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Everything posted by Stygs
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Changes from TW1.09 to KW1.00 Info Dump
Stygs replied to TheHostileNegotiator's topic in Tiberium Wars / Kane's Wrath
Does this even count as bugfix? I mean, they added an filter for the regular Drone Ship... but at the same time forgot to add the subfaction ones xD But thanks for that list, there are a couple of changed I never noticed. Time to add them to my own mod: -
Well, if you used the TW modding tools, you should also get a logfile when compiling you mod. Assuming the compiler couldnt find the model, it should at least show you where it exspected the model to be. So find out where the compiler was looking for the model, why it was looking there and why the wasnt actually there.
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Immortality of Kane and immortality in sci-fi in general
Stygs replied to ApornasPlanet's topic in Command & Conquer: General Discussion
I think the idea was that this is related to the chronosphere. That would kinda explain his abillity to teleport and give a reason for him beeing in Red Alert. Image it this way: WW was probably just starting to develop RA1 when TD was released and when they realized how popular Kane was, they knew they needed him back for the next Tib game. So why not use the teleportion device from RA to explain how he survived? Of course that raises more questions than it answers... Some of the IDBs in KW have Kane mention his "departed brothers", making it sound like he was marooned on earth by whatever group he belonged too. Maybe they left him some secret base or an hidden alien ship that he uses as hideout between the games that also houses some secret tech like the teleporter. After all, it seems they didnt want to kill him but imprison him, so maybe they gave him something to prolong his life. Then again, when he talks about the Tacitus in the GDI ending, he seems genuinely amazed by its powers and talks about "the next step in OUR evolution" as if he seems himself als a human, so your guess is as good as mine. -
Set PlayerSpecialPower's countdown timer in game?
Stygs replied to ravage's topic in Tiberium Wars / Kane's Wrath Maps & Modding
<SpecialPower id="ModuleTag_Curse" SpecialPowerTemplate="SpecialPower_CABAL_SystemReset" UpdateModuleStartsAttack="true" /> <CurseSpecialPower id="ModuleTag_CurseUpdate" SpecialPowerTemplate="SpecialPower_CABAL_SystemReset" TriggerSound="NOD_Redeemer_RageGeneratorMS" CurseFX="FX_TEMPLarge" CurseFactor="1.0"> <AffectObjectFilter Relationship="ENEMIES NEUTRAL" Rule="NONE" Include="SUPER_WEAPON"> </AffectObjectFilter> </CurseSpecialPower> "Curse" is a leftover fom BFME that resets the targets specialpower. "CurseFactor" is the percentage, ie 1.0 sets it back by 100%, 0.5 sets it back to 50% (afaik). Not sure how much it helps by whatever your traying, but it might be usefull. -
I never realised before that the supervisor face is basicly just the human image turned upside down - and now that egozi found some early sounds for the scrin in the TW files that basicly sound like the Protoss, (just in some made up alien language instead of english), I starting to think Alex06 was right. Maybe they were intended to be Aliens and changed during development to stand out more from the humanioid aliens that most sci fi games seem to have.
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Another Cancelled C&C Discovered: C&C Mobile
Stygs replied to Plok's topic in Command & Conquer News
Well, the yellow blue robot in the header is clearly a redeemer while the soldiers next to it seem based on RA2 tesla troopers, so I guess it was made after KW. The concepts on the bottom of the page look like Forgotten vehicles (using GDI parts like the slingshot cannons), so it might either be early ideas for a second TW addon or (more likely) it might have been an early idea that later lead to Tiberium Alliances. EDIT: One of the drawings has a TT Titan in the corner, so I guess they would have been made after TT. -
Well, it certainly would explain why the portal in CNC4 was humansized. But since one of the IDB entries mention that the Tacitus was NOT made by the scrin themself, there has to be other races in the mix. But in all honesty, right now I think the picture is something else: LEGION, the AI based on human and scrin technology, hence a CABAL style head (just more human this time) with a scrin background. Hence also the slight pink color - just like in the KW ending cinematics.
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How Works a Landing Pad
Stygs replied to blood1995's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Thats controlled by ParkingPlaceBehavior: NumRows="2" NumCols="2" Lets just say this uses leftoever codes from CnC Generals, so the number of possible landing slots is NumRows * NumCols. That also defines which bones the aircraft will look for while landing. However, I tried to add more landing pads once and as far as I can tell, EA never added support for more than 4 landing pads to the game. -
This is the proper color display for the model you selected. Try selecting the NUVert_SKN.NEWSKIN mesh or NUVert_SKN model.
