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Tratos
Posted on: Jul 30 2010, 02:00 PM


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The APC cant have a turret AND be able to cross water, because WW never intended it to have a turret the game cannot physically load a turret voxel for the submerged version thus giving the IE. Its one or the other im afraid.
  Forum: TS Modding · Post Preview: #48950 · Replies: 3 · Views: 6,111

Tratos
Posted on: Jan 3 2008, 03:29 PM


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QUOTE
the Titan's legs are made of 3 sections, excluding the feet, but in your model I get the idea it has 4.


The original had 3 yes, Berends has 5 leg sections including feet.
  Forum: The Graphics Fridge · Post Preview: #35561 · Replies: 30 · Views: 17,200

Tratos
Posted on: Dec 18 2007, 12:03 AM


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I love the one of the wolverine next to the trooper, it looks fantastic. About the size of a human, walks with its legs slightly bent and with a slight gait (sways slightly as it walks). It looks perfect and if you can replicate it in your mod you'll be on to a winner.
  Forum: TS: Rise of Omnius · Post Preview: #34688 · Replies: 27 · Views: 26,641

Tratos
Posted on: Dec 2 2007, 11:06 PM


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Mine is epic win. But the photoshop job is epic fail.
  Forum: The Graphics Fridge · Post Preview: #33533 · Replies: 31 · Views: 19,010

Tratos
Posted on: Dec 2 2007, 07:34 PM


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QUOTE (^Rampastein @ Dec 2 2007, 05:12 PM) *
Hmm.. Good. And by the way, it's Magnetic beam, not Magnetron beam =P

Btw, when you add "IsSonic" to a weapon in RA2 the weapon becomes a different sonic weapon than it becomes in TS; it becomes a kind of a weapon the delphin has.


IsMagBeam=yes is used by the Magnetron, i would imagine Westwood commandered the code and just used a different tag to call the effect.

Also, in RA2 the "sonic beam" from the magnetron is drawn the other way (from target to unit).
  Forum: Reference and Information · Post Preview: #33517 · Replies: 238 · Views: 138,555

Tratos
Posted on: Nov 29 2007, 10:33 PM


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QUOTE (TSHyper @ Nov 29 2007, 05:42 PM) *
That is possible yea, maybe some tests could be done? Maybe it has to do with the resolution too?


It doesnt, that was one of the first things i tried, tried at 640*480 and as high as 1280*1024, no difference between them, still the same lag when i construct things.
  Forum: Reference and Information · Post Preview: #33278 · Replies: 238 · Views: 138,555

Tratos
Posted on: Nov 29 2007, 01:22 PM


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QUOTE (TSHyper @ Nov 29 2007, 12:27 PM) *
Also the fact that RA2 does not use the orignal (and more than likely under development) WaveClass. Plus i dont think you will get anything from computer spec's, but i would think graphics cards and CPUs would be the problem. Ill talk to pd more.


See if he's got any idea why my game lags up really bad when i try and onstruct something, but is otherwise fine when im not. It gets worse when i build small things like power turbines and concrete compared to big things like refinery's.
  Forum: Reference and Information · Post Preview: #33219 · Replies: 238 · Views: 138,555

Tratos
Posted on: Nov 25 2007, 02:22 AM


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Lawl, trust you Aro...
  Forum: Spotlighted Maps · Post Preview: #32783 · Replies: 38 · Views: 39,170

Tratos
Posted on: Nov 25 2007, 02:20 AM


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Could you not use Report=*** on the deploying animation itself in art.ini. That way you could specify a different sound for every unit if you so desired.
  Forum: TS Modding · Post Preview: #32782 · Replies: 12 · Views: 8,263

Tratos
Posted on: Nov 25 2007, 02:15 AM


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QUOTE (TSHyper @ Nov 24 2007, 11:33 PM) *
Right... im really getting pissed off with this, i know i help you guys out over here, but you have to respect and listen that you should upload it in the topic i made, im REALLY, REALLY getting f*cked off. I dont care if your new or not, you should get used to the forums.

Can some Admin or whatever make this known more globally?

Right, the except.txt points to a function that seems to be used by a few things, i cant find out much out. But thanks to pd looking to this before, its related to the Hunter Seeker Logic IIRC.


I have created a thread in the forum rules regarding this, warning that except.txt's not posted in your thread may be ignored, or the topic may be closed/deleted. I cant promise that people will read it, but its in the right place. If you want i can clone the thread and pin it to the top of the TS editing section too.
  Forum: TS Modding · Post Preview: #32781 · Replies: 9 · Views: 5,479

Tratos
Posted on: Nov 18 2007, 03:17 AM


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http://sun.tiberiumweb.com/utilities.php

QUOTE
[Framework Add-on for FS] - Unzip into your TS folder. Enables Framework mode for FinalSun ("Marble Madness").
  Forum: TS Mapping · Post Preview: #32266 · Replies: 11 · Views: 6,025

Tratos
Posted on: Nov 18 2007, 12:28 AM


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Above multiple post's merged, all hail me.
  Forum: TS Mapping · Post Preview: #32258 · Replies: 11 · Views: 6,025

Tratos
Posted on: Nov 15 2007, 08:27 PM


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I dont think this really needs to be stickied.
  Forum: TS Mapping · Post Preview: #32129 · Replies: 3 · Views: 3,280

Tratos
Posted on: Nov 10 2007, 05:52 PM


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That's what it does in RA2 but its not actually used in TS, and the hover mlrs 'lands' on the service depot anyway. I would imagine that tag is redundant and the functionality was added to a different tag that the service depot does use.
  Forum: TS Modding · Post Preview: #31895 · Replies: 16 · Views: 9,533

Tratos
Posted on: Nov 8 2007, 10:50 PM


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QUOTE (TSHyper @ Nov 8 2007, 12:43 AM) *
HoverPad, its BuildingTypeClass, accepts boolean values, i dont know much else, its only used by one function and it allows Units and maybe Aircrafts to dock with it? What is it you wanted to know?


