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dvs1

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Everything posted by dvs1

  1. Draws:ScriptedModelDraw AffectedByStealth="True" InvertStealthOpacity="False" Behaviors: <InvisibilityUpdate id="3BD7F2F5" Options="STARTS_ACTIVE" UpdatePeriod="1s" BroadcastRange="0" OpacityMin="40%" OpacityMax="100%"> <InvisibilityNugget ForbiddenConditions="PREATTACK_A FIRING_A FIRING_OR_PREATTACK_A RELOADING_A PREATTACK_B FIRING_B FIRING_OR_PREATTACK_B RELOADING_B PREATTACK_C FIRING_C FIRING_OR_PREATTACK_C RELOADING_C USING_WEAPON_A USING_WEAPON_B USING_WEAPON_C" ForbiddenConditionExceptions="" ForbiddenWeaponSets="" ForbiddenStatus="IS_FIRING_WEAPON USING_ABILITY IS_AIMING_WEAPON SPECIAL_ABILITY_PACKING_UNPACKING_OR_USING" CamouflageLevel="0" InvisibilityType="STEALTH" Options="" EnteringStealthFX="" LeavingStealthFX="" HintDetectableStates="IS_ATTACKING" NoStealthForAttackWindow="0s" /> </InvisibilityUpdate> You have these also, right?
  2. dvs1

    Independence Day: Resurgence

    you're old if you've seen all 7 star wars in theater.....
  3. dvs1

    Trump v Clinton

    I've watched politics my whole life. The Reagan Era, the Clinton Debacle, the Bush Embarrassment, and the One Big Ass Mistake America. I wrote for news outlets for awhile and our country has reached a tipping point in these few years where if can't return to how things used to be, then we'll fall into a socialist state that will lead to communism similar to cold war USSR. That's a very brief statement without punching out a few books to explain the matter. This election season, if you don't believe our federal elections are rigged, is the most interesting one ever. We're faced with the DNC candidate whose entire life is questionable to even be allowed to walk around, let alone freely, to the RNC begrudgingly supporting a billionaire who has played the political business game and never held a public office before. I plan on making a holiday of it in November to watch the election results. IMO if Trump gets it, may the odds be in our favor to stabilize and grow. If Clinton gets it, I'll be relocating to a South American country because under her gross neglect of duties in every office she's held thus far, our days are numbered. I've more than had it with the bs politicians. Overall, if the economy doesn't recovery then it'll be chaos. History tells us what mob mentality is like during an economic collapse. I'd rather not be here. I only like apocalyptic scenarios in movies.
  4. that's all my w3x, xml, and dds files if you'd like to take a crack at it. I took one more look and I wonder if it would be better to treat the predator tank like it is an import and include every model, etc? That's the one option I have not tried. PredatorTank.zip
  5. I have a few questions to start the weekend off with. 1) Why doesn't cut/paste work? I cut the cmd line for the zone squad upgrades and paste them to LogicCommandSet file for the SCU and they don't work. I copy each of them back to their original building. and they work. Meaning, you can click on them to begin the research process. So now I have working upgrades in the armory and the command post, but the exact same ones don't work in the space command uplink. And I don't know why. I read every related file for the upgrades to see if I missed something, and I can't see any reason why it doesn't work. This is the simplest of the cut/paste problems I have. Which leads me to the second question. At this point, everything I've done has been cut/paste from one file to another. Sometimes it works. Sometimes it doesn't. 2) How much is too much? I can change 1 thing in 1 file and it works. But for the problems I'm having, some are resolved when I get every - single - file and save them, even if I don't change them. On one hand, I don't want to copy and save every template of everything for everything I want to do and it's hard for me to distinguish how much is enough. The trial by fire results in more game crashes at 99% loading until I get that 1 thing right then move on. Is there a better refined process from the more experienced regarding this? 3) At this point, I've used the 1.0 version of KW. Is this problematic? I've compared some of the coding from 1.0 and 1.2 and they're identical. I don't do this every single time though and have wondered if maybe the reason why a couple things don't work is because I'm using the 1.0 coding? Should I be making all of my changes exclusively from 1.2? I try everything I can think of before I post a question. I have tried to resolve these on my own, but I'm still lacking some understanding here. 4) What are the advantages of TW vs KW when it comes to mods? Specifically, if anything could be ported to TW from KW, RA3, TT, then what is the advantage of doing a mod within KW? In the future when I want to add different content that isn't a cut/paste from within the existing game, what are the community's thoughts on borrowing from other mods? For example, I saw a Nod unit called a Reaper on moddb for whatever mod it was and when I'm ready to add new content (that I don't create myself) are there shared source files? What is the status quo for stuff like this?
  6. dvs1

