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Bittah Commander
Posted on: Nov 6 2012, 01:04 PM


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I just discovered exactly why many colors turn green for turreted SHP units.
This is because any color that exists more than once on the temperat.pal palette, will be duplicated on the unittem.pal/unitsno.pal palette as well.

Just compare LKO's palette images for turreted SHP units


with temperat.pal.
Attached Image

As you can see, exactly the colors that are pink on the temperat.pal palette turn green for turreted SHP units.
So to solve this problem, you just have to replace all pink colors with other unique colors.
  Forum: Modding Tutorials · Post Preview: #50151 · Replies: 6 · Views: 16,797

Bittah Commander
Posted on: Feb 2 2012, 01:05 AM


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Honestly the main problem with Tibweb is that... it's impossible for new members to register confused.gif
  Forum: General Discussion · Post Preview: #49994 · Replies: 264 · Views: 130,674

Bittah Commander
Posted on: Dec 17 2011, 08:07 PM


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DTA 1.11 has been released!
You can view the Change Log to see the changes that have been made since DTA 1.10 or just view the video.
Download now!
  Forum: Tiberian Sun News · Post Preview: #49984 · Replies: 0 · Views: 15,230

Bittah Commander
Posted on: Dec 1 2011, 02:41 PM


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I just spent a couple hours on updating my site's Media page and I finally finished. You can now view all of the maps that will come with DTA 1.11 there. The images you see on that page are the same as the previews they'll use ingame and you can click them to view larger images of the maps.
So heave a look smile.gif

And before I forget; please vote and spread the word!
  Forum: The Dawn of the Tiberium Age · Post Preview: #49965 · Replies: 0 · Views: 9,404

Bittah Commander
Posted on: Nov 5 2011, 06:56 PM


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I recently decided to start posting updates on DTA 1.11's progress more actively and have been doing so (along with Rampastring) at DTA's official website since the past month.
A decent number of updates have been posted already, so I'll try to keep this post summarized as possible.

To start off, DTA 1.11 has newly made water cliffs for the desert theater.


Thanks to a hack from CCHyper the tiberium now gets affected by lighting just like all other terrain.

On the left is what it originally looked right and on the right is with the hack; as you can see this is a tremendous improvement for how tiberium looks on darker maps.

I converted several terrain objects between theaters to increase the options mappers have to detail their maps with.


Also the new LATs I made give mappers extra options for detailing their maps.

This is just one out of six new LATs I posted on DTA's front page.

The GUI's layout and graphics have been redone.

As you can see in this image the minimap is now much bigger and more detailed.
There are in fact different GUIs and the one you get depends on whichever screen resolution you've selected in the launcher...
...what launcher?

This launcher; it was originally made by Nyerguds as a setup tool mainly for switching between my different GUIs, but it was later on further developed into a launcher by Rampastring.
The launcher is capable of automatically updating DTA to the most recent version, which will make it a lot easier for me to release bug fixes/updates in the future, meaning you won't be having to spend ages to see one little thing fixed anymore.

And finally... Singleplayer missions. People have been asking for a remade TD campaign and no, there won't be a remade TD campaign included with DTA 1.11's release. It takes a lot of work and time to get such missions done properly after all (especially considering the amount of missions the TD campaign had), but maybe the mappers will be able to pull it off eventually (considering the workload however, and the fact few are actually interested in remaking the TD campaign, some extra help might be necessary).

Never the less, DTA 1.11 will come with some singleplayer missions. "The Toxic Diversion", made by Rampastring, is a campaign existing out of 4 missions which can play drastically different depending on the choices you've made during the first missions.
Aside from this, missions in the same fashion as TD's "new missions" might appear later on; so far one of such missions has been included already, namely "Under Sige II" by ReFlex (much like TD's "Under Siege", with the main difference that you're playing as GDI instead of Nod).

Visit DTA's website to read everything above in more detail, along with a lot more images (including an animation of the airstrike superweapon, which I left out of this post because of its size).
  Forum: Tiberian Sun News · Post Preview: #49947 · Replies: 0 · Views: 11,042

Bittah Commander
Posted on: Sep 30 2011, 08:19 AM


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Here you go smile.gif
  Forum: TS Discussion · Post Preview: #49934 · Replies: 1 · Views: 10,708

Bittah Commander
Posted on: Feb 24 2011, 12:19 AM


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I kinda doubt it is, although it could easily be made into one without even having to edit those terrain tiles innocent.gif
  Forum: Maps · Post Preview: #49709 · Replies: 2 · Views: 4,541

Bittah Commander
Posted on: Feb 14 2011, 06:30 PM


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It's already been a year since DTA 1.10 has been released and after having been silent all this time, some might even arleady suspect this mod is already dead. Whoever thought that couldn't be any farther from the truth however. Unlike during the development of previous versions of DTA, where my "staff" basically consisted of some people that did me a few random favors, I in fact have a consistent staff now and we actually have been (and still are) quite busy.
So rather than being dead, DTA's development is in fact more alive than ever:

Many improvements have been made and many new features have been added to the enhanced mode, of which you'll be able to catch a glimpse in some of the new screenshots;

There's already twice as many multiplayer maps as there were before and many maps also have a "comp stomp" version, on which the human and AI players start on the same side of the map, after which the human players have to send their MCVs into teleporters, which then instantly transport them to the other side of the map. This means you can 'east vs west' or 'north vs south' battles against the AI. And the AI by the way, has been improved a lot.

