount of time....
Thats my experience... And I play TS about 2 years online _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
Hmmm.... it would be great if you could expand the 'Land'[Country] Logic, so that you can add more thinks like
[Nod]
Power=...
...
TiberiumHeal=yes ;all Units build byx this side got this tag
-> all tags listed under these factions, should overwrite the definition for this faction. Dont know if it can be done, though
EDIT
sorry for being confusing^^ _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me Last edited by Ordosherrscher on Fri Nov 27, 2009 2:36 pm; edited 1 time in total QUICK_EDIT
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