    Independence Day: Resurgence

    I'm waiting, a bit impatiently, for this to come out. I usually hit up the $1 movies but I'm seriously considering going to see this one opening weekend, which is something I rarely do. I saw the first one on the big screen after much pleading with my dad. The feeling I got from watching the big action, everything blowing up on screen, was about as life sized as it could get without being there. For me, it was an amazing experience and still holds the high bar for movie ever seen in theater. I can't recall a single movie that I've seen yet this year. ID2 should be release July 4 weekend.
  7. dvs1

    sys req

    A happy surprise was it cut the mod loading time to about 30 seconds. It was ~2 minutes before. Thanks for the tip, I'm really glad I asked.
  8. dvs1

    sys req

    I'm curious to know what the sys req for running tw/kw at the highest settings is? I'm able to have decals and models on high, but if I have terrain above the lowest setting, the lag is horrific. I have AMD Turion x64 2.5GHz & the ATI Mobility Radeon HD 4200 & Win7 Pro w/ 8GB Ram.
  9. Ok, let me tell you a brief story about this Predator tank ... I decided that I wanted to add the Adaptive Armor effect to it. I went to the code for the Titan and the Mammoth tank. I compared the info in the GameObject files to find all of the coding for the effect. I determined which code would work, copied them and inserted into the Predator file. Compiled, tested, works. Now comes the visual effect. This is where things get weird on me. I extracted and opened up each of the w3x files to read the xml coding. I did the same thing where I compared the files, looking for the code and determined which one would work for the Predator. I copied a complete set of the Predator w3x files, renamed them to ADAR (AdaptiveArmor just like the Titan and Mammoth files), added the code, checked checked and rechecked everything, wrote out the w3x.xml file, added it, compiled, tested, crash. I looked at it 3DS, as shown above, but I overlooked something--probably simple--which is just enough to make the game crash. I removed the reference to the w3x file, compiled, tested, and everything works. So I must have screwed up somewhere in the w3x file. I could attach the files if any were interested. And the Asset Extractor no longer works. I get an error "$$00000000 is an invalid integer". The application starts, can open a manifest file, but thats it. No extractions and no visible textures possible. I did a download direct from bibber.eu to a second computer that is also running windows 7 and I got the same error. I went to my old XP, downloaded again and got the same error. It's shut down, at the worst possible time, the next stage.
  10. hey, I won't be around this weekend. I wasn't really asked if I wanted to work, I was more or less volun-told. But I didn't forget about this. I will get back to you asap.
  11. dur... I guess "vehicle" isn't the same as "vehicel" ... the typo got me. I'll have to get back to you for the detailed explanation of the predator. I've done way too much to know exactly what I did, undid, and didn't do.
  12. Thanks, Ravendark, for pointing out the KINDOF attribute and conditions. In cut/paste, I can transfer units, buildings, and even support/special powers with relative ease. When I moved the Adaptive Armor from the Steel Talons to the GDI Tech Center, getting it to click for research was simply removing the dependency. That's why I was so confused when I moved the Zone Trooper upgrades from the Cmd Post and the Med Bay to the SCU, that they didn't work. I have the same problem with the Surveyor not going to the War Factory, which I didn't have time to deal with--yet. I was hoping to not have to mess with the Predator model beyond what I already did. I had already added the info to w3x for the shader. It shows in 3DS but not in game. It has its own set of files too. I have KW 1.2, but I'm just using the 1.0 files because I don't like most of the changes ie: I copied the refinery from 1.0 because the 3k cost & 30 secs really bites. 