Rampastein completely recoded DTA's AI and as you can see in the images above, the new AI really is no joke (and that's still only on medium difficulty level).
But...

...as tough as the new AI is, it's of course not unbeatable. smile.gif

In addition to all this also a ton of new terrain has been added (which is part of the reason why it's taking so long; terrain takes me long time to convert or create) and this includes a conversion of Red Alert's entire snow theater.


I wish I could say DTA 1.11 is already close to a release date, but unfortunately there's still a lot left to do. However, at least you can now put your mind at ease knowing that the longer you wait, the better DTA 1.11 will be, rather than having collected more dust. wink1.gif
  Forum: Tiberian Sun News · Post Preview: #49703 · Replies: 0 · Views: 6,718

Bittah Commander
Posted on: Oct 10 2010, 05:52 AM


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All I can tell you is that you need to make sure DTA is installed first and RAR has been extracted into the same folder.
If this already was the case, you'll have to ask Player1 yourself: http://dta.cncxs.com/forums/ra-reloaded.
  Forum: The Dawn of the Tiberium Age · Post Preview: #49316 · Replies: 7 · Views: 7,689

Bittah Commander
Posted on: Sep 21 2010, 05:10 PM


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FYI, RA2 was made by EA as well. Even though it was called Westwood Pacific at the time, it was later renamed to EA Pacific and IIRC unlike with Westwood Vegas' staff (the ones who created RA1, TD and TS), most of Westwood/EA Pacfic's staff stayed with EA and were also involved with TW and RA3.

Also, graphic-wise I think RA3 might be even worse than RA2, realism concerned. With that I don't mean "impossible" technology and such, but rather the cheerful looking scenery and such, while it's supposed to be a battlefield. I bet that if you'd rip roller coasters and other theme park attractions directly from one of the Roller Coaster Tycoon games and place them in RA3 (and RA2 as well), they wouldn't even look out of place.
I personally just like the mood of the scenery of a game (including buildings, units and especially terrain) to fit the theme of the game itself. If you say sillyness just happens to be part of the intended theme of RA2/RA3 you might be right, but then I suppose I just happen to dislike that theme (or at least in an RTS which focuses on war).

Anyhow, story put aside; I still prefer RA1's gameplay over RA2's, I prefer TD's over RA1's and I prefer TS's over TD's.
  Forum: General Discussion · Post Preview: #49221 · Replies: 23 · Views: 15,160

Bittah Commander
Posted on: Sep 16 2010, 03:34 PM


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I agree RA1 is better than RA2 in every way except for modding. The fact RA2 completely lost its seriousness is what puts me off; its often argued that RA1 was already a bit less serious than TD, but RA2 just completely overdoes the sillyness in every single aspect (story, voice acting, mission briefing videos and the ingame graphics look like Roller Coaster Tycoon with tanks) and with RA3 it even went further downhill.

To me RA1 is simply the prequel to TD (with no RA2 or RA3 in between; which is what Westwood intended to begin with) and although it's still quite fun to play, I think TD's gameplay is still a bit better since its factions are balanced a bit better against one another.
  Forum: General Discussion · Post Preview: #49201 · Replies: 23 · Views: 15,160

Bittah Commander
Posted on: Sep 16 2010, 12:51 PM


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QUOTE (Nyerguds @ Sep 14 2010, 08:39 AM) *
PROTIP: MS Paint can't save 256-colour PNG tongue.gif

Yes it can. I've used MS Paint to edit SHPs that have been converted to PNG for ages; when MS Paint resaves the PNG, the color depth won't be increased wink1.gif
  Forum: TD Discussion · Post Preview: #49199 · Replies: 13 · Views: 11,759

Bittah Commander
Posted on: Sep 16 2010, 11:55 AM


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Well, I suggested the cell anims for the transparency effect; even if a dittering effect is used (rather than translucency), cell anims would still allow you to see units behind the top of the walls.
  Forum: Terrain · Post Preview: #49198 · Replies: 9 · Views: 6,276

Bittah Commander
Posted on: Sep 16 2010, 05:33 AM


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Lookin' pretty awesome indeed smile.gif I only think the walls might be a bit short however;
it looks especially strange when compare the height of the building in the image below with the walls...


