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Everything posted by Stygs
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Bug with TWA Epics and Cover
Stygs replied to Stygs's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Yeah, but I cant find it, so no idea how he did it. @ Lauren & Ravendark Triggering an upgrade/ability within the soldiers seem to be the best bet for it, havent tried it so far. I give it a try when I got a bit more time. -
Bug with TWA Epics and Cover
Stygs replied to Stygs's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Frankly, I have no idea what code Denato used. -
Is it possible to make two units to merge?
Stygs replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Now that you posted the video... I have to admit that the TWA Mastodons have the same bug while Redeemer and Hexapod work fine. And since both of these mechs use WeaponSlotHardpoint while the Mastodons use turret for their primary weapons, I guess that is some kind of engine problem. Edit: So far, the Redeemer seems to work only as long as he doent use the turret mechanic - as soon as he gains a turret, his turning animations bug out too. -
Hi there, after finding the old Tiberian Twilight closed beta files on my external HD, I was wondering if anyone else here has one of the early TT builds. Why? Because there is a lot of cut/unfinished stuff in TT and theres propably a lot more that was removed during the beta, hence I like to find an early version. So far we have the files for Beta 8 (released November 2009) Beta 11 (released January 2010)
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Well, I was at the CommandCom2009 and I think the first Beta that I got was either 4 or 5. The files for the Beta5 I have here are dated 21.10.2009, so I would guess Beta4 was released in September and everything before was for EA only or the CommandCom presentation. The released version of TT contains sounds for all the Scrin units I found and some particle effects (pretty generic firing FX that dont fit into TW) and I guess thats all we are ever goint to get - after all, the released betas were multiplayer only. I distandly remember playing around with the game during CommandCom and seeing some unfinished map (singeplayer I guess), but Beta5 contains only two MP maps and thats it. btw, I just looked it up and Beta5 contains names + desciption text for the GDI Arcus Bomber (a campaign only unit) but no model for it, so they definatly made sure to keep the SP content out of the beta. There are no mentions of Scrin units in the text files, so I guess they had scrapped them before beta.
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Yeah, I should have opened this topic year ago - the chances to get an really early one are quite low now. However, I got Beta5 which should be one of the first versions that were addvaible.
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Is it possible to make two units to merge?
Stygs replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Not sure about the problem with the legs without some pictures or a video, but some thing I noticed at your code: CurDrawableShowSubObject("GUN_UPGRADE") Thats not a good way to hide/show stuff. Its better to add "RetainSubObjects="true" to most Modelconditionstates like the other units have. Flags="MAINTAIN_FRAME_ACROSS_STATES" Should also be removed, as there is no reason to have it in all these states. "MOVING HEALTH_PERCENT_25" This state wont work. It needs to be defined BEFORE the normal MOVING state and I think HEALTH_PERCENT_25 is not working by default, you need another module to trigger it. Its better to just use DAMAGE/REALLYDAMAGED. Appearance="TREADS" value="FOUR_LEGS_HUGE" I dont know much about WED, but I am pretty sure thats WRONG. Appearance is either TREADS or FOUR_LEGS_HUGE, not both. Most of these options are bugged anyway in TW, hence its best to use TWO_LEGS, THREADS, HOVER and WINGS. TWA Locomotor: <LocomotorTemplate id="GDIMastodonLocomotor" Surfaces="GROUND RUBBLE CRUSHABLE_OBSTACLE" TurnTimeSeconds="3.5s" TurnTimeDamagedSeconds="3.5s" MaxSpeedDamaged="75%" AccelerationSeconds="0.3s" BrakingSeconds="0.3s" SlowTurnRadius="5.0" FastTurnRadius="50.0" BehaviorZ="NO_MOTIVE_FORCE" Appearance="TREADS" PitchStiffness="0.5" RollStiffness="0.25" PitchDamping="0.8" RollDamping="0.3" ForwardAccelerationPitchFactor="0.3" LateralAccelerationRollFactor="0.0" ClampOrientationToPathTangent="true" ReorientIfTurnTooSharp="true" /> -
ClearanceTesting & CurseSpecialPower
Stygs replied to Madin's topic in Tiberium Wars / Kane's Wrath Maps & Modding
From BFME1: Behavior = ClearanceTestingSlowDeathBehavior ModuleTag_05a DeathTypes = ALL SinkDelay = 25000 SinkRate = 2.4 ; in Dist/Sec DestructionDelay = 60000 DecayBeginTime = 6000 ProbabilityModifier = 490 ; Very, very likely unless clearance test fails DeathFlags = DEATH_2 ; Controls animation and weapon choice. Sets BOTH model condition and object status bits. FX = INITIAL FX_OliphantDie ShadowWhenDead = Yes ; Volumetric shadows don't look so bad when sinking into ground ; This is the area which must be clear for this slow death to go off ; Use Control-Shift-Alt-E in game to display this area ; Use debug.add l + clearancetestingslowdeathbehavior to get feedback on why test fails ClearanceGeometry = Box ClearanceGeometryMajorRadius = 64.0 ClearanceGeometryMinorRadius = 32.0 ClearanceGeometryHeight = 32.0 