2k/20 was fine. What I did yesterday was I got the SRF from the SCU because the SCU and Power Plant (PP) have the same footprint. I rotated it in 3DS, made sure it really did fit the PP, but when I tried to export the heirarchy info, 3DS crashes. I want the PP to have a SRF just like all the rest of the buildings. I also want to make the SRF a research tech eventually and I know I have to convert it to fit that. Either GDI or NOD will have it as a research tech, but it will happen for at least one of them if not both. In the mean time, the Tech Center has the SRF SP. Kudos on the GOT reference. I'll work on 1 thing, make a change, test it, fix if needed, repeat. I'm doing the mod because my son and I can play together. He's 10. A couple years ago, we played WarCraft 3 together during summer break. But he learned and memorized all the cheat codes. I want him to learn strategy, development, and similar things. It's ok to lose. How to get better. Study what your opponent did and how to defeat him. You know, some Sun Tzu stuff. After 2 years of me teaching him, he's a descent chess player too. I encourage him to play CnC/RA because there are no cheat options and the story line is good. Doing the mod was my idea. With summer break coming, I wanted to have at least 1 faction partially finished so we could play with it and talk about future changes for the other factions. That's why I'm doing the cut/paste stuff first as much as possible. Whatever is easy, get it done then work on the harder stuff later. I don't plan on releasing the mod file anytime soon, if ever. If I do, it'll go to select people for review. I keep writing down ideas I have and reading what other mods are like to see if they've already been done. I'll eventually get around to playing them. I do have another question... I found the supersonic jet and fuel depot files. I was looking for Dr. Giraud's lab to be my Adv Research Center, only I haven't a clue what it's called. i was looking for the Ironside too that's grounded in the same mission. http://cnc.wikia.com/wiki/Ironside_experimental_troop_transport Any ideas?
  13. Thank you, Lauren, for asking for more information. Specifically, what I want to do is this. The Zone Troopers and Zone Raiders have 2 identical upgrades: Scanner Packs (Command Post) and Auto Injectors (Armory aka Medical Bay). I cut the Cmd lines from each of the Logic Command Set (LCS) files for those buildings and pasted them to the Space Command Uplink's (SCU) LCS File. I want 1 of each upgrade and to affect both Zone Squads. The end result is that the buttons appear, but they are not available to be clicked on to research. After several tries, I didn't know if there was a file by a different name I was unaware of. So I asked. Further information: I want anything related to hi-tech or Zone/Zocom related to be a research upgrade from the SCU. I've managed to successfully do this cut/paste to transfer code from one thing to another without further modification. However, in this instance when it did not work, I read through all the xml for the Armory and the Zone squad's upgrades to see if there was something I had missed. I couldn't see it. I made sure to remove the Game Dependency attributes prior to testing. This is a part of my attempt to solidify all unique factions of GDI into 1 faction with specifics rearranged. For example: adding the Titan, Wolverine, Zocom Shattered, and Zone Raiders to production cues. I added the Adaptive Armor to the Tech Center, moved all other techs to different structures, and included the Predator in the upgrade effect. However, at the moment, I've only been able to add the effect without the fx. I get either a pink skinned Predator, or an invisible Predator if I do. I'm still toying with it. I try for the simple solutions first. Also, I renamed the Adaptive Armor to the Faraday Effect and set the negative effects back to 100%, so that the only thing the Predator, Titan, and Mammoth Tank receive when its activated is EMP immunity. I'm trying to do things with the least amount of effort possible first. I'm sure you're familiar with the acronym KISS. Thanks, Stygs. That was my suspicion. I was considering converting from KW to TW to help speed up the process but I don't know if I want to deal with converting everything I've done by now. I'll let you know how that works, because if it does it'll fix 6 other like-kind problems. Generally speaking, plagiarism as a whole is frowned upon by people with ethical standards and I know how sensitive some people are to their efforts into something being 'borrowed' without even so much as a thank you.
  14. I use Dreamweaver CS5 and Notepad for editing bat files.
  15. dvs1

    C&C reboot?