Instead of making the walls (visually) instantly stop at a certain height, you could sort of make them fade out using cell anims.
To create the fade-out effect you could either use a dittering effect or use multiple cell anims with a different translucency percentage. Although the last option would most likely take a bit more work to get right, it'd probably look best.
  Forum: Terrain · Post Preview: #49195 · Replies: 9 · Views: 6,276

Bittah Commander
Posted on: Jul 8 2010, 09:54 AM


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Just find and download a HEX editor, then search for rules.ini (don't forget to select to search for ASCII text), replace it with whatever you like; just make sure you always overwrite existing letters, so that the total number of characters always remains the same and also make sure there's at least one 00-byte (looks like a . in the ASCII area) in between your filename and whatever comes next.
  Forum: TS Modding · Post Preview: #48874 · Replies: 3 · Views: 3,929

Bittah Commander
Posted on: Jun 25 2010, 05:24 PM


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Ohh... How confusing tongue.gif
  Forum: TS Modding · Post Preview: #48802 · Replies: 8 · Views: 6,310

Bittah Commander
Posted on: Jun 25 2010, 12:41 PM


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You made the warhead of 227mmHi do more damage than the warhead of 227mmLo, but also removed MinimumRange=6 from 227mmHi? It seems to me like it'd then always keep using 227mmHi (so it'll then never use 227mmLo at all).
  Forum: TS Modding · Post Preview: #48799 · Replies: 8 · Views: 6,310

Bittah Commander
Posted on: Jun 14 2010, 03:09 AM


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Normally when the theater isn't typed completely in caps, FinalSun will crash and some people take advantage of this to "protect" their maps from getting edited and getting redistributed (with someone else claiming credit for the maps).
I had a look at the maps from your zip file in wordpad however and I didn't really see any reason why they wouldn't load in FinalSun, aside from (possibly) the fact that Digest= is completely missing from some of those maps...
  Forum: TS Mapping · Post Preview: #48753 · Replies: 6 · Views: 7,246

Bittah Commander
Posted on: Apr 25 2010, 06:18 PM


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Here's a preview without the shitty JPG quality tongue.gif

  Forum: Maps · Post Preview: #48348 · Replies: 13 · Views: 10,819

Bittah Commander
Posted on: Apr 25 2010, 06:17 PM


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I just made a better preview for the map smile.gif

  Forum: Maps · Post Preview: #48347 · Replies: 11 · Views: 10,404

Bittah Commander
Posted on: Apr 23 2010, 10:11 PM


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Alright, I'll give it a shot since I'm bored anyways tongue.gif

normal TS
1: A. True
Originally the lightning would play its own sound every time a lightning beam would strike, but Westwood disabled it because it turned out to be too annoying.

2: C. podasslt.vqa (One where Light Infantry lands and kills two Cyborgs)

3: A. Weather The Storm

4: B. Rescuing ICBM Launchers

5: D. Stealth Tank


Firestorm
1: A. Web Launching

2: C. The Cyborgs Are Coming
  Forum: TS Discussion · Post Preview: #48324 · Replies: 15 · Views: 13,459

Bittah Commander
Posted on: Apr 23 2010, 09:45 PM


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Just a few wrong answers; I'll quote the wrong answers, but I'll leave it up to you or someone else to find the right ones innocent.gif
QUOTE (Sun Girl @ Apr 23 2010, 10:21 PM) *
2. GDI's space station is the same name as what U.S City?

B. The Charleston

QUOTE (Sun Girl @ Apr 23 2010, 10:21 PM) *
1. In the third Nod mission, you kill the leader of The Forgotten. Who is that?

D. Umagon

Don't really need to have played Firestorm to know Umagon isn't the leader of the forgotten (firestorm also takes place right after TS, so nothing has changed in between).
QUOTE (Sun Girl @ Apr 23 2010, 10:21 PM) *
3. What unit goes to Forgotten in missions but really belongs to another side? (Hint:Unit NEVER got put in to side)

B. Mutant

QUOTE (Sun Girl @ Apr 23 2010, 10:21 PM) *
5. Which FS unit is strongest?

A. Cyborg Reaper
  Forum: TS Discussion · Post Preview: #48322 · Replies: 15 · Views: 13,459

Bittah Commander
Posted on: Apr 23 2010, 09:36 PM


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Give this a read smile.gif
  Forum: TS Modding · Post Preview: #48321 · Replies: 1 · Views: 2,383

Bittah Commander
Posted on: Apr 23 2010, 11:31 AM


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Can't imagine anyone who isn't fairly new to Tiberian Sun (and modding it) will take more than 2 seconds of thinking to realize the answer to any of those questions; especially those who have either played or modded TS for over 10 years... Which would be most of the people here tongue.gif


I'd suggest you use trickier questions to which the answer was only mentioned a few times or even just once during either the missions (that includes the briefings, mission descriptions and videos) or for which the answer wasn't even mentioned in the game at all (make sure you have the source to back the answer up then however).
For example "who crashed the Scrinship?", "when was it built?", "what do mutants call uninfected humans?", "where did Kane get the Tacitus?" and so on...
  Forum: TS Discussion · Post Preview: #48317 · Replies: 15 · Views: 13,459

Bittah Commander
Posted on: Apr 21 2010, 02:27 PM


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I have to admit I'm not that experienced with AI coding and didn't even realize there were tech levels specified under [AITriggerTypes] (I only noticed TechLevel=0 in the code of the teams). I just noticed where the actual tech level is specified however, so I'll give a go at modifying all of those according to DTA's; thanks for pointing this out smile.gif
  Forum: Maps · Post Preview: #48297 · Replies: 11 · Views: 10,404

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