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Lauren

Community Leader
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Everything posted by Lauren

  1. "... this is eashortbus..." biggest troll in cnc history.
  2. Lauren

    EA'S Origin Service: Serious Breach of Privacy

    Don't care about that, don't have anything to be embarrassed of on my PC.
  3. The problem with Germany is that we have an additional set of rules. Often even music free available GEMA has to grant publishing rights. The problem with that is most indy or minor musicians don't do that and so most stuff is blocked here. Better use blip.tv
  4. 1. He just states he doesn't know, not that it is impossible. 2. jonwil isn't the modding god many think of, more then once stuff he said turned out false. 3.Whatever
  5. There is a one click tool over at PPM for converting avi files to the format EA uses. Also it was just as you said to the technical side of exactly how to get the stuff you have in the game, not about the actual creating of that content, and that part is a few clicks. I tried it and I really noticed nothing about growth stages, sorry but it just doesn't look like that at all. The thing here is I can't see how there are any difficulties to create such a squad where the user looses control if the banner carrier is dead. I'm not demanding something impossible, but it also doesn't look like something special that should be explicitly used to demonstrate your superiority. You can do more with them? Yes. Easier? No. In the interview you talked about how difficult it is, and it is not. XML etc is so much easier to learn then Unreal Script or the 'Craft Editors with hundreds of menues and senselesss complicated stuff. If you compare the StarCraft II Editor with the older WarCraft III editor you might notice that they even tried to copy some elements of the WorldBuilder, and not to mention it is also a crashfest. Wonder why... (Can't speak much about the Oblivion stuff, but from what I heared from others it can be a pain in the ass too. Oh and don't even start with the CryEngine or Source, they are like Unreal, just even more difficult) Calling a mod 1.0 or a beta isn't that simple. We could have pushed TSR out years ago and could be easily now at 3.0 or greater. Naming a mod 1.0 doesn't make it finished. (See for example TWA) Maybe you aren't as godlike as you think? It's exactly what EA uses. All in all your bragging about your excellent understanding is just false. That nothing in "bragging about nothing" was towards the coding stuff, as its easy. It was in no way meant to say your mod is like nothing. Just some parts you bragged about. The problem for your site is: 1. Its extremely isolated. I've never seen someone of your staff posting/helping somewhere else. 2. Your site is apart from mods like allstars and forgotten completely unknown to nearly everyone. That "dedicated to helping people" just isn't known. For example it just states "At C&C Labs, we make maps and mods for Command & Conquer games. If you enjoy building things, please join us and contribute your skills. Here's a little bit about who we are and what we do." and that is on the About Us page, nowhere on the front page, also it doesn't state anything about helping. Then about 3/4 of the screen "» Teach Others - Want to learn how to create your own C&C maps using World Builder? [...]" Nothing about modding. The only thing it says "join us we want your skillz!" Clicking on "Modding" then TW you just get a bunch of links to tools and 2 links to "Tutorials" that everyone can see just by reading through the offical sdk documentation. And the Forum has a small subtopic about TW with ... wow 5 threads. Its not about the quality about the mod, its about that untruthful bragging that leads to our posts. Oh and btw: Sam Bass is in everything modding out of his comfort zone. Sure he picks up things someone has thrown at him to please the community. As Golan said: "Modding of SAGE games since TW has suffered greatly due to the portrayal of the process as something arcane, incredibly difficult or highly technical." And after a while sure it gets picked up by developers that have nothing to do with the xml code for example.
  6. The question was about the tools available and the challenges they brought.
  7. I didn't register here to just jerking around. I registered more then a year ago and used my account here a bit to promote my SDK. Then when I feel like someone is about to jerk with everyone else, you start praise them and defend them. And when 2 of the most renowned modders of the newer titles register to back me up you just insult them? If they did register here before, were active and made that post would you say the same or is it maybe you, jealous about they didn't register before? Sure its your page, but defending people lying to not only you but all your readers without listening to others that are maybe new here but not new in the community isn't that professional either. It would all be fine if they wouldn't demand to be praised as the best of their art. Edit: By the way: their coding work is based on a great amount on the findings Golan, Bibber and I made (yeah I don't back up that claim because you don't wish the mumbo jumbo). Think of that a bit.