ClearanceGeometryIsSmall = No ClearanceGeometryOffset = X:0 Y:-52 Z:0 ClearanceMaxHeight = 32 ClearanceMaxHeightFraction = 0.04 ; If more than 5% of the cells in the clearance geometry are more than 40 units above the Oliphant's base, don't fall (don't fall into cliffs) ClearanceMinHeight = -32 ClearanceMinHeightFraction = 0.40 ; If more than 40% of the cells in the clearance geometry are more than 40 units below the Oliphant's base, don't fall (don't get left hanging over a cliff) End Basicly, it would test huch much empy space is around the unit (multiple modules for multiple directions) and then determine the death animation to use. Since the death animations for Mumakils were a quite long and elaborate, they wanted to make sure the dead body would not move over cliffs or through walls during the animation. Makes you wonder why they didnt use that for the TW mechs :S Behavior = CurseSpecialPower ModuleTag_HOFTWUPdate SpecialPowerTemplate = SpecialAbilityCurseEnemy CursePercentage = 100.0% //Curse the target's power by this amount (will not exceed maximum charge time) StartAbilityRange = 200.0 CursedFX = FX_SarumanDominateTargets TriggerFX = FX_CreateaHeroCurse TriggerModelCondition = ModelConditionState:SPECIAL_POWER_1 ;triggered during the unpack phase TriggerModelConditionDuration = 35 ;in frames UnpackTime = 2000 PreparationTime = 1000 FreezeAfterTriggerDuration = 2500 ; Hold AI for this long after we fire. End Curse (aka "Hour of the Witch-king" ingame) was an an abillity that resets all special abillitys for the target unit. -
Issues with spawned\attached model
Stygs replied to Madin's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Are you using the CombinedInfoModule from the Scrin PAC? Because I once tried to add some animations for it and as far as I remember, the drones just stayed on their default position and never followed the PAC animation. -
Is it possible to make two units to merge?
Stygs replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
The fact that some of the bones have weird names indicates that they were extracted with an old version of bibbers tools, so there might be something wrong with them. -
No, all I could find where the internal names (note that icons are very TW looking, so they might have been from an very early TT/Arena build): Scrin Infantry A This is called Portrait_AlienInfantryA in the files, so it would be the very basic infantry for the scrin. There is also another icon for it called Portrait_AlienInfantryASquad, but that has just the name written on it. However, the "Squad" thing in the name and the TW icon style might indicate that the Scrin untis were leftovers from an early CnC Arena prototype and not releated to TT at all. Scrin Vehicle D Looks like infantry, but it is clearly called a vehicle in the files. Scrin Vehicle F Looks like aircraft, but it is clearly called a vehicle in the files. Scrin Vehicle L Not much to say about it, seems like a high tier vehicle. Sounds also refer to some kind of "claw". Scrin Aircraft A The only leftover is a icon with the name written on it so I have no clue what exactly it was, but the letter A indicated a very basic air unit, possible a Storm Rider successor.
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Doubt that there is much scrin content in CNC4, but what I found names/leftovers for a couple of units in Beta8: -a couple of Scrin Units for the Singleplayer -a couple of TS legacy units (Orca Bomber, Disc Thrower, Wolverine), they seem to be from CnC Arena era (the KW Titan and Wolverine were also intented for Arena/TT, so I guess Arena was goint to have a lot of TS content) -a couple of air/ground units that have no text desciption left (no idea what they could do) like a GDI Scout on a hoverbike, a wheelend Nod tank, couple of GDI aircraft and so on.... -the Conquer vehicles from the early beta (trucks that were used to capture neutral structures) -old designs for the GDI Armadillo APC and Nod Vertigo (looks a lot more like an development of the TW design). -some hints to GDI and Nod "Mega units" that might have been be some kind of epic unit (or maybe early KW designs as KW seemed to share some stuff with Arena) -the naming conventions also indicates that a lot of early GDI/Nod infantry units were removed. The GDI ones seem to be based on a heavier version of the TW GDI soldier while the Nod ones use the TW/KW models. It is either a leftover from CnC Arena or at least one of the subfactions was going to use normal human soldiers instead of Zone Trooper/Cyborgs. -some early infantry units mention squads, so I guess that was planned early on.
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Wouldnt bet on it - the Beta was MP only, so they propably removed them (just like the other Maps). I am hoping for more GDI/Nod units.
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Very nice work, never noticed that. However, a small detail: the NUMutan_VoiDie are not needed - they are the TW mutant death sounds. Edit: Are there really no MUMutan_voiAttack files? Thats kinda unsual for EA.
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20th Century Fox knows how to make a good super hero movie... Not like they manage to make every Fantastic Four movie even worse than the last one. Honestly, I dont know why so many people like Deadpool, so I dont doubt I will see it in cinema, no matter how good it might turn out to be.