    I still have the book w/ cd that was all about how to design fps games. It was my first crack with Photoshop too, since I strongly favor Corel for most things. That was.... 16 years ago? I don't remember the name of the engine it came with, but I know I still have the book. Yes, it is easier today than it was back then but what I learned in college wasn't just the thought process of the logic, but the math too, it was intense. I had some very bad semesters because of the math classes. It's one thing to be able to read code, its another to understand what its doing. @jeffnz, go check out coursea.org and look at brainbench.com for certifications, which can net you a better job than the pain of a degree. A certification shows you're specialized in something. That makes you valuable. Find anything you can from Lynda.com too. I used InDesign for years then watched Lynda's instructional videos on it and learned a lot more I could do and have used. As for the future of CnC, I believe that a DOTA style mod, meaning a complete overhaul, is the only real future it would have. Too many times I've seen, as I'm sure some of you have as well, games of all kinds fail in the wake of their arrogance for ignoring the very thing which sustained them: the players. The problem would be, who would work on it? Most, if not all, work full time + over time. It'd take a community effort from mind mapping to story boarding to modeling, then coding and balancing, and beta testing to get something workable. Even then, you're looking at 6 mos working at a very fast pace? Not to digress. What would a CnC 5 look like? What if the Scrin were only the beginning? What if the missions were how much tiberium you could harvest to aid in the global effort to be rid of it? What if took over everything regardless and the whole world became like the Forgotten? What if after 30 years the whole earth became a tiberium crystal orbiting the sun? Story wise, what I believe could be done, if this were explored further, is a more indepth telling of the years between TD, TS, TW, and TT. I looked up some screen shots and vids of TT and honestly, I was rather disappointed at what I saw. I don't want to see another chapter, future or otherwise, come from EA. I don't like the command bar across the bottom, I didn't care for some of the changes... the walkers, most everything that walked, just looked clunky to me. Too... Star Wars AT-AT style. If the Mastodon weren't a walker, I could like it more. But these are specifics to me. I felt that it moved away too much from how all the rest of the CnC & RA games were. Generals was different from the start, so to me it wouldn't be included in this comparison.
  16. Yeah, you did. I forgot about it by the time I got back around to it a few days later. I was more focused last night and had a growing things of things that needed corrected so I systematically tackled them all. I'm finishing up the last one, and I'm looking for a missing texture that will hopefully be in the art packs I'm searching.
  17. Since I moved the sensor pod from the Cmd Post to the Airfield, I'd like to also slice off the model and transfer it too. This is what I mean. Has anyone ever done such a thing?
  18. Ah, I forgot to include that this was my experience and a disclaimer is that my results may not be replicable for the WE 1.08 not compiling audio assets.
  19. Okay, Lauren. I fixed the sound problem. Here's how, so you understand the process which lead me to the answer. I did not mess with the internal files for the Mirage Tank. I remembered it worked (audio), and then it didn't, and it hasn't since. It was when I switched from WE 1.07 to 1.08. I went back and got 1.08, unzipped it to a fresh folder, compiled the SampleMod, started it, built Mirage Tank, and no sound. So I figured that the problem was with WE 1.08. Further, I got the WE 1.07, unzipped it to a fresh folder, compiled the SampleMod, started it, built the Mirage Tank and viola, there was sound. But not while selecting. For everything else, but not while selecting. It was then I stopped being a monkey, because monkeys are only good for pushing buttons. I started a fresh pot of coffee too since I was at this bug hunting process all night. I started watching closely what was going on, but here's the part you would be interested in. I did a compile with WE 1.08 and then WE 1.07. Here was the difference. WE 1.07 would compiled the audio assets. I could read this, so it was on the screen long enough for me to clearly see what it was doing. WE 1.08 would not compile the audio assets. It would start to, then stop, window would close in a flash, no error, nothing in the log, just no nothing. It would then proceed to the next step. I added audio files for a vehicle I added and WE 1.07 caught every mistake made in the AudioEvent and AudioFile xml's that were mine. After I fixed each of them (I hit paste twice on a large block of code), I compiled the SampleMod again and tested it. All sounds worked. Again, the significant difference here was that WE 1.08 was not compiling the audio assets but WE 1.07 was. I also determined why I was getting what I call a 'ghost error'. I would get an error for a "select" audio but it was on my AudioEvent/AudioFile xml every