  8. I don't rant about the work, I rant about the FALSE statements they gave in that interview, if I would wish to bad mouth it I could easily come up with many more things. Its just the fact that they try to achieve praise with writing nonesense. Also I work on the Kane's Wrath Mod SDK and I am part of Tiberian Sun Rising, sooo am I doing enough for you now or do you just don't like people just wanting to set things straight, and all my statements in the above post are true, and the quoted ones are false.
  9. Sorry but the technical part is just a great lie. Ehm yeah, copy paste and about 4 lines of ini... reeeeealy hard. Okay lets see, Vein Monster: just a animated model with the weapon like the Rift Generator, sounds challenging, and if its coded otherwise, go learn to mod again as it feels exactly like I just described and doesn't need any special coding. Also Beastmaster... I really can't think of something that would be difficult to create them. Sorry guys, look at other games that come with mod tools, then come back and say that again. The mod tools provided by EA are one of the most easy to use tools we could have and wish for. Ehm also very easy to do, MissionObjectiveList anyone? Sorry but The Forgotten is another mod that just happens to be bigger then most but really has nothing else special to it then the self made FMVs.
  10. EA will be busy playing Guild Wars 2 so they can't announce a new C&C ^^
  11. Over 100 textures... you should seriously take some time to learn about what you are doing.
  12. It is done! (At least a tiny little bit ^^) The first version for the public is here. But remember: it is an alpha version and featuring just MpGameRules, ArmorTemplate and LogicCommand. It is not much yet but it can be updated easily. Also it might be crashing from time to time (even if it doesn't for me anymore ^^). If it does please send me infos of what you have done where it crashed and maybe debug information if available. Note: .net Framework 4.0 is required to use the SDK. Also you might need to run the Launcher with elevated rights if you run Vista/7 and have installed KW in Program Files (The SDK itself asks for that rights per default). The SDK: http://thundermods.net/index.php?page=down...=view&id=87 A special Mod Launcher (not directly needed but makes it easy to use, see SDK documentation) http://thundermods.net/index.php?page=down...=view&id=88
  13. Thanks but I don't have an Option thing there. Also under My Controls where its normally located it doesn't show up
  14. It's a new site design, the bar on top fits exactly the networks bar, other elements are also very similar to the newer design that is already used some months here: http://www.hdr-inside.de/ btw: what happend to this forum? Why can't I set it to show me some posts like every forum does? This tree at the end of the site where you have to click on every single post just sucks Oo
  15. Too much blood, even if the flamethrower shoots on them.. there is need for improvement, especially if they aim for a very realistic game...
  16. Some shaders aren't that exciting and also it misses all the post effects that gave TW and KW some feeling. But the gameplay quality is lower anyway
  17. The test was pointless anyway as the worst card was a GT 220, thats above many cards many people have in their computers.
  18. Hi, I've posted news on this at ModDB! Things getting in shape with a new Tool called WrathEd with a complete DirectX (XNA) interface. http://www.moddb.com/mods/kanes-wrath-mod-sdk
  19. Sorry it wasn't meant to be something personal. I've only modded Generals ini code before (never made something big, the ini files were at the most parts too confusing, for example I didn't had any idea how to make some new animation coding in Generals, I learned it and most other stuff with Tiberium Wars because it was better structured), then was only gaming in the years of BFME and BFME II. When the Tiberium Wars SDK came out it seemed familiar as it directly reminded me of the ini code (because of the keywords) but more like html (in these days I didn't exactly know what xml really is and that html is just like a derivation of it). I had no problem doing stuff like changing prizes etc (ok I never had problems with that in Generals) as I picked some random unit and looked through the file. I never had these problems many many topics in the official forums are about. Stuff like changing damage etc was instantly clear for me. I just looked at the structure and it was like this for me: "ok this points there and this.. uhm .. windows search.. ahh in this file". This is how I learned most stuff, even stuff I never got in Generals but the structure let me realize how it worked (as mentioned the animation for example) Then some day.. maybe 1 or 2 months after the TW SDK release I looked in the xsd and noticed that names of behaviors and other stuff is in there (really, I didn't know what xsd files are and why they were there) so I compared again with code of TW units and got