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back to modding with question
Stygs replied to ravage's topic in Tiberium Wars / Kane's Wrath Maps & Modding
That maybe true, but I really doenst see how that would make a difference in the game. As far as I remember from modding the Avatar for TWA, there is no way to change the portrait icon or any of the texts ingame with a upgrade. -
There is a blank/black area behind some words ("Casualties", "Nod", GDI" and so on) to make the red text easier to read infront of the red background lines, but the text isnt centered in the field.
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Is there a C&C3 mod with a circular menu like KW/RA3?
Stygs replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
... maybe try reading this topic first? -
The AoE Minecontroll is a leftover from BFME (its basicly a direct copy of Sarumans special abillity). It even works in TW, but there it seems to ignore PermanentlyConvert as the units stay converted for ever.
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When I was working on the TWA epic units, I NEVER got ObjectHasUpgrade to work corrently. No idea why, but it never seemed to work the way I wanted. As a workaround, I used the upgrades to trigger modelconditions and checked these instead.
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Not sure if it belongs to this forum, but I just want to give a warning to CnC3 modders that are still active: Be careful when dealing with a german modder named Crystal Nova! :roll: About a year (or even more) ago I gave him an copy of my XML files (from Tiberium Wars Advanced) and told him how to use bibbers tools to extract models and other assets from mods (as he disagreed with some of the recent changes made in TWA, he wanted to make a private version to play with friends based on an older TWA release). Initially, he seemed very friendly and for a while we had a lot of discussions about his ideas and suggestions. However, at the beginning of this year, he suddenly released his mod on ModDB without asking us first, named it Tiberium Wars Advanced 1.8 and made it look like an official release despite no one from the original TWA team having worked on it (he also failed to mention the original mod makers in any way and then basically told me to **** off since "you can't copyright a mod" as he put it). He also often talked about things he liked in other mods, so I would not be supprised if he had stolen things from others too (he also uploaded a lot of maps and mods on ModDB, but he usually mentioned the creators). We deleted all the mirrors of his mod that we found, but a while ago he uploaded the TWA XML files on ModDB and now it seems he is asking people to fix models he ripped from earlier TWA releases. So yeah, if you ever get any messages from him, its best to just ignore him. :wink:
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Warning about a asset thief
Stygs replied to Stygs's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I just wanted to warn people what kind of person you are. And thank you for proving my point. Exept you said in december that you wanted to stop modding after uploading it, yet half a year later you still want to change things like the centurion. Totally finished That aside, its a mod and as you miight have noticed yourself, it evolves and its not finished just because you said so. preeeety sure its a textbook example of "ripp-off". btw, nice mod files. I like how your download even included renders from stuff that Golan made but that was never added into TWA. Anyway, I stated my point and I think the thread has run its course. -
Warning about a asset thief
Stygs replied to Stygs's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Ah, you used WraithEd and added them yourself? Thats amazing, considering you seem to be unable to chance the 4barreled Slingshot into the 2barreled Centurion without any help Btw, your "All things that he have planned for a release version" seems even more bull**** now because everything I wanted from KW has been in various TWA versions for quite a while. And yes, Bibber, Golan and Lauren helped ALOT when developing TWA. The nuke particle effects, the MG tracers, LUA scripts for pilot promotion (and epic units) are just some things that come to mind right now. Not to mention Golans models or Bibber and Lauren help when adding KW/TT stuff as they know alot more about the game engine than me. Or their modding tools. Or their help when fixing various bugs... Just because they arnt constantly editing the xml files does not mean they were unimportent for TWA. In fact, the ingame credits always showed who I considered important.... Anway, stay classy and nice tripple post. -
Warning about a asset thief
Stygs replied to Stygs's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Wrong, the TM team still exists. Sure, the site is offline, but it has been that way multiple times since CnC Generals. And as Bibber said before mutiple people contributed to TWA, whenever they are helping with TWA right now or not is not relevant. Not to mention the people that contributed but are not part of Thundermods (like ErastusMercy or Chronosheep) You know, I fail to see how this matters here... Oh, sorry, my mistake. But after seeing you release 1.75 in late december and 1.76 in early january, I expected you to be somewhere near 1.8 right now. Not supprising, considering that alot of that was allready in the xml files I gave you. Yeah, thats the one. Not sure if reporting has any effect on ModDB. One of the mods there removed the downloads when I told him about it, but aside from that, they never seemed to care. -
You don't get it, do you? Saga.de isn't a big site that just had a bad phase or something - it was a good site for a while (was quite active there myself), but bad management and boneheaded decisions by the leadership reduced the site to a husk and turned it into a laughing stock in the (german) community to the point were most the former staff (well, except for the CEO) is celebrating its closing. UF.de on the other hand is one of the oldest and biggest and most active german CNC forum (if not the most active). So, why the hell would the UF merge with Saga.de? That's like merging a gold nugget with a dead plague rat. I know its hard to understand for people who never read the Saga.de forums, but the site got what it deserved. Good riddance.