singe time, even though I had already fixed it. I would check the files each time I tried the compile and got the error. After a few times, I remembered that the Mirage Tank had no voice on "select" so I checked it's AudioEvent.xml file and found a typo in the id attribute. The error said that there was a 'key already made with that name and it would skip over it'. That's why I call these things ghost errors. I already fixed the one, but it would give me the same error message without telling me there was second one somewhere. <AudioEvent id="ALL_MirageTank_VoiceSelect2" The "2" in this string is the typo. I removed the 2, tested it, and there is voice on selection now. I went back to the 1.07 & 1.08 zip files and checked the AudioEvent file in both of them, the typo exists in each. I opted to clear my bugs out now before trying to start anything new. When I get a lot of changes done and its flawless, I'll copy the folder, increment my # on it, and add new changes. This way I don't have to backtrack.
  20. I remember getting TD back it was called CnC'95. Yeah, I'm that old. Then when RA came out, I was stoked. But I was working a lot, and then 2 expansions were released, and I plunked out the $55 for the 3 pack, which I still have the box like .. how many years has it been now? Yeah.. btw, don't ever loan your game CD's to a "friend" because I never got them back. So the freeware option now is pretty cool. Last year I replayed all the '95 GDI and NOD missions. Every single one of them. Got out the CO cd and ggaaawwwdd I forgot how hard those were. Some missions were fun, some I still can't beat. I started with RA but went and got TS and FS. I tried to play them, but they really turned me off. A couple features I liked, but for the most part I didn't care for it. I'm a story player too, so I had to read up on the story to connect with what happened to start TW off. But I played KW first, then TW... which actually makes more sense imo. I have yet to play TT. so... KW is my favorite one so far. Without importing any units for anywhere else, there is lots of improvement to be made just from within the existing architecture.
  21. Add them to the Barracks. Rename them "Super Troopers"
  22. I remember that one. I went back to that one to look at a few models to see if I can find them to add to a mod. At the start, you get 3 Sab's a couple Militant squads to guard against engineers, grab that spike + 2 silos immediately, then start building defenses, stack them in the first row for as shredder turrents, then laser turrents, completely surround your base, get a few sam's to protect your harvester, keep maintenance on everything, upgrade the turrents, run a second harvester, and hole in for awhile. When the tib field is empty, wait for it to grow again, then wipe it out again. I managed to take over their entire base. Wiped out the watch towers and other defenses, captured all their buildings, and started harvesting the blue tib and built a massive army to deal with their assault. I like doing hard things on a large scale. Makes for better stories. :-) I figured out early on that the way to beat the AI in campaign is with a heavy defense while you build rockets, flame tanks, and stealth tanks. Its only Brutal AI Balanced in skirmish on small maps do I have to really fight it out. I did manage to run AI out of funds once... I don't remember any of the campaigns being *that* hard but on skirmish, that's a whole different matter.
  23. Right (about the containers). I looked at the code and figured it was just a copy/paste job in the right place. I haven't tried this yet, since its still just an idea. I was working on the Predator trying to get the adaptive armor fx to show. The effect works, it's immune to EMPs and even has the sound, but trying to get the shader to work for it like it does for the Titan and Mammoth is proving a bit more difficult. I compared the shader info for the titan and mammoth saw it was identical, copied it, added it to the gupredtank file, everything compiles fine but the predator I get is the basic GDI one instead of my modded one.So the problem is with the w3x file. The additional icon upgrade, that space is used in the global conquest game. What I hadn't considered is there'd be a conflict to try such a thing. It was easier to edit the db and the models for WC3. Changing the skins and even the proportions, like the head, or an arm were possible. I added a Ranger class and a new Hero, incorporated a new build tree to include wc2 features, fun stuff like that. What I can't understand is why I can't get Photoshop CS5 to open the .dds files for KW but they did for WC just fine? I got a plugin for Photoshop too to open them, but if I edit them and save, its a blank file. I can't get anything to open in 3DS Max 9 either. I even hunted down my old copy to put on this computer, got the sp2, but the import script doesn't work, so I open the w3x files in Dreamweaver to edit them. The EA w3x viewer won't show any textures either, even tho they're all there. So I'm working with the same file extensions, but having to work thru a different set of problems to achieve the same result. That's why I say KW is a beastly beast.
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