HoverPad is what causes hover units to 'land' on the repair depot, although the repair depot itself doesnt include this tag this is the effect it has. Maybe you can check if the effects of this tag are called by another.
  Forum: TS Modding · Post Preview: #31793 · Replies: 16 · Views: 9,533

Tratos
Posted on: Oct 6 2007, 12:37 AM


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Yeah, so its been a while, probably close to a year since i posted here, just over 5 months since i last visited. Ive got 28 pages of new posts and i dont want/cant be bothered to read them all.

Anyone want to sum up what the haps are round here these days?
  Forum: General Discussion · Post Preview: #30028 · Replies: 6 · Views: 3,433

Tratos
Posted on: Feb 3 2007, 10:24 PM


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Negative numbers would probably cause a crash because the value represents a multiplier to the base value of the units armor. However, WW screwed up and instead the value acts as a divisor.

Example, say the unit has 80 armor. The armor crate is set at 2.0.

The unit picks up the crate giving it 80 armor divided by 2.

80/2 = 40 armor making it weaker.

If the crate is set to 0.5 the unit picks it up:

80/0.5 = 160 making it twice as strong.

If the crate has a negative value, say -4.

80/-4 = -20 essentially the unit is dead as armor is below 0.

Ingame i have no idea what would happen but i can hazard a guess that it wouldnt be positive. Either:

1) the unit dies instantly
2) the game crashes
3) the unit has its armor reduced below 0 rendering it invulnerable as any further attacks will not cause the armor to reach 0 instead pushing it further into negative numbers.
4) the unit becomes unusable, as in it is still visible and possibly selectable but cannot move/shoot or perform any other action.
  Forum: Modding Tutorials · Post Preview: #13080 · Replies: 99 · Views: 354,241

Tratos
Posted on: Jan 20 2007, 03:47 AM


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Just a quick selection of quotes from your posts on these boards Reborn23/Obeliskoflight/Brotherhood23

QUOTE
Dude its in GIF Format and it has no textures and I will have a download soon so you can see the correct format


QUOTE
It seems the GIF quality is EVIL to it so I will post a download soon also


QUOTE
and The Textures I just wanted to see the model but over all Im happy about smile.gif

Also I will have a new version or a new model (textured) in a few hours or a day or two


QUOTE
This is nice one!! Its a telsa coil and I like it alot and I will have animations of damage and a possible buildup very soon and a zip file containing all of the models parts and itself ehhh?


QUOTE
Ok So that was the suckish version I will have a great one up soon


QUOTE
I will have have the turret very soon and a download but anyway enjoy


QUOTE
Na that was a concept a the gMax one is almost done


need i say more? You always promise then never deliver and then come back a few days later with more rubbish ms paint buildings. Why?
  Forum: Mod Announcements · Post Preview: #11501 · Replies: 30 · Views: 21,722

Tratos
Posted on: Jan 15 2007, 12:27 AM


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QUOTE (Nods Viper @ Jan 15 2007, 12:03 AM) *
Oh well im sorry, i guess its just not your thing is it.
You Don't have to be such a miserable bastard about it dry.gif .

Maybe i should of put IMO, the worlds funniest advert.

The way i see it, if you have nothing nice to say, dont say anything at all...
But no of course that did not come to your head dry.gif ...


Thing is, this ad is about 4 years old, we all saw it 4 years ago, laughed at it and forgot about it. Now you bring it up 4 years later and expect us to still think its the best thing the world has ever seen.
  Forum: General Discussion · Post Preview: #10960 · Replies: 15 · Views: 7,997

Tratos
Posted on: Jan 14 2007, 11:01 PM


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According to the TS manual TS was set in 2030-ish which means that in just under 1000 years not only do Nod and GDI still exist, the haven't advanced technologically and the war still isnt over?
  Forum: Mod Announcements · Post Preview: #10952 · Replies: 30 · Views: 21,722

Tratos
Posted on: Jan 14 2007, 10:54 PM


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wow that's old
not THE oldest, but it's certainly up there
  Forum: General Discussion · Post Preview: #10949 · Replies: 15 · Views: 7,997

Tratos
Posted on: Jan 14 2007, 03:25 AM


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Why would you want an alienware anyway? They charge you more for the neon green case than they do the actual components.
  Forum: General Discussion · Post Preview: #10825 · Replies: 16 · Views: 7,688

Tratos
Posted on: Jan 14 2007, 03:13 AM


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Actually its perfectly possible using cyborg logic and a modified infantry SHP. However, they will not gain back the extra squad members when healed, they will stay in their part-dead image.
  Forum: TS Modding · Post Preview: #10824 · Replies: 16 · Views: 12,331

Tratos
Posted on: Jan 2 2007, 03:09 AM


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Just so you know a bit more about it, the ring aroud it is not part of the logo. Someone over at the official boards cracked the code and it simply says;

"The third side wish you a merry christmas and a hppy new year"
  Forum: Tiberium Wars Discussion · Post Preview: #9628 · Replies: 23 · Views: 19,490

Tratos
Posted on: Jan 2 2007, 03:07 AM


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Lost at your own mod tongue.gif Your powers are weak old man.
  Forum: Tiberian Sun News · Post Preview: #9627 · Replies: 30 · Views: 21,195

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