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> I can haz suggest?
epicelite
post Jan 2 2010, 01:17 PM
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Nyerguds and I go back quite some time to a old RA themed forum that didn't actually talk about RA as much as it should have.

:3

Anyway he told me you were fixing up TS like VK was before he just kind of stopped doing it for no reason?


Anyway I assume you are working on that air transport? :3

-Chronosphere/iron curtain?
-Light tower that will fallow enemy units around and sound an alarm? (Without setting up scripts)
-Demotruck logic?
-Can make an engineer destroy a bridge(like in that Nod mission? Or maybe just enter repair hit and it blows up the section?)
-Helipads can repair aircraft but wont allow other units to be told to go to them and therefore crash the game
-Choosing what side the AI will be?
-Free (non-glitch)helicopter with a helipad?
-Ability to tell the AI when your ready to be attacked/it can build its base in skirmish?
-AI build walls without the bugs? All the way around its base?
-Cement that can make ground level/flatten when built over a small hole/hill?
-Option to turn of "craters" (always ruining otherwise nice spots for a base, stupid multi-missile)

:3
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2kool4u526
post Jan 2 2010, 06:00 PM
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QUOTE
-Free (non-glitch)helicopter with a helipad?

Team Black made a youtube video of a working helicopter (with rotating propellers) but it wasn't an aircraft, it was a harpy with like 5 propellers assigned a jumpjet locomotion so that when it took off the propellers would spin (just like when the jumpjet inf took off the flames from it's jetpack would shoot out) that's about as close you can get when making a "working" helicopter.


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Lin Kuei Ominae
post Jan 2 2010, 09:31 PM
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QUOTE (Viking @ Jan 2 2010, 02:17 PM) *
-Light tower that will fallow enemy units around and sound an alarm? (Without setting up scripts)

even if you won't get the beam to follow the unit, a workaround can be done in rules.ini to show a light circle on the enemy unit in range, which looks quite similar as the spotlight beam.

QUOTE (Viking @ Jan 2 2010, 02:17 PM) *
-Demotruck logic?

Can be done perfectly fine with ini coding. no bugs, no flaws.

QUOTE (Viking @ Jan 2 2010, 02:17 PM) *
-Can make an engineer destroy a bridge(like in that Nod mission? Or maybe just enter repair hit and it blows up the section?)
Use C4 units. That's what they are supposed to be.

QUOTE (Viking @ Jan 2 2010, 02:17 PM) *
-Helipads can repair aircraft but wont allow other units to be told to go to them and therefore crash the game

use a weapon that repairs units and give it only a range that is short enough to heal the unit that stands on the helipad, but not the units next to it.
Also IMO not a really useful feature as this is the job of the repair bay and there are other more important things that should be fixed.

QUOTE (Viking @ Jan 2 2010, 02:17 PM) *
-Free (non-glitch)helicopter with a helipad?

For one helipad you can do this perfectly fine. Use HoverPad=yes on the helipad and it will be build with the first unit that is listed on the key PadAircraft. For a vanilla TS rules.ini this would mean you get the helipad together with an Orca.

QUOTE (Viking @ Jan 2 2010, 02:17 PM) *
-Ability to tell the AI when your ready to be attacked/it can build its base in skirmish?

IMO not worth to implement. Do this via trigger in the map.

QUOTE (Viking @ Jan 2 2010, 02:17 PM) *
-AI build walls without the bugs? All the way around its base?

The AI can build walls already. It's just set to "no". Just take a look in rules.ini before suggesting things.
To make the AI intelligent enough to build the walls as wise as a human is out of the question.

QUOTE (Viking @ Jan 2 2010, 02:17 PM) *
-Cement that can make ground level/flatten when built over a small hole/hill?

I'm quite sure this is not as easy as it sounds, so i doubt Hyper can go that deep in the code to make this work.

QUOTE (Viking @ Jan 2 2010, 02:17 PM) *
-Option to turn of "craters" (always ruining otherwise nice spots for a base, stupid multi-missile)

change in rules.ini the deforming warheads and set there Deform=0%.
Also to avoid deforming terrain you have the pavement. That's what it's there for (and to avoid unwanted subterranean units).


Make yourself familiar with TS modding and you'll see that most things are already possible and not everything needs a exe hack.

This post has been edited by Lin Kuei Ominae: Jan 2 2010, 09:40 PM


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Blackhand Comman...
post Jan 3 2010, 12:56 PM
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i think red alert2 have an almost perfect engine. hyper should make a hybrid engine from TS's and RA2/YR's


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Lin Kuei Ominae
post Jan 3 2010, 03:51 PM
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i would not call
-broken treefire and buildingfire logic
-missing firestorm wall logic
-a crappy copy protection system
-lots of obsolete and not working ini keys
-no support for terrain deforming
-bad normals lighting (to bright on the sun side and too dark on top)
an almost perfect engine. RA2 is imo a lot worse than TS. No optimization has been done, only additional crap added that makes the game 10 times slower than TS.

A hybrid engine isn't that easy as it sounds, since the TS and RA2 executable are completely different, thus things like copying logics from RA2 into TS are not possible.

