-
Posts
60 -
Joined
-
Last visited
Everything posted by Echo
-
Since 1996. A friend had it and the obsession began.
-
If it's Tech Level 1, the AI will spam infantry like all fucking madness and the limit will be reached very quickly.
-
Yes. Now take a seat because this next bit might shock you; believe it or not they're actual people with lives and 'real world' responsibilities too!
-
What about a Mobile AA-Gun? Absolutely sod-all defence against land/sea units (aside from crushing infantry), but capable of taking down fast jet fighters/bombers before they can even get close.
-
There's no option in the map editor to force where a player starts, no. You can use CNCNet5's Skirmish option though and set where each player spawns before the game starts.
-
Queuing can be useful, but after nearly 20 years of no queuing at all I can take it or leave it. Doesn't bother me.
-
Filenames over 8 characters (not including extension) will also cause RAED to twiddle its thumbs and not open said map (while spitting out "File not found" & "Error 1" messages).
-
I suppose. Change colour then!
-
Personally, I'd at least flip it to draw immediate attention. But yes, the cameo itself looks fine.
-
Unfortunately there's no real way to force the AI to do anything regarding unit production, especially on the PlayStation port. Even when you do get them to build a TC, the majority of units will still be basic. The best you can hope for regarding Soviet AI is that they'll build Tesla Tanks and MiGs frequently enough. Forget any ideas you have about them massing up Mammoth Tanks or even training any Shock Troopers though. It just doesn't happen.
-
Or you can just hit Esc when they begin playing.
-
Wrong board; this is for the original RA. Someone here or here might know what the problem is and how to help.
-
Currently re-editing this one to allow four players; I'm not sure if I should revert the Engineers back to GoodGuy and enable all players to control them (would make certain triggers easier to fuck around with), or divide them between two houses. Currently leaning towards the 'GoodGuy' option to be honest, at least that way it's also playable with two or three players. Edit: Well fucking forget giving everyone control, a recent test proves that it just isn't workable when players aren't communicating.
-
http://www.speedyshare.com/8hayJ/ra95crash-midgame.dmp Mid-game crash, cause unknown (no particular action taking place, nor new unit/structure being built at the time of crashing).
-
Ah what a dope I am. Typed 'TrukAA' instead of 'TruckAA'. Works now of course!
-
Urk, I think I've managed to add so much stuff that the game cracks under stress: http://www.speedyshare.com/udjrp/ra95crash-Echo-c.dmp Related to a new unit with two new weapons. If it becomes necessary, I can just give you the whole mod to mess with.
-
Building one unlocks a new structure, which may be the cause.
-
Also encountered this. As for the crashing, it's not at all related to structures having extra states so we can ignore that (just like the game ignores state 3). It always occurs when hovering over an offending structure icon in the sidebar (before the tip with the name/cost can appear), but I'm clueless as to what would cause this.
-
Worth adding that building MSLO unlocks a new structure, so it may be related to this. Oddly it can be avoided by commenting out some other new structures (which don't have a real use right now anyway) in spawn.xdp/rules.ini, but here's another crashdump of the same thing: http://www.speedyshare.com/Weda6/ra95crash-Echo-b.dmp
-
Weirdly enough, it's not crashing now for some reason (I messed with recompiling the SHP files). I don't seem to be able to tag new structures as prerequisites for old structures though. Will post again if I encounter any weird shit and/or crashing. Edit: Alright they can't be used as prerequisites for anything. They do at least appear ingame though. As for the previous crashing, I think it might have had something to do with the new structure SHPs having a third state present (one for idle, one for damaged, and a third for being destroyed, like in TD).
-
For buildings, I assume that a *make.shp is required with the same number of build frames as ATEK? Or will it just play the animation out properly regardless? Edit: http://www.speedyshare.com/kSmH3/ra95crash-Echo.dmp Tried adding two buildings. First one played out fine, with one less image (16) in the *make.shp. Second one (15 images in *make.shp) shows up in the sidebar, but rolling the cursor over it results in a crash. Crashdmp says something about trying to read/write without appropriate access.
-
Is there anything that decides what the AI can/can't/won't build? While it's currently not a big deal for this type-testing experiment I'm working on, it could be a problem for any 'serious' mods later on.
-
Not sure that the engine would allow that particular sorcery. From what I can see it would involve editing all of the terrain characteristics too, which is a whole new can of worms.
-
Not really a list, but another hardcoded feature is whatever classes the Medic/Mechanic as healing type units. While attempting to give similar 'weapons' to other units does result in negative damage on anything friendly, they never stop with their action; even once the target is fully healed/repaired, the unit will carry on trying to fix them (complete with sound). (They'll also be able to target enemy units and heal those, which is never a good thing.)
-
After a bunch of nonsense (also known as 'dickheaded typing errors on my part') last night, I finally got a new animation to work. Is it limited to 'muzzle flash' type animations at the moment, or can animated projectiles (like the Flame Tower's fireball) be created? Speaking of projectiles, any new projectile types I try adding won't show up no matter what I do. Chances are I'm missing something (again), but even something which refers to an original image ends up being invisible for whatever reason: [FROG2] Arm=10 Arcing=yes High=yes Shadow=no Proximity=yes Animates=yes Ranged=yes Inaccurate=yes Image=V2 Rotates=yes This won't appear ingame. At first I thought the 'arcing' flag might have been responsible, but then this projectile also refused to appear: [DumbRocket] Arm=2 High=yes Shadow=no Proximity=yes Animates=yes Ranged=yes Inaccurate=yes AA=no Image=DRAGON ROT=0 Rotates=yes Translucent=yes Both projectiles are copy/paste edits of existing projectiles, they're both listed in [bulletTypes], and as far as the attacks go it's pretty much the same deal; both listed in [Weapons], and all I've done is clone existing weapon definitions and tweak them accordingly. (It's worth noting that despite this, they still actually exist in-game; they're fired, leave smoke trails and explode as expected, I just can't see them.)