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Thats normal. The part you selected has the distorion shader applied, hence its only displayed as bright colors in the viewer.
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Bibber's extra CNC3 files...
Stygs replied to Nafeasonto's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Last time I saw him, he seemed rather angry and didnt seem to care much for CnC anymore. I wouldnt bet on him or his page coming back. -
MOD.str not working
Stygs replied to Nafeasonto's topic in Tiberium Wars / Kane's Wrath Maps & Modding
The position for the mod.str depends on the compiler/buildmod.bat you are using. I think by default it should be in the same folder als the mod.xml. -
Hi guys, I got a very weird problem and no idea whats causing it. I startet modding TWA again a couple of days ago, but something changed today because suddenly, the compiler is unable to find the orginal TW assets - everything modded that usses vanilla assets is invisible and giving me the usual "Warning: Unknown asset:" message. However, new assets work fine and unmodded vanilla objects are displayed correctly (so its not caused by corrupted game files). The weidest thing is that it worked yesterday (make a video for my cluster missile) and its not related to TWA (happens with my other testmods too). Reinstalled the SDK and tried the mod studio, but same problem. The only thing I remember is installing a bunch of windows updates, but I cant think of any reasons why they would break the SDK :/
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Cant compile mods anymore
Stygs replied to Stygs's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Seems to work again after replacing the Buildmods and Tools folders with the ones Lauren supplied. No idea what exactly caused it, but lets hope it works for now. -
The short version is: Before the CnC3 release, EA released a semi scientific document on how tiberium works. It was a cool and interesting idea to promote the game, but it basicly contradicted every single thing the earlier games said about how Tiberium works. Basicly: Old Tiberium extracts minerals and organic componets and turns them into the Tiberium cristals, turning earth into a alien planet full of mutated Tiberium lifeforms. New Tiberium simply turns EVERYTHING into crystals, turning earth into a big tiberium crystal. Not to mention that elements like the Tacitus or CABAL were basicly forgotten in TW and only brought back in KW because the fans demanded it. And lets not forget about the lack of cyborgs, mechs, hover or underground units, sonic weapons... TW has basilcly the same unit rooster for GDI/Nod as TD, just with some more air units.
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Hammerhead Spinning around when unload squads
Stygs replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
yeah, all SpecialObjectFilter NEED to be the SAME, otherwise one nugget will be able to fire the weapon. -
Hammerhead Spinning around when unload squads
Stygs replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Your ActivateLaserNugget needs a filter too. -
Changing animations of infantry
Stygs replied to Miki's topic in Tiberium Wars / Kane's Wrath Maps & Modding
You cant, thats part of the model. The Riflemen have the muzzleflash animated on its own while militants just have it follow the gun. Hence mixing them results in something like this. -
C&C4 model that don't appear in game..?
Stygs replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I dont need to, it works fine in the viewer and the model I use in TWA also works fine. Pretty sure the model I use also has the ion cannon underneath, so pretty sure it also a beta model. Again, the error is most likely your xml. -
C&C4 model that don't appear in game..?
Stygs replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Not sure if the beta model has any differences to the final one... but considering the model is fine, I would blame your xml file. -
CNCNZ.com New Article: Totally Not Angry Response To Stupid Community Comments
Stygs replied to Plok's topic in Command & Conquer News
That allways reminds me of a quote from Renegade and DCoder, two of the guys working on the ARES patch for RA2: -
How can I make an infantry unit attack air units?
Stygs replied to Miki's topic in Tiberium Wars / Kane's Wrath Maps & Modding
The weapons usually has an AntiMask setting (if it doesnt, it defaults to anti ground). If you want them to attack both air and ground, just use AntiMask="ANTI_GROUND ANTI_AIRBORNE_VEHICLE ANTI_AIRBORNE_INFANTRY"> -
Behemoth recovery bug
Stygs replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Well, I think even with EquivalentTo, you need to add the new unit to the ExperienceLevels.xml and I am pretty sure that filters will still consider them different units. -
Behemoth recovery bug
Stygs replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
How about you just search the xml files for it? All GDI special powers that spawn veteran units allready use that... -
CNCNZ.com New Article: Totally Not Angry Response To Stupid Community Comments
Stygs replied to Plok's topic in Command & Conquer News
Uh, Stalin dacing before he gets shot? Yeah, total comedy gold I fail to see how this is cartoony or comes anywhere close to Romanov in his underware or Yuri getting eaten by a T-Rex. Yes, RA1 was apparently inspired by old B-movies. And while the cinematics might have been corny, they certainly are not cartoony in the way RA2/3 were.