This post has been edited by Lin Kuei Ominae: Jan 3 2010, 03:53 PM


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Darkstorm
post Jan 3 2010, 06:01 PM
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TS is the best engine IMO, simple things are really all that's needed. Really, the good thing with Hyperpatch is that the people that mod it regularly are the ones asking for the features, not just every yahoo that has an idea for some mech 20 times the size of the screen shooting 152 weapons at once.


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Rampastring
post Jan 3 2010, 06:52 PM
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RA2 has many essential options for multiplayer, but as LKO said it's missing a lot of important stuff (for me the most important ones are no terrain deforming and the boring Dolphin sonic weapon which can't be done like the disruptor).
The engine is also a bit slower, the AI sucks compared to the TS AI engine and the Yuri's Revenge loading times are a nightmare (seriously, it takes 2-3 seconds to load Grand Canyon in TS, in YR it can take 2-3 minutes to load a four-player map roll.gif .. I wonder what did they do to mess up with the loading times so awfully (could probably be the copy protection LKO mentioned, not sure at all though.. since I haven't played YR for 2 years)).

This post has been edited by ^Rampastein: Jan 3 2010, 06:53 PM


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Lin Kuei Ominae
post Jan 3 2010, 07:42 PM
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with copy protection i meant, that all your units explode if you don't have the game installed with the useless registry crap.
TS on the other hand works perfectly fine without the registry, for example if you only copy it on a USB stick and give it someone else who don't has TS. Just give this person the CD and he can play TS from the USB stick.

And yes, the loading times in RA2 are a nightmare too. In TS i can change a ini key, go ingame, test the changes and go back to windows in 30 seconds. In RA2 i would need 5 minutes for this.

This post has been edited by Lin Kuei Ominae: Jan 3 2010, 07:44 PM


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Nod Cobra (fast medium mech)__________GDI Battleship Aurora
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Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
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Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
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Darkstorm
post Jan 3 2010, 10:30 PM
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^ this^

The only "essential multiplayer options" that I'd care to see in TS are starting points and maybe teams.


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epicelite
post Jan 4 2010, 01:05 AM
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C4 CAN BLOW UP BRIDGES?
HOW?
WTF?
?????????????? huh.gif

I already tried giving the helipad a repair weapon like you suggest, it didn't repair the aircraft when they landed on the pad and when a unit drives by it gets repaired. mad.gif


"For one helipad you can do this perfectly fine. Use HoverPad=yes on the helipad and it will be build with the first unit that is listed on the key PadAircraft. For a vanilla TS rules.ini this would mean you get the helipad together with an Orca."
O RLY? Imma go try now! dance.gif

EDIT: Helipad thing didn't do crap...

EDIT2:
Oh yeah and how about some fixed wing aircraft logic?
Maybe a parabomb/troop superweapon?

This post has been edited by Viking: Jan 4 2010, 02:06 AM
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Infinity
post Jan 4 2010, 03:34 AM
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What's with the RA2 hate, LKO? It's a ten times superior engine. Sure Westwood removed some things but that's because they cut features that were not necessary. RA2 has better frag weapon possibilities, an IFV, overpowerable structures, linking laser weapons through Prism Towers, etc... I could go on and on about what RA2 has that TS does not. tongue.gif

YR even adds to the top of that.

And we have Ares. I rest my case. tongue.gif

Also dunno about you, but YR loads pretty quickly for me. Never had it load all that slowly except on my old, old Windows 98SE box.

In any case, not really diggin' the RA2 hate.


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Darkstorm
post Jan 4 2010, 04:02 AM
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RA2 superior, that's new. The only reason it is even remotely superior is because of the EXE patches, ETS was utter crap, even more so than Npatch. Hyperpatch will be just as stable as Ares, VK just didn't bother to test the new logics and let the community test them for him. However, in the end, it is really just the modder's preferance.


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Infinity
post Jan 6 2010, 01:55 AM
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I detect jealousy in the force. ninja.gif


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Ixith
post Jan 6 2010, 04:41 AM
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My only dislike about RA2 Egine is how the atmosphere just feels...cartoony...and all the mods and what not i've ever seen for it follow that same feel. And IMO war and cartoony don't go together unless it's Tom and Jerry fighting around in a house or something like an NES game like TAKTICS brought forward ORR my idea for a YR mod woulda been one based on The War of the Lions in Final Fantasy Tactics (at least i think it coulda looked alright in YR)...but high tech war machines like stuff just seems awkward/wrong in the RA2 style/atmosphere...but again...that's just me...

and yea...they removed a few logics when 'upgrading' the engine for RA2 but they also added a good bit of ones that interact more with the player like the ones that Fen mentioned and also a good one he didn't mention which is garrison-able buildings. but yea id say it's more of a preference on what you're willing to sacrifice to achieve a certain result.

Really the only thing i'd REALLY love to have in TS would be like Darkstorm said, the ability to pick start positions and teams for skirmish. Individual AI difficulties would be nice too but not on my top.

meh just thought i'd add in to the TS vs RA2 engines debate...lol not that i really added much...

but one last thing...the force...really? no seriously...i just watched Star Wars episodes 4-6 on tv like a week ago if that...all i can say is at least it wasn't episode 1...because the Phantom Menace blew bigger balls than those giant rubber balls you can buy at Wal-Mart.



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SeekSomethingNew
post Jan 6 2010, 08:53 PM
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This is a TS forum.

And thanks to LKO in clearing a few things up in the start, he speaks for me mostly.


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