things together. (Then at that time I began with Tower Defense)... What exactly xsd files are and the purpose of them to define the xml files I learned approx 8 months ago. (at my first semester at university, I am now 19 years old) If I knew that sooner it would even be easier. As a summary: for me learning the stuff I know how to handle the xml files took me under two months with only knowing some limited amount of keywords and no idea about the structure and without any tutorial. My experience is simply: do learn a bit about xml/xsd structure and how they work and everything else will come with some looking through the code.. shouldn't take more then two months to be as good as I am with the knowledge about how to mod TW/RA3. (Maybe excluding shaders and batches I also taught completely myself) (btw at school my marks where something about uhm C? dunno exactly what it is in English school system, here in Germany it is 3 (from 1 with being the best mark and 6 the worst) so I don't think I am thaat good at learning stuff (or it just didn't interested myself xD))
  20. 1. There is a agreement that says the SDK has improved since Tiberium Wars so I have posted my thoughts about that. 2. The same goes for the learning curve and is stated in one of the questions that it has a high learning curve.. so where is the problem in commenting that? 3. Here I just stated that I agree with Banshee.. I don't see your problem. I just posted my thoughts about the questions and stated that most are somewhat generic answers and I didn't like that. There is nothing in my post where I disregard the disclamer. And if you are upset because I said its one of the worst round tables that is because some of them stated that they didn't worked with the SDK so they have only a generic amount of knowledge and that makes their statements useless. And of course this is just my opinion on this, and there is nothing that forbids me to write it down here.
  21. Sorry for the ranting I will do with this post but I think this is one of the worst roundtables ever.50% of what was said seemed to be generic answers as who has written them hasn't touched the RA3 SDK. I tested the SDK in depth with Dibelius and have to say we are impressed how much stuff EA has broken what worked perfectly in Tiberium Wars. Also the options they gave us to do are more limited as in Tiberium Wars, for example why did they cut lightrays? They were one of the most impressive graphical features in Tiberium Wars. Units even blocked the lightrays, that was one thing Tiberium Wars had what only high end shooters like Crysis did. Also as ever the UI.. only one special ability button.. many Tiberium Wars mods got impacted that there where only 4 and now.. 1? That doesn't make that much sense.. I don't see the point why EA couldn't release a UI with more buttons. It should be a work of about 10 minutes for them, at least if they didn't screwed the engine code for that. Or maybe they could make a UI for mods like Tiberium Wars that shows as much buttons as you have in use.. Golan said it that the part with the broken modules etc was easy to misunderstood. The main directive I want to express with this is not about ranting on EA. It is more that TW offers more or better options and if you want something big, go mod TW and not RA3. Another point I think was for me "EA repeated their largest two mistakes: a high learning curve..." I was like wtf.. The GUI should be very easy to handle even for unexperienced modders, but Mastermind could have added some description to it. New people sure wonder "Create SDKUDEF" what? skudef? what's that? and will leave it on for all the time making that you can choose what you want to do useless.. experienced modders will stick to the batch files. They are faster and easier to change. Then the learning curve of xml.. ya its xml.. nothing more or less. Easy to learn and master. Structured way better than ini files and you have the schemas of what you can do everywhere. The problem here are definitly the users of the SDK who don't want to learn. 80% of all in the commandandconquer.com forums are even too lazy to use windows search, asking every hour about stuff that can be found without a problem using the windows search in about 10 seconds... If someone want to use the SDK, TW or RA3, they only need a basic knowledge about XML (how it is structured) and then all comes from self within a month or less.. I won't call that a high learning curve. I for some parts agree with Banshee who said that the art and mod.xml should be generated automaticly, but only in a newbie mode. In my Tiberium Wars projects I have a huge amount of xmls that I didn't want to include for testing or other stuff I did with them.
  22. search for it in the GameData.ini MaxFrames or sth like that, simply search for frames or fps an you will find it
  23. Lauren

    Special Future Tech Announcement

    Nope it isn't german sites have information on the "addon" (like the link above and the other german sites say its stand alone and singleplayer only => booster). the concept is this plane there..
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